像素缓冲区对象(PBO)的异步Read-Back 源码解析

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ShaderJoy 发表于 2021/12/30 01:19:22 2021/12/30
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【摘要】 接这篇文章 OpenGL深入探索——像素缓冲区对象 (PBO)(附完整工程代码地址) 原理示意图如下: 关键代码如下: int main(int argc, char **argv){ initSharedMem(); // register exit callback atexit(exitC...

接这篇文章 OpenGL深入探索——像素缓冲区对象 (PBO)(附完整工程代码地址)

原理示意图如下:


关键代码如下:


      int main(int argc, char **argv)
      {
         initSharedMem();
         // register exit callback
         atexit(exitCB);
         // init GLUT and GL
         initGLUT(argc, argv);
         initGL();
         // get OpenGL info
          glInfo glInfo;
          glInfo.getInfo();
          glInfo.printSelf();
      #ifdef _WIN32
         // 检查视频显卡是否支持 PBO
         if (glInfo.isExtensionSupported("GL_ARB_pixel_buffer_object"))
          {
             // get pointers to GL functions
              glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
              glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
              glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
              glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)wglGetProcAddress("glBufferSubDataARB");
              glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
              glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)wglGetProcAddress("glGetBufferParameterivARB");
              glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
              glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
             // check once again PBO extension
             if (glGenBuffersARB && glBindBufferARB && glBufferDataARB && glBufferSubDataARB &&
                      glMapBufferARB && glUnmapBufferARB && glDeleteBuffersARB && glGetBufferParameterivARB)
              {
                  pboSupported = pboUsed = true;
                  std::cout << "Video card supports GL_ARB_pixel_buffer_object." << std::endl;
              }
             else
              {
                  pboSupported = pboUsed = false;
                  std::cout << "Video card does NOT support GL_ARB_pixel_buffer_object." << std::endl;
              }
          }
         // check EXT_swap_control is supported
         if (glInfo.isExtensionSupported("WGL_EXT_swap_control"))
          {
             // get pointers to WGL functions
              wglSwapIntervalEXT = (PFNWGLSWAPINTERVALEXTPROC)wglGetProcAddress("wglSwapIntervalEXT");
              wglGetSwapIntervalEXT = (PFNWGLGETSWAPINTERVALEXTPROC)wglGetProcAddress("wglGetSwapIntervalEXT");
             if (wglSwapIntervalEXT && wglGetSwapIntervalEXT)
              {
                 // disable v-sync
                 wglSwapIntervalEXT(0);
                  std::cout << "Video card supports WGL_EXT_swap_control." << std::endl;
              }
          }
      #else // for linux, do not need to get function pointers, it is up-to-date
         if (glInfo.isExtensionSupported("GL_ARB_pixel_buffer_object"))
          {
              pboSupported = pboUsed = true;
              std::cout << "Video card supports GL_ARB_pixel_buffer_object." << std::endl;
          }
         else
          {
              pboSupported = pboUsed = false;
              std::cout << "Video card does NOT support GL_ARB_pixel_buffer_object." << std::endl;
          }
      #endif
         if (pboSupported)
          {
             // create 2 pixel buffer objects, you need to delete them when program exits.
     		//(创建两个 PBO)
             // glBufferDataARB with NULL pointer reserves only memory space.
             glGenBuffersARB(PBO_COUNT, pboIds);
             glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[0]);
             glBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, DATA_SIZE, 0, GL_STREAM_READ_ARB);
             glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[1]);
             glBufferDataARB(GL_PIXEL_PACK_BUFFER_ARB, DATA_SIZE, 0, GL_STREAM_READ_ARB);
             glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
          }
         // start timer, the elapsed time will be used for updateVertices()
          timer.start();
         // the last GLUT call (LOOP)
         // window will be shown and display callback is triggered by events
         // NOTE: this call never return main().
         glutMainLoop(); /* Start GLUT event-processing loop */
         return 0;
      }
  
