我正在尝试使用SharpGL来显示视频。视频是一个图像列表(我将OpenCV图像转换为位图)。
两个电话打得很慢:
我认为我没有使用硬件加速,但我的视频卡是一个Nvidia 3080与最新的驱动程序安装在Windows 10上。
很难找到关于SharpGL的信息:/也许我应该使用DirectX?
我的代码:
<Border HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Background="Red" Name="BorderControl" SizeChanged="BorderControlSizeChanged">
<sharpGL:OpenGLControl OpenGLDraw="OpenGLControl_OpenGLDraw" Name="OpenGLControl" Resized="openGLControl1_Resized" Width="500" Height="500" DrawFPS="True">
</sharpGL:OpenGLControl>
</Border>
private void OpenGLControl_OpenGLDraw(object sender, OpenGLRoutedEventArgs args)
{
long time = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
long time0 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
MutexWaitOne();
time0 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time0;
long time1 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
OpenGL gl = args.OpenGL;
gl.Enable(OpenGL.GL_TEXTURE_2D);
gl.Disable(OpenGL.GL_DEPTH_TEST);
time1 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time1;
long time2 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
int Width = (int)OpenGLControl.Width;
int Height = (int)OpenGLControl.Height;
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT);
gl.LoadIdentity();
time2 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time2;
long time3 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
texture.Destroy(gl);
time3 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time3;
long time4 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
if (_cameraImagebuffer != null)
{
try
{
texture.Create(gl, _cameraImagebufferBitmap);
}catch(Exception ex)
{
MutexRelease();
return;
}
}
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
time4 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time4;
long time5 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
texture.Bind(gl);
time5 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time5;
long time6 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
gl.Begin(OpenGL.GL_QUADS);
gl.TexCoord(0.0f, 0.0f); gl.Vertex(0, 0, 0);
gl.TexCoord(1.0f, 0.0f); gl.Vertex(Width, 0, 0);
gl.TexCoord(1.0f, 1.0f); gl.Vertex(Width, Height, 0);
gl.TexCoord(0.0f, 1.0f); gl.Vertex(0, Height, 0);
gl.End();
time6 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time6;
long time7 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
gl.Flush();
time7 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time7;
MutexRelease();
time = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time;
Console.WriteLine(String.Format("OPENGL: Total : {0} step0:{1} step1:{2} step2:{3} step3:{4} step4:{5} step5:{6} step6:{7} step7:{8}", time, time0, time1, time2, time3, time4, time5, time6, time7));
}发布于 2022-09-07 14:30:33
哦,哇,这是一个非常低效率的代码,有很多原因:
glTextureSubImage2D.来重用它们。
glFlush。永远不会。它将使CPU处于停滞状态,等待GPU.上的后台处理。
glBegin/glEnd/glVertex?
?
https://stackoverflow.com/questions/73633235
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