在 Android 5 中使用计算着色器(Open GL ES 3.1)
Using compute shader in Android 5 (Open GL ES 3.1)
我正在学习 OpenGL ES,尤其是 OpenGL ES 3.1 中的计算着色器,特别是 Android 5.0.1。
我定义了 3 个着色器(计算、顶点和片段)并附加到两个不同的程序,一个用于计算着色器,一个用于顶点和片段着色器。
当我只使用顶点和片段着色器时没有问题,但现在我添加了计算着色器时出现以下错误:
02-11 20:02:10.375 13243-13264/com.example.daan.daggl2 I/VERSION﹕ OpenGL ES 3.1 NVIDIA 349.00
02-11 20:02:10.472 13243-13264/com.example.daan.daggl2 A/libc﹕ Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 13264 (GLThread 9847)
我想弄清楚我遗漏了什么,但我是这个主题的新手,我不确定从哪里开始寻找问题。
对象的构造函数是:
public Triangle() {
buffers = new int[1];
GLES31.glGenBuffers(1, buffers, 0);
gVBO = buffers[0];
// set up the vertex and fragment shaders
int vertexShader = MyGLRenderer.loadShader(
GLES31.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(
GLES31.GL_FRAGMENT_SHADER, fragmentShaderCode);
program = GLES31.glCreateProgram();
GLES31.glAttachShader(program, vertexShader);
GLES31.glAttachShader(program, fragmentShader);
GLES31.glLinkProgram(program);
checkGLError("LinkProgram/program");
// set up the compute shader
int computeShader = MyGLRenderer.loadShader(
GLES31.GL_COMPUTE_SHADER, computeShaderCode);
computeProgram = GLES31.glCreateProgram();
GLES31.glAttachShader(computeProgram, computeShader);
GLES31.glLinkProgram(computeProgram);
checkGLError("LinkProgram/computeProgram");
}
绘制函数:
public void draw(float[] mvpMatrix, float[] color) {
GLES31.glUseProgram(computeProgram);
checkGLError("UseProgram/computeProgram");
int radiusId = GLES31.glGetUniformLocation(
computeProgram, "radius");
indexBufferBinding = 0;
GLES31.glUniform1f(radiusId, (float) radius);
GLES31.glBindBufferBase(
GLES31.GL_SHADER_STORAGE_BUFFER, indexBufferBinding, gVBO);
checkGLError("glBindBuffer/gVBO");
GLES31.glDispatchCompute(2, 2, 1);
GLES31.glBindBufferBase(
GLES31.GL_SHADER_STORAGE_BUFFER, indexBufferBinding, 0);
// See note 1 below
//GLES31.glMemoryBarrier(
// GLES31.GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
GLES31.glMemoryBarrier(
GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
checkGLError("glMemoryBarrier/1");
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, gVBO);
checkGLError("glBindBuffer/gVBO");
GLES31.glUseProgram(program);
int posId = GLES31.glGetAttribLocation(
program, "a_v4Position");
int fillId = GLES31.glGetAttribLocation(
program, "a_v4FillColor");
int mvpMatrixId = GLES31.glGetUniformLocation(
program, "mvp_matrix");
GLES31.glEnableVertexAttribArray(posId);
GLES31.glEnableVertexAttribArray(fillId);
GLES31.glUniformMatrix4fv(mvpMatrixId, 1, false, mvpMatrix, 0);
// See note 2 below
GLES31.glDrawArrays(GLES31.GL_POINTS, 0, 3);
}
供参考,着色器位于 post 的末尾。
备注:
- 我在 Android 文档中找不到 GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT。它不应该在那里吗? documentation mentions it.