 


      void displayCB()
      {
         static int shift = 0;
         static int index = 0;
         int nextIndex = 0;                  // pbo index used for next frame
         // brightness shift amount
          shift = ++shift % 200;
         // increment current index first then get the next index(增加当前的index,再获得 nextIndex)
         // "index" is used to read pixels from a framebuffer to a PBO(从 FB 中读取像素到 index 指定的 PBO 中)
         // "nextIndex" is used to process pixels in the other PBO(nextIndex 指定 PBO 中待处理的像素[先前从 FB 中读取])
          index = (index + 1) % 2;	// 两个 PBO 交替
          nextIndex = (index + 1) % 2;
         // set the framebuffer to read(设置当前读取的 FB)
         glReadBuffer(GL_FRONT);
         if (pboUsed) // with PBO
          {
             // read framebuffer ///
              t1.start();  // 启动计时器,计算读取 FB 到 PBO 的时间
             // copy pixels from framebuffer to PBO (从 FB 中拷贝像素到 index指定的 PBO 中)
             // Use offset instead of ponter.(注意glReadPixels最后一个参数不是指针,而是偏移量)
             // OpenGL should perform asynch DMA transfer, so glReadPixels() will return immediately.
     		//(OpenGL 将执行一个异步的DMA[Direcct Memory Access],所以 glReadPixels方法会立刻返回,不会阻塞CPU时间)
             glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[index]);
             glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_FORMAT, GL_UNSIGNED_BYTE, 0);
             // measure the time reading framebuffer
              t1.stop();
              readTime = t1.getElapsedTimeInMilliSec();
             ///
             // process pixel data /
              t1.start(); // 启动计时器,计算处理 PBO中像素的时间
             // map the PBO that contain framebuffer pixels before processing it
     		//(映射存储着先前 FB 像素的 PBO ,便于处理像素)
             glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pboIds[nextIndex]);
     		// 后续的 add() 并没有改变 PBO 中的像素值,计算的结果保存在 colorBuffer 中,所以标记为只读
              GLubyte *src = (GLubyte *)glMapBufferARB(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY_ARB);
             if (src)
              {
                 // change brightness
                 add(src, SCREEN_WIDTH, SCREEN_HEIGHT, shift, colorBuffer);
                 glUnmapBufferARB(GL_PIXEL_PACK_BUFFER_ARB);     // release pointer to the mapped buffer
              }
             // measure the time processing the pixels of PBO
              t1.stop();
              processTime = t1.getElapsedTimeInMilliSec();
             ///
             glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0);
          }
         else        // without PBO
          {
             // read framebuffer ///
              t1.start();
     		// 不使用 PBO 的情况下,最后一个参数就是保存读取数据的指针
             glReadPixels(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_FORMAT, GL_UNSIGNED_BYTE, colorBuffer);
             // measure the time reading framebuffer
              t1.stop();
              readTime = t1.getElapsedTimeInMilliSec();
             ///
             // covert to greyscale 
              t1.start();
             // change brightness
             add(colorBuffer, SCREEN_WIDTH, SCREEN_HEIGHT, shift, colorBuffer);
             // measure the time reading framebuffer
              t1.stop();
              processTime = t1.getElapsedTimeInMilliSec();
             ///
          }
         // render to the framebuffer //
         glDrawBuffer(GL_BACK);	// 设定绘制在后缓冲区
         toPerspective(); // set to perspective on the left side of the window(当前窗口左侧的投影矩阵)
         // clear buffer
         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
         // tramsform camera
         glTranslatef(0, 0, -cameraDistance);
         glRotatef(cameraAngleX, 1, 0, 0);   // pitch
         glRotatef(cameraAngleY, 0, 1, 0);   // heading
         // draw a cube(在左侧绘制普通的立方体)
         glPushMatrix();
         draw();
         glPopMatrix();
         // draw the read color buffer to the right side of the window
     	//(在右侧绘制之前处理的 colorBuffer)
         toOrtho();      // set to orthographic on the right side of the window(窗口右侧的正交矩阵[想象为把左侧的图处理一下直接贴上去])
         glRasterPos2i(0, 0);	// 设置字体光栅的位置
         glDrawPixels(SCREEN_WIDTH, SCREEN_HEIGHT, PIXEL_FORMAT, GL_UNSIGNED_BYTE, colorBuffer);
         // draw info messages
         showInfo();
         printTransferRate();
         glutSwapBuffers();// 切换前后缓冲区
      }
  
 

程序的执行对比情况:


 可见通过 PBO的异步read-back技术,FPS 还是有明显提高的(我的显卡是 GeForce GTX 970,CPU 是 i7-6700 HQ,主频为2.6GHz)。

文章来源: panda1234lee.blog.csdn.net,作者:panda1234lee,版权归原作者所有,如需转载,请联系作者。

原文链接:panda1234lee.blog.csdn.net/article/details/53270443

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