OpenGL原子操作

关于原子操作,还是先看一下OpenGL编程指南中的描述:
在这里插入图片描述
关于书中的描述个人的理解是:比如原先的操作是取出内存中的数,对数值进行操作,然后写回内存,在这一系列的操作的过程中,一个的线程可能在另一个线程写回内存之前对内存进行了读取,这样它读取的数值是不正确的。原子操作把这一系列的操作作为一个整体,就相当于瞬时完成了一系列的操作,一个线程操作的同时,别的线程没法在一个整体当中插入进来。但是多个线程可能同时读取,原子操作对这方面就是保证重新序列化并依次执行。

修改代码测试一下,先不用原子操作,看一下效果:



#include "vgl.h"
#include "vmath.h"
#include "LoadShaders.h"
#include "vbm.h"
#include <iostream>
using namespace std;

GLuint vbo;

GLuint ProgCompure;
GLuint tex;
GLuint atomic_counter_buffer;

void init()
{   
    glGenBuffers(1, &vbo);	
	glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo);
	glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * 64, NULL, GL_DYNAMIC_COPY);
		
	glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo);
	GLint *tempP = (GLint *)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
	for (int i = 0; i < 64; ++i)
	{
		*(tempP++) = 0;
	}
	glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);

	// Create the atomic counter buffer
	glGenBuffers(1, &atomic_counter_buffer);
	glBindBuffer(GL_SHADER_STORAGE_BUFFER, atomic_counter_buffer);
	glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLuint), NULL, GL_DYNAMIC_COPY);
   
    ShaderInfo csi[] = {
        { GL_COMPUTE_SHADER, "Computer.comp" },
        {GL_NONE, NULL}
    };
    ProgCompure = LoadShaders(csi);

}

void display()
{
	glUseProgram(ProgCompure);	
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, vbo);

	// Reset atomic counter
	GLuint * data;
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, atomic_counter_buffer);
	data = (GLuint *)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
	data[0] = 0;
	glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
	glDispatchCompute(1, 1, 1);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo);
	GLint *tempP = (GLint *)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
	for (int i = 0; i < 8; ++i){
		for (int j = 0; j < 8; ++j)
		{
			cout << *(tempP++) << " ";
		}
		cout << endl;
	}
	glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
	
}

void idle()
{
    static unsigned int Time = GetTickCount();
    unsigned int timeNow = GetTickCount();

    if (timeNow - Time > 15)
    {
        Time = timeNow;
        glutPostRedisplay();
    }
	else
	{
		Sleep(30);
	}
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STENCIL);
    glutInitContextProfile(GLUT_CORE_PROFILE);
    glutInitContextVersion(4, 3);
    glutInitWindowSize(400, 400);
    glutCreateWindow("Test OpenGL");

    if (glewInit() != 0)
    {
        cout << "Can not initilizate GLEW" << endl;
        return 1;
    }

    init();
    glutIdleFunc(idle);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}
#version 430 core

layout(local_size_x = 4,local_size_y = 4,local_size_z = 4) in;

layout(binding = 0) buffer outBuf
{
    int datas[];
}Out;
layout(binding = 0) buffer countBuf
{
    int datas[];
}Count;
void main()
{
	//获取本地工作组在全局工作组中的索引
	uint workGroupIndex = gl_WorkGroupID.z * gl_NumWorkGroups.x * gl_NumWorkGroups.y +  gl_WorkGroupID.y * gl_NumWorkGroups.x + gl_WorkGroupID.x;
	//一个本地工作组的运行次数
	uint localWorkNum = gl_WorkGroupSize.x * gl_WorkGroupSize.y * gl_WorkGroupSize.z;
	//当次运行的索引
	uint index = workGroupIndex * localWorkNum + gl_LocalInvocationIndex;
	
	Count.datas[0] = Count.datas[0] +1;	
	Out.datas[index] = Count.datas[0];

}

输出如图,计算着色器的多个工作组读的是同一个值,然后加1:
在这里插入图片描述
接着用原子操作看一下效果:

