Use an engine designed by a team of experts, who knows what a game engine needs and how to implement
Use an engine designed by a team of experts, who knows what a game engine needs and how to implement those systems efficiently


id returns the key scancode - You are consuming the Work in for use in software licensed under an Open Source or Source Available license.
- You are consuming the Work as a Transitive Package Dependency.
- You are consuming the Work as a Direct Package Dependency in the capacity of a For-profit company/individual with
less than 1M USD annual gross revenue.
- You are consuming the Work as a Direct Package Dependency in the capacity of a Non-profit organization
or Registered Charity.#version 430 core
layout(std430, binding = 0) writeonly buffer SSBO {
float data[];
};
layout(local_size_x = 128) in;
void main() {
uint ident = gl_GlobalInvocationID.x;
data[ident] = 25.0f;
} int NUM_INVOCATIONS = 9000;
int WORKGROUP_SIZE = 128;
float[] vertices = new float[NUM_INVOCATIONS];
for (int i = 0; i < NUM_INVOCATIONS; i++)
{
vertices[i] = 8.0f;
}
uint ssboIndex = Gl.GenBuffer();
Gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 0, ssboIndex);
Gl.BufferData<float>(BufferTargetARB.ShaderStorageBuffer, vertices, BufferUsageARB.DynamicDraw);
Gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 0, ssboIndex);
Gl.DispatchCompute((uint)NUM_INVOCATIONS, 1, 1);
Gl.MemoryBarrier(MemoryBarrierMask.ShaderStorageBarrierBit);
Gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 0, ssboIndex);
float* returnValues = (float*)Gl.MapBuffer(BufferTargetARB.ShaderStorageBuffer, BufferAccessARB.ReadOnly);
for (int i = 0; i < NUM_INVOCATIONS; i++)
{
Console.WriteLine(returnValues[i]);
} comnputeShaderTest = new CShader(Gl, "shader.comp");
comnputeShaderTest.Use();
uint ssboIndex = Gl.GenBuffer();
Gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 0, ssboIndex);
Gl.BufferData<float>(BufferTargetARB.ShaderStorageBuffer, vertices, BufferUsageARB.DynamicDraw);
Gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 0, ssboIndex);
Gl.DispatchCompute((uint)NUM_INVOCATIONS, 1, 1);
Gl.MemoryBarrier(MemoryBarrierMask.ShaderStorageBarrierBit);
Gl.BindBufferBase(BufferTargetARB.ShaderStorageBuffer, 0, ssboIndex);
float* returnValues = (float*)Gl.MapBuffer(BufferTargetARB.ShaderStorageBuffer, BufferAccessARB.ReadOnly);
for (int i = 0; i < NUM_INVOCATIONS; i++)
{
Console.WriteLine(returnValues[i]);
}