OpenGL:使用PBO渲染视频创建一个混蛋

时间:2013-12-31 06:15:13

标签: opengl render video-card

我有一组RGB帧,我使用openGL的PBO概念进行显示。以下是我的代码:

#include <stdio.h>
#include <stdlib.h>
#include "glew.h"
#include "glfw.h"
#include "glaux.h"
#include "logodata.h"

PFNGLGENBUFFERSARBPROC pglGenBuffersARB = 0;                     // VBO Name Generation Procedure
PFNGLBINDBUFFERARBPROC pglBindBufferARB = 0;                     // VBO Bind Procedure
PFNGLBUFFERDATAARBPROC pglBufferDataARB = 0;                     // VBO Data Loading Procedure
PFNGLBUFFERSUBDATAARBPROC pglBufferSubDataARB = 0;               // VBO Sub Data Loading Procedure
PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB = 0;               // VBO Deletion Procedure
PFNGLGETBUFFERPARAMETERIVARBPROC pglGetBufferParameterivARB = 0; // return various parameters of VBO
PFNGLMAPBUFFERARBPROC pglMapBufferARB = 0;                       // map VBO procedure
PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB = 0;                   // unmap VBO procedure
#define glGenBuffersARB           pglGenBuffersARB
#define glBindBufferARB           pglBindBufferARB
#define glBufferDataARB           pglBufferDataARB
#define glBufferSubDataARB        pglBufferSubDataARB
#define glDeleteBuffersARB        pglDeleteBuffersARB
#define glGetBufferParameterivARB pglGetBufferParameterivARB
#define glMapBufferARB            pglMapBufferARB
#define glUnmapBufferARB          pglUnmapBufferARB

int index;
int pboSupported;
int pboMode;
GLuint  pixBuffObjs[2];
HDC hDC = NULL;
GLuint  texture;
char *FileName;
unsigned char *guibuffer;
AUX_RGBImageRec texture1;
unsigned long long pos=0;
GLuint myPBO;
GLuint logoPBO;
unsigned char *logoBuff;

void initGL(void)
{
        int maxSz;
        int maxwidth = 416;
        int maxheight = 240;

        if( !glfwInit() )
        {
            exit( EXIT_FAILURE );
        }


        // if( !glfwOpenWindow(4096, 2118, 0,0,0,0,0,0, GLFW_WINDOW ) )
        if( !glfwOpenWindow(maxwidth, maxheight, 0,0,0,0,0,0, GLFW_WINDOW  ) ) //GLFW_FULLSCREEN
        {
            glfwTerminate();
            exit( EXIT_FAILURE );
        }

        glfwSetWindowTitle("sample");

        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 = 1;
            pboMode = 1;    // using 1 PBO
            printf( "Video card supports GL_ARB_pixel_buffer_object.");
            glGenBuffersARB(1, &pixBuffObjs[0]);
        }
        else
        {
            pboSupported = 0;
            pboMode = 0;    // without PBO
            printf("Video card does NOT support GL_ARB_pixel_buffer_object.");
        }

        glGetIntegerv(GL_MAX_TEXTURE_SIZE,&maxSz);

        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);       // This Will Clear The Background Color To Black
        glClearDepth(1.0);                          // Enables Clearing Of The Depth Buffer
        glDepthFunc(GL_LESS);                       // The Type Of Depth Test To Do
        glEnable(GL_DEPTH_TEST);                    // Enables Depth Testing
        glShadeModel(GL_SMOOTH);                    // Enables Smooth Color Shading


        glMatrixMode(GL_PROJECTION);
        //glLoadIdentity();



        hDC= wglGetCurrentDC();
#if 1
        { // TSS
            HWND hCurrentWindow = GetActiveWindow();
            char szTitle[256]="sample";
            //SetWindowText(hCurrentWindow, );
            // SetWindowLongA (hCurrentWindow , GWL_STYLE, (GetWindowLongA (hCurrentWindow , GWL_STYLE) & ~(WS_CAPTION)));
            SetWindowLongA (hCurrentWindow, GWL_STYLE, (WS_VISIBLE));
        }
#endif
        glEnable(GL_TEXTURE_2D);
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);

}

int GL_Disply()
{
    FILE *fptr=fopen("F:\\myRGBvideo.rgb","rb");
    fseek(fptr,pos,SEEK_SET);
    fread(guibuffer,sizeof(unsigned char),sizeof(unsigned char)*416*240*3,fptr);
    pos+=416*240*3;
    texture1.sizeX =416;
    texture1.sizeY =240;
    texture1.data = guibuffer;

    glDepthFunc(GL_ALWAYS);
    glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
    glEnable(GL_BLEND);
    glDisable(GL_LIGHTING);

    //glEnable(GL_TEXTURE_2D);

    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
#if 0
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture1.sizeX, texture1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, guibuffer);
#else
    glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, myPBO);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture1.sizeX, texture1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif

    glBegin(GL_QUADS);

    //glNormal3f( 0.0f, 0.0f, 0.0f);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, -1.0f,  0.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, -1.0f,  0.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f,  1.0f,  0.0f);
    glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f,  1.0f,  0.0f);

    glEnd();

    //disp logo
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
    glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, LOGO_WIDTH, LOGO_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, logoBuff);

    glBegin(GL_QUADS);
    glTexCoord2f(0.0f, 1.0f); glVertex3f(0.8f,  0.8f,  0.0f);
    glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.97f,  0.8f,  0.0f);
    glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.97f, 0.97f,  0.0f);
    glTexCoord2f(0.0f, 0.0f);glVertex3f(0.8f, 0.97f,  0.0f);
    glEnd();

    glDisable(GL_BLEND); 
    glEnable(GL_DEPTH_TEST);