#include "vgl.h"
#include "vmath.h"
#include "LoadShaders.h"
#include "vbm.h"
#include <iostream>
using namespace std;

GLuint vbo;

GLuint ProgCompure;
GLuint tex;
GLuint atomic_counter_buffer;

void init()
{   
    glGenBuffers(1, &vbo);	
	glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo);
	glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(GLint) * 64, NULL, GL_DYNAMIC_COPY);
		
	glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo);
	GLint *tempP = (GLint *)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_WRITE_ONLY);
	for (int i = 0; i < 64; ++i)
	{
		*(tempP++) = 0;
	}
	glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);

	// Create the atomic counter buffer
	glGenBuffers(1, &atomic_counter_buffer);
	glBindBuffer(GL_ATOMIC_COUNTER_BUFFER, atomic_counter_buffer);
	glBufferData(GL_ATOMIC_COUNTER_BUFFER, sizeof(GLuint), NULL, GL_DYNAMIC_COPY);
   
    ShaderInfo csi[] = {
        { GL_COMPUTE_SHADER, "Computer.comp" },
        {GL_NONE, NULL}
    };
    ProgCompure = LoadShaders(csi);

}

void display()
{
	glUseProgram(ProgCompure);	
	glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, vbo);

	// Reset atomic counter
	GLuint * data;
	glBindBufferBase(GL_ATOMIC_COUNTER_BUFFER, 1, atomic_counter_buffer);
	data = (GLuint *)glMapBuffer(GL_ATOMIC_COUNTER_BUFFER, GL_WRITE_ONLY);
	data[0] = 0;
	glUnmapBuffer(GL_ATOMIC_COUNTER_BUFFER);
	glDispatchCompute(1, 1, 1);

	glBindBuffer(GL_SHADER_STORAGE_BUFFER, vbo);
	GLint *tempP = (GLint *)glMapBuffer(GL_SHADER_STORAGE_BUFFER, GL_READ_ONLY);
	for (int i = 0; i < 8; ++i){
		for (int j = 0; j < 8; ++j)
		{
			cout << *(tempP++) << " ";
		}
		cout << endl;
	}
	glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
	
}

void idle()
{
    static unsigned int Time = GetTickCount();
    unsigned int timeNow = GetTickCount();

    if (timeNow - Time > 15)
    {
        Time = timeNow;
        glutPostRedisplay();
    }
	else
	{
		Sleep(30);
	}
}

int main(int argc, char *argv[])
{
    glutInit(&argc, argv);
    glutInitDisplayMode(GLUT_RGBA | GLUT_DEPTH | GLUT_DOUBLE | GLUT_STENCIL);
    glutInitContextProfile(GLUT_CORE_PROFILE);
    glutInitContextVersion(4, 3);
    glutInitWindowSize(400, 400);
    glutCreateWindow("Test OpenGL");

    if (glewInit() != 0)
    {
        cout << "Can not initilizate GLEW" << endl;
        return 1;
    }

    init();
    glutIdleFunc(idle);
    glutDisplayFunc(display);
    glutMainLoop();
    return 0;
}
#version 430 core

layout(local_size_x = 4,local_size_y = 4,local_size_z = 4) in;

layout(binding = 0) buffer outBuf
{
    int datas[];
}Out;
layout (binding = 1, offset = 0) uniform atomic_uint TessCoord;
void main()
{
	//获取本地工作组在全局工作组中的索引
	uint workGroupIndex = gl_WorkGroupID.z * gl_NumWorkGroups.x * gl_NumWorkGroups.y +  gl_WorkGroupID.y * gl_NumWorkGroups.x + gl_WorkGroupID.x;
	//一个本地工作组的运行次数
	uint localWorkNum = gl_WorkGroupSize.x * gl_WorkGroupSize.y * gl_WorkGroupSize.z;
	//当次运行的索引
	uint index = workGroupIndex * localWorkNum + gl_LocalInvocationIndex;
	
	Out.datas[index] = int(atomicCounterIncrement(TessCoord));

}

现在就能保证正确的累加了。
在这里插入图片描述

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值