鑑於這種着色器:
//GLSL
layout(std140, binding = 0) uniform sceneBuffer
{
vec4 colorA;
};
layout(std140, binding = 1) uniform objectBuffer
{
vec4 colorB;
};
而這個C++緩衝區初始化代碼:
//Create scene buffer.
glCreateBuffers(1, &sceneUbo);
glNamedBufferStorage(sceneUbo, sizeof(glm::vec4), 0, GL_DYNAMIC_STORAGE_BIT);
glm::vec4 myVec4 = glm::vec4(0.f, 1.f, 0.f, 1.f);
glNamedBufferSubData(sceneUbo, 0, sizeof(glm::vec4), &myVec4);
//Create object buffer
glCreateBuffers(1, &objectUbo);
glNamedBufferStorage(objectUbo, sizeof(glm::vec4), 0, GL_DYNAMIC_STORAGE_BIT);
glm::vec4 myVec4 = glm::vec4(0.f, 1.f, 0.f, 1.f);
glNamedBufferSubData(objectUbo, 0, sizeof(glm::vec4), &myVec4);
這裏是什麼的NV_uniform_buffer_unified_memory
「bindless」 的代碼如下所示:
//Get addresses
GLuint64 sceneUboAddr;
glGetNamedBufferParameterui64vNV(sceneUbo, GL_BUFFER_GPU_ADDRESS_NV, &sceneUboAddr);
glMakeNamedBufferResidentNV(sceneUbo, GL_READ_ONLY);
GLuint64 objectUboAddr;
glGetNamedBufferParameterui64vNV(objectUbo, GL_BUFFER_GPU_ADDRESS_NV, &objectUboAddr);
glMakeNamedBufferResidentNV(objectUbo, GL_READ_ONLY);
//You have to call this to turn on bindless buffers.
glEnableClientState(UNIFORM_BUFFER_UNIFIED_NV);
//0 represents the scene UBO's `binding` from GLSL:
glBufferAddressRangeNV(UNIFORM_BUFFER_ADDRESS_NV, 0, sceneUboAddr, sizeof(glm::vec4));
//1 represents the object UBO's `binding` from GLSL:
glBufferAddressRangeNV(UNIFORM_BUFFER_ADDRESS_NV, 1, objectUboAddr, sizeof(glm::vec4));
請注意,此擴展程序實際上需要glEnable/DisableClientState
,這是從核心配置文件中刪除的功能。所以你需要使用兼容性配置文件來使用它。
而只是爲了證明非bindless代碼是很難「不必要的複雜性」,那就是:
//The first 0 represents the scene UBO's `binding` from GLSL:
glBindBufferRange(GL_UNIFORM_BUFFER, 0, sceneUbo, 0, sizeof(glm::vec4));
//1 represents the object UBO's `binding` from GLSL:
glBindBufferRange(GL_UNIFORM_BUFFER, 1, objectUbo, 0, sizeof(glm::vec4));
感謝,失蹤調用'glBufferAddressRangeNV' – waaitt