OpenGL ES 3.1, Android.
I have set up SSBO with the intention to write something in fragment shader and read it back in the application. Things almost work, i.e. I can read back the value I have written, with one issue: when I read an INT, its bytes come reversed (a '17' = 0x00000011 written in the shader comes back as '285212672' = 0x11000000 ).
Here's how I do it:
Shader
(...)
layout (std140,binding=0) buffer SSBO
{
int ssbocount[];
};
(...)
ssbocount[0] = 17;
(...)
Application code
int SIZE = 40;
int[] mSSBO = new int[1];
ByteBuffer buf = ByteBuffer.allocateDirect(SIZE).order(ByteOrder.nativeOrder());
(...)
glGenBuffers(1,mSSBO,0);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, mSSBO[0]);
glBufferData(GL_SHADER_STORAGE_BUFFER, SIZE, null, GL_DYNAMIC_READ);
buf = (ByteBuffer) glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, SIZE, GL_MAP_READ_BIT );
glBindBufferBase(GL_SHADER_STORAGE_BUFFER,0, mSSBO[0]);
(...)
int readValue = buf.getInt(0);
Now print out the Value and it comes as '17' with reversed bytes.
Notice I DO allocate the ByteBuffer with 'nativeOrder'. Of course, I could manually flip the bytes, but the concern is this would only sometimes work, depending on the endianness of the host machine...
The fix is to use native endianess, and create an integer view of the ByteBuffer
using ByteBuffer.asIntBuffer()
. For some reason the local getInt()
calls do not seem to respect the local ByteBuffer
endianness settings.
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