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[英]“GL_INVALID_VALUE error generated.” by binding just one Uniform Block
[英]One Particle too much: GL_INVALID_VALUE error generated. <start> does not meet minimum alignment requirements for shader storage buffers
我的粒子系統出現一個奇怪的錯誤。 我可以動態設置緩沖區的大小,並且可以根據需要更改粒子的數量。 我正在玩數字30k,40k及其之間的所有數字。 40800達到了最大值……然后我從輸出終端的標題中得到了錯誤。
這是代碼:
Log::logInfo(m_Name, "Bind particle buffers...");
/// ssbo sizes
constexpr ptrdiff_t positionSSBOsize = sizeof(glm::vec4) * NUM_PARTICLES;
constexpr ptrdiff_t velocitySSBOsize = sizeof(glm::vec2) * NUM_PARTICLES;
constexpr ptrdiff_t forceSSBOsize = sizeof(glm::vec2) * NUM_PARTICLES;
constexpr ptrdiff_t densitySSBOsize = sizeof(float) * NUM_PARTICLES;
constexpr ptrdiff_t pressureSSBOsize = sizeof(float) * NUM_PARTICLES;
/// total size
constexpr ptrdiff_t packedBufferSize = positionSSBOsize + velocitySSBOsize + forceSSBOsize + densitySSBOsize + pressureSSBOsize;
/// ssbo offsets
constexpr ptrdiff_t positionSSBOoffset = 0;
constexpr ptrdiff_t velocitySSBOoffset = positionSSBOsize;
constexpr ptrdiff_t forceSSBOoffset = velocitySSBOoffset + velocitySSBOsize;
constexpr ptrdiff_t densitySSBOoffset = forceSSBOoffset + forceSSBOsize;
constexpr ptrdiff_t pressureSSBOoffset = densitySSBOoffset + densitySSBOsize;
/// set inital positions
this->initParticleSeeds(packedBufferSize, positionSSBOsize, m_PackedParticlesBufferHandle);
/// bind to inital positions data
this->bindBufferToVertexArrayObject(m_ParticlePositionVaoHandle, m_PackedParticlesBufferHandle, PARTICLE_SEEDS_NR);
/// bindings
//@TODO: Here we got a problem after increasing NUM_PARTICLES, the error that the MAX_SHADER_STORAGE_BUFFER_BINDINGS are reached, thats why INVALID_ERROR is thrown
Log::logInfo(m_Name, "Bind particle buffers: positions");
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, SHADER_PART_POS_NR, m_PackedParticlesBufferHandle, positionSSBOoffset, positionSSBOsize); /// Particle Positions
Log::logInfo(m_Name, "Bind particle buffers: velocities");
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, SHADER_PART_VEL_NR, m_PackedParticlesBufferHandle, velocitySSBOoffset, velocitySSBOsize); /// Particle Velocities
Log::logInfo(m_Name, "Bind particle buffers: force");
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, SHADER_PART_FRC_NR, m_PackedParticlesBufferHandle, forceSSBOoffset, forceSSBOsize); /// Particle Force
Log::logInfo(m_Name, "Bind particle buffers: density");
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, SHADER_PART_DNS_NR, m_PackedParticlesBufferHandle, densitySSBOoffset, densitySSBOsize); /// Particle Density
Log::logInfo(m_Name, "Bind particle buffers: pressure");
glBindBufferRange(GL_SHADER_STORAGE_BUFFER, SHADER_PART_PRS_NR, m_PackedParticlesBufferHandle, pressureSSBOoffset, pressureSSBOsize); /// Particle Pressure
Log::logInitSucc(m_Name, "particle buffers");
就像我說的,一切正常,除了在40801粒子處,以下錯誤顯示在我的日志中,並且某些緩沖區不再加載:
[APPLICATION]:: Bind particle buffers...
[APPLICATION]:: Init particle seeds ...
[APPLICATION]:: Save data in buffer ...
[SOURCE_API]:: [TYPE_OTHER][131185] [SEVERITY_NOTIFICATION] Buffer detailed info: Buffer object 3 (bound to GL_SHADER_STORAGE_BUFFER, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.
[APPLICATION]:: Init particle seeds SUCCESS!
[APPLICATION]:: Bind vertex array object (VAO) to buffer ...
[APPLICATION]:: Init VAO SUCCESS!
[APPLICATION]:: Bind particle buffers: positions
[APPLICATION]:: Bind particle buffers: velocities
[SOURCE_API]:: [TYPE_ERROR][1281] [SEVERITY_HIGH] GL_INVALID_VALUE error generated. <start> does not meet minimum alignment requirements for shader storage buffers.
[APPLICATION]:: Bind particle buffers: force
[SOURCE_API]:: [TYPE_ERROR][1281] [SEVERITY_HIGH] GL_INVALID_VALUE error generated. <start> does not meet minimum alignment requirements for shader storage buffers.
[APPLICATION]:: Bind particle buffers: density
[APPLICATION]:: Bind particle buffers: pressure
[SOURCE_API]:: [TYPE_ERROR][1281] [SEVERITY_HIGH] GL_INVALID_VALUE error generated. <start> does not meet minimum alignment requirements for shader storage buffers.
使用glBindBufferRange
無法將任意偏移量尋址到緩沖區中。 偏移量必須是相應緩沖區偏移量對齊的倍數,具體取決於所使用的緩沖區類型。 此限制取決於平台,並且由GPU上的基礎內存體系結構強加。
對於SSBO(在此使用),可以使用以下代碼查詢相關的對齊方式:
glGetIntegeri_v(GL_SHADER_STORAGE_BUFFER_OFFSET_ALIGNMENT, &alignment);
可以在OpenGL 4.6規范的第6.7.1節中找到更多詳細信息。
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