remove memory fetch of vertex shader

This commit is contained in:
2025-11-16 11:56:07 +01:00
parent 21dcfd1d9d
commit 2f63ff0f5e
2 changed files with 16 additions and 31 deletions

View File

@@ -1,18 +1,11 @@
#version 460 core
layout(std430, binding = 3) buffer layoutName
{
float data_SSBO[];
};
layout(location = 0) uniform mat4 viewMatrix;
layout(location = 1) uniform mat4 projectionMatrix;
vec3 unpack(uint index) {
return vec3(data_SSBO[index * 3], data_SSBO[index * 3 + 1], data_SSBO[index * 3 + 2]);
}
layout(location = 0) in vec3 position;
void main()
{
gl_Position = projectionMatrix * viewMatrix * vec4(unpack(gl_InstanceID), 1.0);
gl_Position = projectionMatrix * viewMatrix * vec4(position, 1.0);
}

View File

@@ -169,31 +169,22 @@ static void KeyCallback(GLFWwindow* window, int key, int scancode, int action, i
}
}
static GLuint CreateDummyVAO() {
static std::tuple<GLuint, GLuint> CreateVAO() {
GLuint vertexArray;
glCreateVertexArrays(1, &vertexArray);
GLuint vertexBuffer;
glCreateBuffers(1, &vertexBuffer);
// Buffer with just one point
float vertices[] = {0.0f, 0.0f, 0.0f};
glNamedBufferData(vertexBuffer, sizeof(vertices), vertices, GL_STATIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer);
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * PARTICLE_COUNT * 3, nullptr, GL_DYNAMIC_DRAW);
glVertexArrayVertexBuffer(vertexArray, 0, vertexBuffer, 0, sizeof(float) * 3);
glEnableVertexArrayAttrib(vertexArray, 0);
glVertexArrayAttribFormat(vertexArray, 0, 3, GL_FLOAT, GL_FALSE, 0);
glVertexArrayAttribBinding(vertexArray, 0, 0);
return vertexArray;
}
static void CreateGpuBuffer() {
GLuint ssbo;
glGenBuffers(1, &ssbo);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, ssbo);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, ssbo);
glBufferData(GL_SHADER_STORAGE_BUFFER, sizeof(float) * 3 * PARTICLE_COUNT, nullptr,
GL_DYNAMIC_COPY); // sizeof(data) only works for statically sized C/C++ arrays.
return {vertexArray, vertexBuffer};
}
static std::vector<glm::mat4> GetTransformMatrixBlended(float dt) {
@@ -264,9 +255,7 @@ int main() {
if (!window)
return -1;
auto vertexArray = CreateDummyVAO();
CreateGpuBuffer();
auto [vertexArray, vertexBuffer] = CreateVAO();
float lastTime = (float)glfwGetTime();
@@ -274,14 +263,17 @@ int main() {
float secondsTimer = 0.0f;
float animationTimer = 0.0f;
glBindVertexArray(vertexArray);
// ApplyTransforms(SIERPINSKI_TRIANGLE);
s_T1 = GenRandomFractal();
s_T2 = GenRandomFractal();
glClearColor(0.4f, 0.4f, 0.4f, 1.0f);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, vertexBuffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, vertexBuffer);
glBindVertexArray(vertexArray);
while (!glfwWindowShouldClose(window)) {
// ScopedTimer timer("Main Loop");
@@ -318,7 +310,7 @@ int main() {
// Graphics
glUseProgram(s_GraphicsShader);
glDrawArraysInstanced(GL_POINTS, 0, 1, PARTICLE_COUNT);
glDrawArrays(GL_POINTS, 0, PARTICLE_COUNT);
glfwSwapBuffers(window);
glfwPollEvents();