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driver
02-02-2014, 07:00 PM
Hi

How can I access a particular buffer at a specific sub-binding for GL_SHADER_STORAGE_BUFFER when doing a map out?


For example, in the example below, there is no place to specify the sub-binding.


char* output=(char *)glMapBuffer(GL_SHADER_STORAGE_BUFFER,GL_READ_ONL Y);


If my shader storage buffer had two buffers associated with it at two different binding point, how could I just map out the buffer at sub-binding point 1?



glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 0, shader_buffer[0]);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 1, shader_buffer[1]);

driver
02-10-2014, 10:37 AM
from the docs, there is no way to do this it seems...