int main() {
// 初始化GLFW
vtkRenderWindow* renWin = vtkRenderWindow::New();
renWin->SetWindowName(false ? "Server Window" : "Client Window");
renWin->Render();
std::string shader(
"#version 450\n"
"layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;\n"
"layout(std430, binding = 0) buffer InputBuffer {\n"
"int data[60]; // 6*10 的二维矩阵\n"
"};\n"
"layout(std430, binding = 1) buffer OutputBuffer {\n"
"int result[10]; // 1*10 的输出矩阵\n"
"};\n"
"void main() {\n"
"uint col = gl_GlobalInvocationID.x;\n"
"int sum = 0;\n"
"for (int row = 0; row < 6; row++) {\n"
" sum += data[row * 10 + col];\n"
" }\n"
"result[col] = sum;\n"
"}\n"
);
GLuint inputBuffer, outputBuffer;
glGenBuffers(1, &inputBuffer);
glGenBuffers(1, &outputBuffer);
// 绑定输入缓冲区和输出缓冲区
glBindBufferBase(GL
使用OpenGL的计算着色器对矩阵并行计算
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