Just learned that there is no way for a GLSL shader to send data to the CPU side program.
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Just learned that there is no way for a GLSL shader to send data to the CPU side program. I think, at least. No way to emit debugging information at all, not even a puts.
At least if I understand, "Uniforms are so named because they do not change from one shader invocation to the next within a particular rendering call thus their value is uniform among all invocations."
Thought I could define a uniform, then set that to some debugging value in the shader.
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Just learned that there is no way for a GLSL shader to send data to the CPU side program. I think, at least. No way to emit debugging information at all, not even a puts.
At least if I understand, "Uniforms are so named because they do not change from one shader invocation to the next within a particular rendering call thus their value is uniform among all invocations."
Thought I could define a uniform, then set that to some debugging value in the shader.
@kertinker You should be able to write into SSBOs.
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@kertinker You should be able to write into SSBOs.
@landelare Oh, I hadn't learned about those. Thanks!
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@kertinker You should be able to write into SSBOs.
@landelare Oh... sorry, I can't use storage buffer objects. GLEW_ARB_shader_storage_buffer_object is 0.
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Just learned that there is no way for a GLSL shader to send data to the CPU side program. I think, at least. No way to emit debugging information at all, not even a puts.
At least if I understand, "Uniforms are so named because they do not change from one shader invocation to the next within a particular rendering call thus their value is uniform among all invocations."
Thought I could define a uniform, then set that to some debugging value in the shader.
@kertinker There is an extension for Vulkan that lets you use printf in GLSL shaders.
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@landelare Oh... sorry, I can't use storage buffer objects. GLEW_ARB_shader_storage_buffer_object is 0.