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Thread: Compute shader and barrier

  1. #1
    Member Contributor
    Join Date
    Mar 2014

    Compute shader and barrier

    Hi all!

    I'm working on a compute shader that generate a tree (a new kind of bsp tree), first i build the nodes of my tree, then i need to connect nodes togethers. I use an uvec4 that contains indexs of next nodes.
    At the begining, all index are equal to 0. i use atomicCompSwap fill the node link :
    if =0, i can connect another node so i do like this :

    current = rootNodeIndex;
    //some test to know wich link to use
    result = atomicCompSwap(mynode[current].link.x,0, insertion_point);
    if(result==0) break;
    else current = result

    then if result = 0 link was created, in the other case node is linked and i need to go to the next one.

    I try to add before and after...

    And in C++ code i use :
    before glDispatchCompute;

    my node strucutre is in SSBO in read/write access.

    It doesnt work...the result is not correct... seems to be problem with atomic operations...

    Any ideas?

  2. #2
    Member Contributor
    Join Date
    Mar 2014
    Solution :
    The buffer in withch i read write have to use qualifier restrict.
    Just use atomic operation without barrier need...

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