- 绘图调用使应用程序崩溃。直到 glDrawArrays() 之前一切似乎都很好。
如有任何关于寻找内容的想法,我们将不胜感激。
顶点着色器:
private final String vertexShaderCode =
"uniform mat4 mvp_matrix;" +
"attribute vec4 a_v4Position;" +
"attribute vec4 a_v4FillColor;" +
"varying vec4 v_v4FillColor;" +
"void main(void) {" +
" v_v4FillColor = a_v4FillColor;" +
" gl_Position = mvp_matrix * a_v4Position;" +
"}";
片段着色器:
private final String fragmentShaderCode =
"precision mediump float;" +
"varying vec4 v_v4FillColor;" +
"void main(void) {" +
" gl_FragColor = v_v4FillColor;" +
"}";
计算着色器:
private final String computeShaderCode =
"#version 310 es" +
"\n" +
"uniform float radius;" +
"struct Vector3f { float x; float y; float z; float w; };" +
"struct AttribData { Vector3f v; Vector3f c; };" +
"layout(std140, binding = 0) buffer destBuffer { AttribData data[]; } outBuffer;" +
"layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;" +
"void main() {" +
" ivec2 storePos = ivec2(gl_GlobalInvocationID.xy);" +
" uint gWidth = gl_WorkGroupSize.x * gl_NumWorkGroups.x;" +
" uint gHeigth = gl_WorkGroupSize.y * gl_NumWorkGroups.y;" +
" uint gSize = uint(gWidth) * uint(gHeigth);" +
" uint offset = uint(storePos.y)*gWidth + uint(storePos.x);" +
" float alpha = 2.0 * 3.1159265359 * (float(offset) / float(gSize));" +
" outBuffer.data[offset].v.x = float(sin(alpha)) * float(radius);" +
" outBuffer.data[offset].v.y = float(cos(alpha)) * float(radius);" +
" outBuffer.data[offset].v.z = 0.0;" +
" outBuffer.data[offset].v.w = 1.0;" +
" outBuffer.data[offset].c.x = float(storePos.x) / float(gWidth);" +
" outBuffer.data[offset].c.y = 0.0;" +
" outBuffer.data[offset].c.z = 1.0;" +
" outBuffer.data[offset].c.w = 1.0;" +
"}";
是的,Android Java 绑定中缺少 GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
。 Android 中的 Java OpenGL 绑定是不完整的传统。 3.0 绑定中仍然缺少一些东西。
在这种情况下,由于它只是一个枚举值,您可以通过定义值本身轻松解决它。 C/C++ 定义为:
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
因此在 Java 中,您可以在代码中添加这样的定义:
static final int GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT = 0x00000001;
至于崩溃,我不太确定。我注意到发布的代码中没有 glVertexAttribPointer()
调用。如果它们确实不在您的代码中,那肯定是个问题。
我正在学习 OpenGL ES,尤其是 OpenGL ES 3.1 中的计算着色器,特别是 Android 5.0.1。
我定义了 3 个着色器(计算、顶点和片段)并附加到两个不同的程序,一个用于计算着色器,一个用于顶点和片段着色器。
当我只使用顶点和片段着色器时没有问题,但现在我添加了计算着色器时出现以下错误:
02-11 20:02:10.375 13243-13264/com.example.daan.daggl2 I/VERSION﹕ OpenGL ES 3.1 NVIDIA 349.00
02-11 20:02:10.472 13243-13264/com.example.daan.daggl2 A/libc﹕ Fatal signal 11 (SIGSEGV), code 1, fault addr 0x0 in tid 13264 (GLThread 9847)
我想弄清楚我遗漏了什么,但我是这个主题的新手,我不确定从哪里开始寻找问题。
对象的构造函数是:
public Triangle() {
buffers = new int[1];
GLES31.glGenBuffers(1, buffers, 0);
gVBO = buffers[0];
// set up the vertex and fragment shaders
int vertexShader = MyGLRenderer.loadShader(
GLES31.GL_VERTEX_SHADER, vertexShaderCode);
int fragmentShader = MyGLRenderer.loadShader(
GLES31.GL_FRAGMENT_SHADER, fragmentShaderCode);
program = GLES31.glCreateProgram();
GLES31.glAttachShader(program, vertexShader);
GLES31.glAttachShader(program, fragmentShader);
GLES31.glLinkProgram(program);
checkGLError("LinkProgram/program");
// set up the compute shader
int computeShader = MyGLRenderer.loadShader(
GLES31.GL_COMPUTE_SHADER, computeShaderCode);
computeProgram = GLES31.glCreateProgram();
GLES31.glAttachShader(computeProgram, computeShader);
GLES31.glLinkProgram(computeProgram);
checkGLError("LinkProgram/computeProgram");
}
绘制函数:
public void draw(float[] mvpMatrix, float[] color) {
GLES31.glUseProgram(computeProgram);
