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当我尝试获取着色器存储块中不确定长度数组的长度时,我得到零或更少。着色器存储块长度返回零或更少
设置存储:
geometryBuffer = ByteBuffer.allocateDirect(12* 4)
.order(ByteOrder.nativeOrder());
geometryBuffer.putFloat(1f);
geometryBuffer.putFloat(0.25f);
geometryBuffer.putFloat(0.5f);
geometryBuffer.putFloat(0.75f);
geometryBuffer.putFloat(1.1f);
geometryBuffer.putFloat(0.35f);
geometryBuffer.putFloat(0.6f);
geometryBuffer.putFloat(0.85f);
geometryBuffer.putFloat(1.2f);
geometryBuffer.putFloat(0.45f);
geometryBuffer.putFloat(0.7f);
geometryBuffer.putFloat(0.95f);
geometryBuffer.flip();
geometryBufferId = GL15.glGenBuffers();
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, geometryBufferId);
System.out.println("bb" + GL11.glGetError());
GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER, geometryBuffer, GL15.GL_STATIC_DRAW);
System.out.println("bd" + GL11.glGetError());
GL30.glBindBufferRange(GL43.GL_SHADER_STORAGE_BUFFER, 0, geometryBufferId, 0, 36);
System.out.println("br" + GL11.glGetError());
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, 0);
的FRAG着色器:
#version 430
out vec4 outColour;
layout(std430, binding=0) buffer Geometry {
vec4 a;
vec4 myVec[];
} ;
void main() {
// if (myVec[0].y == 0.35) {
if (myVec.length() == -1) {
outColour = vec4 (1,0,0,1);
} else {
outColour = vec4(0,0,1,1);
}
}
我期望长度为2,但在本例中返回的长度是-1。我可以检索数组中的值,因为测试if (myVec[0].y == 0.35)
也会返回红色。
根据https://www.opengl.org/wiki/Interface_Block_(GLSL)和GLSL规范v4.5第4.1.9节的规定,大小是在运行时从缓冲区或范围的大小减去块中所有大小的组件,然后除以大小的一个单个数组入口。我似乎得到的是零减去在块中的不确定存储之前的vec4单元的数量。
另一种方法是传递一个统一的数组大小,但为什么不length()返回正确的值?我在GTX660M上运行