Add some memory barrier when using compute shaders

This commit is contained in:
Vincent Lejeune 2014-09-16 00:20:30 +02:00
parent bd4602fb5d
commit 45b15c1d65

View File

@ -335,6 +335,8 @@ void PostProcessing::renderGaussian6Blur(FrameBuffer &in_fbo, FrameBuffer &auxil
void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &auxiliary)
{
assert(in_fbo.getWidth() == auxiliary.getWidth() && in_fbo.getHeight() == auxiliary.getHeight());
if (irr_driver->hasARBComputeShaders())
glMemoryBarrier(GL_FRAMEBUFFER_BARRIER_BIT);
float inv_width = 1.0f / in_fbo.getWidth(), inv_height = 1.0f / in_fbo.getHeight();
{
if (!irr_driver->hasARBComputeShaders())
@ -345,8 +347,10 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
}
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->Program);
glBindSampler(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_source, 0);
glBindSampler(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_depth, 0);
glBindSampler(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_source, in_fbo.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], 1, false, 0, GL_READ_ONLY, GL_R32F);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapHShader::getInstance()->TU_dest, auxiliary.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
@ -354,6 +358,8 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
}
}
if (irr_driver->hasARBComputeShaders())
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
{
if (!irr_driver->hasARBComputeShaders())
{
@ -365,6 +371,9 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
else
{
glUseProgram(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->Program);
glBindSampler(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_source, 0);
glBindSampler(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_depth, 0);
glBindSampler(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, 0);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_source, auxiliary.getRTT()[0], 0, false, 0, GL_READ_ONLY, GL_R16F);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_depth, irr_driver->getFBO(FBO_LINEAR_DEPTH).getRTT()[0], 1, false, 0, GL_READ_ONLY, GL_R32F);
glBindImageTexture(FullScreenShader::ComputeGaussian17TapVShader::getInstance()->TU_dest, in_fbo.getRTT()[0], 0, false, 0, GL_WRITE_ONLY, GL_R16F);
@ -372,6 +381,8 @@ void PostProcessing::renderGaussian17TapBlur(FrameBuffer &in_fbo, FrameBuffer &a
glDispatchCompute(in_fbo.getWidth() / 8, in_fbo.getHeight() / 8, 1);
}
}
if (irr_driver->hasARBComputeShaders())
glMemoryBarrier(GL_TEXTURE_FETCH_BARRIER_BIT);
}
void PostProcessing::renderPassThrough(GLuint tex)