Merge branch 'ComputeDispatch' of https://github.com/mp3butcher/OpenSceneGraph into mp3butcher-ComputeDispatch
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@@ -10,7 +10,7 @@
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#include <osg/StateAttributeCallback>
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#include <osg/Texture2D>
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#include <osg/Geometry>
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#include <osg/Geode>
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#include <osg/ComputeDispatch>
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#include <osgDB/ReadFile>
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#include <osgGA/StateSetManipulator>
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#include <osgViewer/Viewer>
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@@ -167,6 +167,7 @@ class ComputeNode : public osg::PositionAttitudeTransform
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public:
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osg::ref_ptr<osg::ComputeDispatch> _computeDispatch;
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osg::ref_ptr<osg::Program> _computeProgram;
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osg::ref_ptr<osg::Shader> _computeShader; //compute and write position data in SSBO
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@@ -204,6 +205,8 @@ public:
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_vertexShaderSourcePath = "shaders/osgssboVertexShader.vs";
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_geometryShaderSourcePath = "shaders/osgssboGeometryShader.gs";
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_fragmentShaderSourcePath = "shaders/osgssboFragmentShader.fs";
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_computeDispatch=new osg::ComputeDispatch();
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addChild(_computeDispatch);
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}
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};
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@@ -622,7 +625,7 @@ void ComputeNode::initComputingSetup()
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{
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_computeProgram = new osg::Program;
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_computeProgram->setComputeGroups((NUM_ELEMENTS_X / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_X / WORK_GROUP_SIZE), (NUM_ELEMENTS_Y / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_Y / WORK_GROUP_SIZE), 1);
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_computeDispatch->setComputeGroups((NUM_ELEMENTS_X / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_X / WORK_GROUP_SIZE), (NUM_ELEMENTS_Y / WORK_GROUP_SIZE) <= 1 ? 1 : (NUM_ELEMENTS_Y / WORK_GROUP_SIZE), 1);
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_computeShader = osgDB::readRefShaderFile(osg::Shader::COMPUTE, _computeShaderSourcePath);
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_computeProgram->addShader(_computeShader.get());
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@@ -20,7 +20,7 @@
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// This example can work only if GL version is 4.3 or greater
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#include <osg/Texture2D>
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#include <osg/Geometry>
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#include <osg/ComputeDispatch>
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#include <osg/Geode>
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#include <osgDB/ReadFile>
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#include <osgGA/StateSetManipulator>
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@@ -57,14 +57,12 @@ int main( int argc, char** argv )
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// The compute shader can't work with other kinds of shaders
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// It also requires the work group numbers. Setting them to 0 will disable the compute shader
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osg::ref_ptr<osg::Program> computeProg = new osg::Program;
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computeProg->setComputeGroups( 512/16, 512/16, 1 );
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computeProg->addShader( new osg::Shader(osg::Shader::COMPUTE, computeSrc) );
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// Create a node for outputting to the texture.
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// It is OK to have just an empty node here, but seems inbuilt uniforms like osg_FrameTime won't work then.
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// TODO: maybe we can have a custom drawable which also will implement glMemoryBarrier?
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osg::ref_ptr<osg::Node> sourceNode = osgDB::readRefNodeFile("axes.osgt");
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if ( !sourceNode ) sourceNode = new osg::Node;
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osg::ref_ptr<osg::Node> sourceNode = new osg::ComputeDispatch(512/16, 512/16, 1 );
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sourceNode->setDataVariance( osg::Object::DYNAMIC );
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sourceNode->getOrCreateStateSet()->setAttributeAndModes( computeProg.get() );
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sourceNode->getOrCreateStateSet()->addUniform( new osg::Uniform("targetTex", (int)0) );
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