I want a compute shader that writes 1's in the output buffer. I compile the shader and attach it to the program, then I call glDispatchCompute() function and I wait until compute shader ends. The only problem I have now is that I am not sure how to convert the outputted SSBO into a float array.
Retrieval code
public float[] useProgram(int x_size, int y_size, int z_size){
this.group_x_size = (int)Math.ceil(x_size/100);
this.group_y_size = (int)Math.ceil(y_size/100);
this.group_z_size = (int)Math.ceil(z_size/100);
float[] data = new float[x_size];
FloatBuffer buffer = BufferUtils.createFloatBuffer(x_size);
buffer.put(data);
int ssbo = GL15.glGenBuffers();// creates empty VBO as an object and stores it in OpenGl memory
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, ssbo);
GL43.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, 0, ssbo);
GL15.glBufferData(GL43.GL_SHADER_STORAGE_BUFFER,buffer,GL15.GL_DYNAMIC_DRAW);
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, 0);
GL20.glUseProgram(computeProgram);//start the shader program
GL43.glDispatchCompute(group_x_size, 1, 1);
GL43.glMemoryBarrier(GL43.GL_BUFFER_UPDATE_BARRIER_BIT );
GL43.glBindBufferBase(GL43.GL_SHADER_STORAGE_BUFFER, 0, 0);
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, ssbo);
float[] values;
//Convert SSBO to a float array here
System.out.println(Arrays.toString(values));
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, 0);
return values;
}
Compute Shader
#version 430 core
layout (local_size_x = 100) in;
layout(std430, binding=0) buffer Pos{
float Position[];
};
void main(){
Position[gl_GlobalInvocationID.x] = 1.0;
}
I have been trying to figure this out for hours now and I still can't find any threads that answers how to convert glMapBuffer to a float[]. I'm not sure if it because my code is wrong or if there is a better way to do it. This is written in java using LWJGL.