As the title suggests, I am rendering a scene onto a framebuffer and I am trying to extract the color histogram from that framebuffer inside a compute shader. I am totally new to using compute shaders and the lack of tutorials/examples/keywords has overwhelmed me.
In particular, I am struggling to properly set up the input and output images of the compute shader. Here's what I have:
computeShaderProgram = loadComputeShader("test.computeshader");
int bin_size = 1;
int num_bins = 256 / bin_size;
tex_w = 1024;
tex_h = 768;
GLuint renderFBO, renderTexture;
GLuint tex_output;
//defining output image that will contain the histogram
glGenTextures(1, &tex_output);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, tex_output);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_R16, num_bins, 3, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL);
glBindImageTexture(0, tex_output, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_R16UI);
//defining the framebuffer the scene will be rendered on
glGenFramebuffers(1, &renderFBO);
glGenTextures(1, &renderTexture);
glBindTexture(GL_TEXTURE_2D, renderTexture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, W_WIDTH, W_HEIGHT, 0, GL_RGBA, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBindFramebuffer(GL_FRAMEBUFFER, renderFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, renderTexture, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
In the main loop I draw a simple square onto the framebuffer and attempt to pass the framebuffer as input image to the compute shader:
glBindFramebuffer(GL_FRAMEBUFFER, renderFBO);
glDrawArrays(GL_TRIANGLES, 0, 6);
glUseProgram(computeShaderProgram);
//use as input the drawn framebuffer
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, renderFBO);
//use as output a pre-defined texture image
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tex_output);
//run compute shader
glDispatchCompute((GLuint)tex_w, (GLuint)tex_h, 1);
GLuint *outBuffer = new GLuint[num_bins * 3];
glGetTexImage(GL_TEXTURE_2D, 0, GL_R16, GL_UNSIGNED_INT, outBuffer);
Finally, inside the compute shader I have:
#version 450
layout(local_size_x = 1, local_size_y = 1) in;
layout(rgba32f, binding = 0) uniform readonly image2D img_input;
layout(r16ui, binding = 1) uniform writeonly image2D img_output;
void main() {
// grabbing pixel value from input image
vec4 pixel_color = imageLoad(img_input, ivec2(gl_GlobalInvocationID.xy));
vec3 rgb = round(pixel_color.rgb * 255);
ivec2 r = ivec2(rgb.r, 0);
ivec2 g = ivec2(rgb.g, 1);
ivec2 b = ivec2(rgb.b, 2);
imageAtomicAdd(img_output, r, 1);
imageAtomicAdd(img_output, g, 1);
imageAtomicAdd(img_output, b, 1);
}
I defined the output as a 2d texture image of size N x 3
where N
is the number of bins and the 3
accounts for the individual color components. Inside the shader I grab a pixel value from the input image, scale it into the 0-255
range and increment the appropriate location in the histogram.
I cannot verify that this works as intended because the compute shader produces compilation errors, namely:
- can't apply layout(r16ui) to image type
"image2D"
- unable to find compatible overloaded function
"imageAtomicAdd(struct image2D1x16_bindless, ivec2, int)"
- EDIT: after changing to
r32ui
the previous error now becomes: qualified actual parameter #1 cannot be converted to less qualified parameter ("im")
How can I properly configure my compute shader? Is my process correct (at least in theory) and if not, why?
CodePudding user response:
As for your questions:
can't apply layout(r16ui) to image type "image2D"
r16ui
can only be applied to unsigned image types, thus you should use uimage2D
.
unable to find compatible overloaded function ...
The spec explicitly says that atomic operations can only by applied to 32-bit types (r32i
, r32ui
, or r32f
). Thus you must use a 32-bit texture instead.
Your have other issues in your code too.
glBindTexture(GL_TEXTURE_2D, renderFBO);
You cannot bind an FBO to a texture. You should instead bind the texture that backs the FBO (renderTexture
).
Also, you intend to bind a texture to an image uniform rather than a sampler, thus you must use glBindImageTexture
or glBindImageTextures
rather than glBindTexture
. With the later you can bind both images in one call:
GLuint images[] = { renderTexture, tex_output };
glBindImageTextures(0, 2, images);
Your img_output
uniform is marked as writeonly
. However the atomic image functions expect an unqualified uniform. So remove the writeonly
.
You can find all the above information in the OpenGL and GLSL specs, freely accessible from the OpenGL registry.