don't forget about the seven eleven million bugs on mobile platforms when it comes to rendering
don't forget about the seven eleven million bugs on mobile platforms when it comes to rendering


id returns the key scancodeKey that gets returnedKeys enum, so show up as unknown - 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]);
}idKeyKeys