예제 #1
0
        /// <summary>
        ///
        /// </summary>
        /// <returns></returns>
        protected override IndependentBufferPtr Upload2GPU()
        {
            uint[] buffers = new uint[1];
            glGenBuffers(1, buffers);
            const uint target = OpenGL.GL_ATOMIC_COUNTER_BUFFER;

            glBindBuffer(target, buffers[0]);
            glBufferData(target, this.ByteLength, this.Header, (uint)this.Usage);
            glBindBuffer(target, 0);

            var bufferPtr = new AtomicCounterBufferPtr(buffers[0], this.Length, this.ByteLength);

            return(bufferPtr);
        }
예제 #2
0
 protected override void DoInitialize()
 {
     this.buildListsRenderer.Initialize();
     this.resolve_lists.Initialize();
     {
         var texture = new Texture(TextureTarget.Texture2D,
                                   new NullImageFiller(MAX_FRAMEBUFFER_WIDTH, MAX_FRAMEBUFFER_HEIGHT, OpenGL.GL_R32UI, OpenGL.GL_RED_INTEGER, OpenGL.GL_UNSIGNED_BYTE),
                                   new SamplerParameters(TextureWrapping.Repeat, TextureWrapping.Repeat, TextureWrapping.Repeat, TextureFilter.Nearest, TextureFilter.Nearest));
         texture.Initialize();
         this.headTexture = texture;
         OpenGL.BindImageTexture(0, this.headTexture.Id, 0, true, 0, OpenGL.GL_READ_WRITE, OpenGL.GL_R32UI);
     }
     // Create buffer for clearing the head pointer texture
     //var buffer = new IndependentBuffer<uint>(BufferTarget.PixelUnpackBuffer, BufferUsage.StaticDraw, false);
     using (var buffer = new PixelUnpackBuffer <uint>(BufferUsage.StaticDraw, false))
     {
         buffer.Create(MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT);
         // NOTE: not all initial values are zero in this unmanged array.
         //unsafe
         //{
         //    var array = (uint*)buffer.Header.ToPointer();
         //    for (int i = 0; i < MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT; i++)
         //    {
         //        array[i] = 0;
         //    }
         //}
         this.headClearBufferPtr = buffer.GetBufferPtr() as PixelUnpackBufferPtr;
     }
     // Create the atomic counter buffer
     using (var buffer = new AtomicCounterBuffer <uint>(BufferUsage.DynamicCopy, false))
     {
         buffer.Create(1);
         this.atomicCountBufferPtr = buffer.GetBufferPtr() as AtomicCounterBufferPtr;
     }
     // Bind it to a texture (for use as a TBO)
     using (var buffer = new TextureBuffer <vec4>(BufferUsage.DynamicCopy, noDataCopyed: false))
     {
         buffer.Create(elementCount: MAX_FRAMEBUFFER_WIDTH * MAX_FRAMEBUFFER_HEIGHT * 3);
         IndependentBufferPtr bufferPtr = buffer.GetBufferPtr();
         Texture texture = bufferPtr.DumpBufferTexture(OpenGL.GL_RGBA32UI, autoDispose: true);
         texture.Initialize();
         bufferPtr.Dispose();// dispose it ASAP.
         this.linkedListTexture = texture;
     }
     {
         OpenGL.BindImageTexture(1, this.linkedListTexture.Id, 0, false, 0, OpenGL.GL_WRITE_ONLY, OpenGL.GL_RGBA32UI);
     }
     OpenGL.ClearDepth(1.0f);
 }