    // Swap front and back rendering buffers
    glfwSwapBuffers();
    //glDeleteTextures(1, &texture);
    fclose(fptr);

}
int main(int argc, char *argv[])
{
    initGL(); // GL initialization

#if 0
    /* CPU memory allocation using C - malloc */
    guibuffer=(unsigned char*)malloc(sizeof(unsigned char)*416*240*3);
#else
    /*GPU memory allocation using C*/
    glGenBuffersARB(1, &myPBO);
    glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myPBO);
    glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 416*240*3, NULL, GL_STREAM_DRAW_ARB);


#endif
        //Allocating memory for RGBA logo data present in logodata.h
    logoBuff=(unsigned char*)malloc(400*312*4*sizeof(unsigned char));
    memcpy(logoBuff,TELLogo_RGB,400*312*4);
    for(index=0;index<200;index++)
    {
        guibuffer=(unsigned char*)glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
        glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);

        printf("frame %d displayed\r",index);
        GL_Disply();

    }
    free(logoBuff);
    return 0;
}

当上面的代码在具有下面列出的显卡详细信息的系统上运行时,显示正常并且工作正常:

第一个系统:

Graphics card: Nvidia GEForce 580
OpenGL Version: 4.3

第二个系统:

Graphics card: NVidia GEForce 310
OpenGL Version: 3.3

第三个系统:

Graphics card: MSI
OpenGL Version: 4.2

然而,当我的笔记本电脑上运行相同的代码并使用相同的系统配置但是如下图所示的图形卡详细信息时,我会得到一些某些流的Jerk(轻微卡住)(某些流工作正常)。我已经检查了上面列出的不同系统上的相同流,它们似乎工作正常。

Graphics card: Intel HD Graphics 4000
openGL Version: 4.0

可能导致此问题的问题是什么?

2 个答案:

答案 0 :(得分:4)

您的代码严重受损。如果它完全有效,而不仅仅是偶然:

for(index=0;index<200;index++)
{
    guibuffer=(unsigned char*)glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
    glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);

    printf("frame %d displayed\r",index);
    GL_Disply();

}

然后,您的代码会在guibuffer中写入GL_Display,然后尝试在PBO中获取数据以进行纹理更新。

您必须注意,在glUnmapBufferARB()之后,映射获得的指针变为无效。写入它只是未定义的行为。你可能在这里很幸运,因为nvidia驱动程序可能会使用一些客户端内存作为缓冲区,并且指针意外地继续指向真正的缓冲区 - 但这或多或少是一个模糊的巧合。 请注意,您也不能一直保留缓冲区映射,因为在映射时,您无法使用GL对象。至少没有相当新的GL_ARB_BUFFER_STORAGE extension(自4.4以来的核心),甚至在那里,您将不得不手动同步客户端和GL的访问 - 并且潜在的问题将保持不变,无论如何。

要做到这一点,最简单的解决方案是每帧执行以下操作:映射缓冲区,将文件读取到int,取消映射,更新纹理,绘制。

然而,这可能比不使用PBO要快一些,但性能不是最佳的。在映射之前,您可以通过孤立缓冲区来改善这一点。它将告诉GL您不再关心缓冲区的内容(当然,所有处理此数据的GL操作都将完成)并允许GL立即提供新存储,而旧缓冲区内容只要需要,就可以在内部使用。要进行孤立,只需使用正确大小的glBufferData()并再次使用NULL作为数据指针。孤立也可以使用设置为glMapBufferRange()访问位的更现代(并且实际上是首选的)GL_MAP_INVALIDATE_BUFFER_BIT函数来完成。 有关详细信息,请参阅GL_MAP_BUFFER_RANGE extension

完全异步资源更新的另一个解决方案是使用PBO的 ring ,这样您就可以在GPU仍然从当前PBO获取数据时将下一帧上传到另一个PBO。这将基本上像孤立方法一样工作,但对GL的压力减小,特别是它的缓冲区管理,因此预期开销较少(尽管在您的用例中不太可能相关)。

除了你的PBO逻辑中的缺陷之外,还有其他几点我想提及:

  1. 您正在使用GL_ELEMENT_ARRAY_BUFFER。稍后将此缓冲区用作GL_PIXEL_UNPACK_BUFFER是完全合法的,但GL可能会使用此信息来优化预期用途(特别是通过在VRAM或客户端内存中选择缓冲区的位置)。
  2. 您将缓冲区映射到GL_READ_WRITE,其中GL_WRITE_ONLY就足够了,可能是一条更有效的路径(并且实际上是通过glMapBufferRange建议的孤儿所必需的)
  3. 正如datenwolf已在另一个答案中指出的那样,使用glTexSubImage2D()代替glTexImage2D()进行纹理更新。

答案 1 :(得分:3)

在您的显示功能中,您正在呼叫glTexImage2D。此函数执行完整纹理对象重新/分配。如果随着时间的推移积累了太多纹理对象,则可能会触发内部垃圾回收,具体取决于驱动程序的实现细节。由于您的意图是显示相同格式和大小的帧流,因此您应该使用glTexSubImage2D替换纹理数据。

仅调用glTexImage2D一次以初始化纹理对象,然后使用glTexSubImage2D上传新数据。为了使编码更容易,通过使用数据参数的空指针调用glTexImage2D来初始化纹理对象,而没有绑定PBO。

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