我不确定这是否是驱动程序错误,但会发生以下情况:
计算着色器.glsl:
#version 320 es
precision mediump float;
layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
layout(rgba8ui, binding = 0) writeonly uniform mediump uimage2D image;
layout(binding = 1) uniform mediump usampler3D grid;
void main() {
uint i = gl_GlobalInvocationID.y;
uint j = gl_GlobalInvocationID.x;
uvec4 val = texture(grid, vec3(float(i)/480.0,float(j)/640.0,0.5));
imageStore(image, ivec2(j,i), val);
}
的颜色通道val
完全打乱:
- 阿尔法=蓝色
- 红色 = 红色
- 绿色=阿尔法
- 蓝色=绿色
主.cpp:
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, grid_tex_id);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 256, 256, 256);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 256, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, grid.data);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
对此有什么合理的解释吗?注意:我不想使用黑客val.ragb
(如果存在的话)。