So I have a Compute Shader that is supposed to take a texture and copy it over to another texture with slight modifications. I have confirmed that the textures are bound and that data can be written using RenderDoc which is a debugging tool for graphics. The issue I have is that inside the shader the variable gl_GlobalInvocationID, which is created by OpenGL, does not seem to work properly.
Here is my call of the compute shader: (The texture height is 480)
glDispatchCompute(1, this->m_texture_height, 1); //Call upon shader
glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
And then we have my compute shader here:
#version 440
#extension GL_ARB_compute_shader : enable
#extension GL_ARB_shader_image_load_store : enable
layout (rgba8, binding=0) uniform image2D texture_source0;
layout (rgba8, binding=1) uniform image2D texture_target0;
layout (local_size_x=640 , local_size_y=1 , local_size_z=1) in; //Local work-group size
void main() {
ivec2 txlPos; //A variable keeping track of where on the texture current texel is from
vec4 result; //A variable to store color
txlPos = ivec2(gl_GlobalInvocationID.xy);
//txlPos = ivec2( (gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID).xy );
result = imageLoad(texture_source0, txlPos); //Get color value
barrier();
result = vec4(txlPos, 0.0, 1.0);
imageStore(texture_target0, txlPos, result); //Save color in target texture
}
When I run this the target texture becomes entirely yellow, save for a 1pxl thick green line along the left border and a 1pxl thick red line along the bottom border. My expectation is to see some sort of gradient given that a save txlPos as a colour value.
Am I somehow defining my work-groups wrong? I've tried splitting the gl_GlobalInvokationID up into its components but not managed to get any wiser fiddling with them.
float(txlPos) / vec2(640,480)
instead? – BDL