我有一个应用程序,它使用FFMPEG解码视频文件(在一个单独的线程中),并在另一个线程中使用PBO渲染此纹理。所有的PBO do-hickey都发生在以下函数中:
void DynamicTexture::update()
{
if(!_isDirty)
{
return;
}
/// \todo Check to make sure that PBOs are supported
if(_usePbo)
{
// In multi PBO mode, we keep swapping between the PBOs
// We use one PBO to actually set the texture data that we will upload
// and the other we use to update/modify. Once modification is complete,
// we simply swap buffers
// Unmap the PBO that was updated last so that it can be released for rendering
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _pboIds[_currentPboIndex]);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
Util::GLErrorAssert();
// bind the texture
glBindTexture(GL_TEXTURE_2D, _textureId);
Util::GLErrorAssert();
// copy pixels from PBO to texture object
// Use offset instead of pointer.
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, _width, _height,
(_channelCount==4)?GL_RGBA:GL_RGB,
GL_UNSIGNED_BYTE, 0);
Util::GLErrorAssert();
// Now swap the pbo index
_currentPboIndex = (++_currentPboIndex) % _numPbos;
// bind PBO to update pixel values
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _pboIds[_currentPboIndex]);
Util::GLErrorAssert();
// map the next buffer object into client's memory
// Note that glMapBuffer() causes sync issue.
// If GPU is working with this buffer, glMapBuffer() will wait(stall)
// for GPU to finish its job
GLubyte* ptr = (GLubyte*)glMapBuffer(GL_PIXEL_UNPACK_BUFFER, GL_WRITE_ONLY);
Util::GLErrorAssert();
if(ptr)
{
// update data directly on the mapped buffer
_currentBuffer = ptr;
Util::GLErrorAssert();
}
else
{
printf("Unable to map PBO!");
assert(false);
}
// It is good idea to release PBOs with ID 0 after use.
// Once bound with 0, all pixel operations behave normal ways.
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
Util::GLErrorAssert();
// If a callback was registered, call it
if(_renderCallback)
{
(*_renderCallback)(this);
}
}
else
{
glBindTexture(GL_TEXTURE_2D, _textureId);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
_width, _height, (_channelCount==4)?GL_RGBA:GL_RGB,
GL_UNSIGNED_BYTE,
&(_buffer[0])
);
Util::GLErrorAssert();
}
// Reset the dirty flag after updating
_isDirty = false;
}在解码线程中,我只需更新_currentBuffer并将_isDirty标志设置为true。此函数在渲染线程中调用。
当我使用单个PBO时,也就是在上面的代码中使用_numPbos=1时,渲染工作得很好,没有任何卡顿。但是,当我使用多个PBO时,视频中出现了明显的卡顿。你可以找到我用_numPbos=2 here渲染5个视频的示例。我使用PBO的次数越多,卡顿的情况就越严重。
从理论上讲,我正在更新的缓冲区和我用于渲染的缓冲区是不同的,所以应该不会出现这种问题。我想使用双/三重缓冲来提高渲染性能。
我正在寻找一些指示/提示,以了解可能出现的问题。
发布于 2013-12-18 00:15:48
我不知道,如果这是你的问题,但在你调用这个之后:
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _pboIds[_currentPboIndex]);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
Util::GLErrorAssert();你在打电话给我
glBindTexture但您仍在使用索引_currentPboIndex处的缓冲区进行操作。
在我的代码中,我有两个索引-索引和nextIndex
在init i set中
index = 0;
nextIndex = 1;那么我的更新管道是这样的:
index = (index + 1) % 2;
nextIndex = (nextIndex + 1) % 2;
uint32 textureSize = sizeof(RGB) * width * height;
GL_CHECK( glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo[nextIndex]) );
GL_CHECK( glBufferData(GL_PIXEL_UNPACK_BUFFER, textureSize, 0, GL_STREAM_DRAW_ARB) );
GL_CHECK( gpuDataPtr = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, textureSize, GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT) );
//update data gpuDataPtr
GL_CHECK( glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB) );
//bind texture
GL_CHECK( glBindBufferARB(GL_PIXEL_UNPACK_BUFFER, pbo[index]) );
GL_CHECK( glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
width, height, glFormat, GL_UNSIGNED_BYTE, 0) );
GL_CHECK( glBindBufferARB(type, 0) );https://stackoverflow.com/questions/20493372
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