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以下代码很快崩溃(在最大缓冲区大小 2^27 texels 之前)

我删除了每一行无用的代码,使其更易于阅读。

const int MAX_LAYER_DEPTH = 5;

#include "vapp.h"

#include "vmath.h"

#include <stdio.h>

BEGIN_APP_DECLARATION(OITDemo)
    // Override functions from base class
   virtual void Initialize(const char * title);
    virtual void Display(bool auto_redraw);
    virtual void Finalize(void);
    virtual void Reshape(int width, int height);

    GLuint  linked_list_buffer;
    GLuint  linked_list_texture;
    GLint current_width;
    GLint current_height;
END_APP_DECLARATION()

DEFINE_APP(OITDemo, "Order Independent Transparency")

void OITDemo::Initialize(const char * title)
{
    base::Initialize(title);
    glGenBuffers(1, &linked_list_buffer);
    glGenTextures(1, &linked_list_texture);
    Reshape(100,100);
    return;
}

void OITDemo::Display(bool auto_redraw)
{

    glClearColor(1.0f, 1.0f, 1.0f, 0.0f);
    glBindImageTexture(1, linked_list_texture, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32UI);
    glClear(GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);

    base::Display();

    return;
}

void OITDemo::Reshape(int width, int height)
{
    current_width = width;
    current_height = height;

    glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA32UI);
    static GLuint texBufferSize = 2047;
    ++texBufferSize;
    printf("%d : texBufferSize\n",texBufferSize);
    glBindBuffer(GL_TEXTURE_BUFFER, linked_list_buffer);
    glBufferData(GL_TEXTURE_BUFFER, texBufferSize * texBufferSize * MAX_LAYER_DEPTH * sizeof(vmath::vec4), NULL, GL_DYNAMIC_DRAW);
    glBindBuffer(GL_TEXTURE_BUFFER, 0);

    // Bind it to a texture (for use as a TBO)
    glBindTexture(GL_TEXTURE_BUFFER, linked_list_texture);
    glTexBuffer(GL_TEXTURE_BUFFER, GL_RGBA32UI, linked_list_buffer);
    glBindTexture(GL_TEXTURE_BUFFER, 0);

    glViewport(0, 0, current_width, current_height);
    return;
}

void OITDemo::Finalize(void)
{
    glDeleteTextures(1, &linked_list_texture);
    glDeleteBuffers(1, &linked_list_buffer);
}

驱动程序很可能无法处理碎片它在重新分配 21694445 ( 2083 x 2083 x 5 ) 和 23587920 个元素之间崩溃。显卡返回的最大缓冲区大小(纹素数)为 2^27(1.34 亿纹素)

如果我们在应用程序开始时分配一个大缓冲区并且从不更改它,似乎效果更好。但是,如果我们在应用程序的生命周期内尝试重新分配它,就会惨遭失败。

最初代码绑定图像纹理,然后使用使用该图像纹理和 imageStore 的着色器进行跟踪,但我发现我不需要任何着色器来使驱动程序崩溃。

有什么线索可以预测/防止司机撞车吗?

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0 回答 0