checkGLError("UseProgram/computeProgram");
int radiusId = GLES31.glGetUniformLocation(
computeProgram, "radius");
indexBufferBinding = 0;
GLES31.glUniform1f(radiusId, (float) radius);
GLES31.glBindBufferBase(
GLES31.GL_SHADER_STORAGE_BUFFER, indexBufferBinding, gVBO);
checkGLError("glBindBuffer/gVBO");
GLES31.glDispatchCompute(2, 2, 1);
GLES31.glBindBufferBase(
GLES31.GL_SHADER_STORAGE_BUFFER, indexBufferBinding, 0);
// See note 1 below
//GLES31.glMemoryBarrier(
// GLES31.GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT);
GLES31.glMemoryBarrier(
GLES31.GL_SHADER_STORAGE_BARRIER_BIT);
checkGLError("glMemoryBarrier/1");
GLES31.glBindBuffer(GLES31.GL_ARRAY_BUFFER, gVBO);
checkGLError("glBindBuffer/gVBO");
GLES31.glUseProgram(program);
int posId = GLES31.glGetAttribLocation(
program, "a_v4Position");
int fillId = GLES31.glGetAttribLocation(
program, "a_v4FillColor");
int mvpMatrixId = GLES31.glGetUniformLocation(
program, "mvp_matrix");
GLES31.glEnableVertexAttribArray(posId);
GLES31.glEnableVertexAttribArray(fillId);
GLES31.glUniformMatrix4fv(mvpMatrixId, 1, false, mvpMatrix, 0);
// See note 2 below
GLES31.glDrawArrays(GLES31.GL_POINTS, 0, 3);
}
供参考,着色器位于 post 的末尾。
备注:
- 我在 Android 文档中找不到 GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT。它不应该在那里吗? documentation mentions it.
- 绘图调用使应用程序崩溃。直到 glDrawArrays() 之前一切似乎都很好。
如有任何关于寻找内容的想法,我们将不胜感激。
顶点着色器:
private final String vertexShaderCode =
"uniform mat4 mvp_matrix;" +
"attribute vec4 a_v4Position;" +
"attribute vec4 a_v4FillColor;" +
"varying vec4 v_v4FillColor;" +
"void main(void) {" +
" v_v4FillColor = a_v4FillColor;" +
" gl_Position = mvp_matrix * a_v4Position;" +
"}";
片段着色器:
private final String fragmentShaderCode =
"precision mediump float;" +
"varying vec4 v_v4FillColor;" +
"void main(void) {" +
" gl_FragColor = v_v4FillColor;" +
"}";
计算着色器:
private final String computeShaderCode =
"#version 310 es" +
"\n" +
"uniform float radius;" +
"struct Vector3f { float x; float y; float z; float w; };" +
"struct AttribData { Vector3f v; Vector3f c; };" +
"layout(std140, binding = 0) buffer destBuffer { AttribData data[]; } outBuffer;" +
"layout (local_size_x = 8, local_size_y = 8, local_size_z = 1) in;" +
"void main() {" +
" ivec2 storePos = ivec2(gl_GlobalInvocationID.xy);" +
" uint gWidth = gl_WorkGroupSize.x * gl_NumWorkGroups.x;" +
" uint gHeigth = gl_WorkGroupSize.y * gl_NumWorkGroups.y;" +
" uint gSize = uint(gWidth) * uint(gHeigth);" +
" uint offset = uint(storePos.y)*gWidth + uint(storePos.x);" +
" float alpha = 2.0 * 3.1159265359 * (float(offset) / float(gSize));" +
" outBuffer.data[offset].v.x = float(sin(alpha)) * float(radius);" +
" outBuffer.data[offset].v.y = float(cos(alpha)) * float(radius);" +
" outBuffer.data[offset].v.z = 0.0;" +
" outBuffer.data[offset].v.w = 1.0;" +
" outBuffer.data[offset].c.x = float(storePos.x) / float(gWidth);" +
" outBuffer.data[offset].c.y = 0.0;" +
" outBuffer.data[offset].c.z = 1.0;" +
" outBuffer.data[offset].c.w = 1.0;" +
"}";
是的,Android Java 绑定中缺少 GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT
。 Android 中的 Java OpenGL 绑定是不完整的传统。 3.0 绑定中仍然缺少一些东西。
在这种情况下,由于它只是一个枚举值,您可以通过定义值本身轻松解决它。 C/C++ 定义为:
#define GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT 0x00000001
因此在 Java 中,您可以在代码中添加这样的定义:
static final int GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT = 0x00000001;
至于崩溃,我不太确定。我注意到发布的代码中没有 glVertexAttribPointer()
调用。如果它们确实不在您的代码中,那肯定是个问题。