Files
OpenSpace/shaders/abuffer/abufferresources.glsl
2017-12-29 20:11:22 +01:00

84 lines
3.8 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014-2018 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#ifndef _ABUFFERRESOURCES_GLSL_
#define _ABUFFERRESOURCES_GLSL_
#include "abufferfragment.glsl"
#define MAX_LAYERS #{rendererData.maxLayers}
ABufferFragment fragments[MAX_LAYERS];
uint fragmentIndices[MAX_LAYERS];
layout (binding = 0, r32ui) uniform uimage2D anchorPointerTexture;
layout (binding = 1, rgba32ui) uniform uimageBuffer fragmentTexture;
layout (binding = 0, offset = 0) uniform atomic_uint atomicCounterBuffer;
const uint NULL_POINTER = 0;
void storeFragment(uint index, ABufferFragment aBufferFrag) {
imageStore(fragmentTexture, int(index), _raw_(aBufferFrag));
}
ABufferFragment loadFragment(uint index) {
uvec4 raw = imageLoad(fragmentTexture, int(index));
ABufferFragment aBufferFragment;
_raw_(aBufferFragment, raw);
return aBufferFragment;
}
/**
* Load fragments into the #fragments array.
*/
uint loadFragments() {
uint currentIndex = imageLoad(anchorPointerTexture, ivec2(gl_FragCoord.xy)).x;
int nFrags = 0;
while (currentIndex != NULL_POINTER && nFrags < MAX_LAYERS) {
ABufferFragment frag = loadFragment(currentIndex);
fragments[nFrags] = frag;
fragmentIndices[nFrags] = currentIndex;
currentIndex = _next_(frag);
nFrags++;
}
return nFrags;
}
/**
* Store the current contents of the fragments array back into the abuffer.
*/
void storeFragments(uint nFrags) {
if (nFrags == 0)
return;
uint maxFragIndex = nFrags - 1;
for (int i = 0; i < maxFragIndex; i++) {
_next_(fragments[i], fragmentIndices[i+1]);
storeFragment(fragmentIndices[i], fragments[i]);
}
_next_(fragments[maxFragIndex], NULL_POINTER);
storeFragment(fragmentIndices[maxFragIndex], fragments[maxFragIndex]);
}
#endif