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我正在尝试设置并行多 GPU 屏幕外渲染上下文。我使用“OpenGL Insights”书,第 27 章,“NVIDIA Quadro 上的多 GPU 渲染”。我还查看了 wglCreateAffinityDCNV文档,但仍然无法确定。

我的机器有 2 个 NVidia Quadro 4000 卡(无 SLI)。在 Windows 7 64 位上运行。我的工作流程是这样的:

  1. 使用 GLFW 创建默认窗口上下文。
  2. 映射 GPU 设备。
  3. 销毁默认的 GLFW 上下文。
  4. 为每个设备创建新的 GL 上下文(目前只尝试一个)
  5. 为每个上下文设置 boost 线程并使其在该线程中处于当前状态。
  6. 分别在每个线程上运行渲染程序。(不共享资源)

一切都是在没有错误的情况下创建并运行的,但是一旦我尝试从屏幕外 FBO 读取像素,我就会在这里得到一个空指针:

GLubyte* ptr  = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);

glError 也返回“未知错误”

我认为可能是多线程是问题,但相同的设置在单线程上运行时会给出相同的结果。所以我相信它与上下文创作有关。

这是我的做法:

  ////Creating default window with GLFW here .
      .....
         .....

创建屏幕外上下文:

  PIXELFORMATDESCRIPTOR pfd =
{
    sizeof(PIXELFORMATDESCRIPTOR),
    1,
    PFD_DRAW_TO_WINDOW | PFD_SUPPORT_OPENGL | PFD_DOUBLEBUFFER,    //Flags
    PFD_TYPE_RGBA,            //The kind of framebuffer. RGBA or palette.
    24,                        //Colordepth of the framebuffer.
    0, 0, 0, 0, 0, 0,
    0,
    0,
    0,
    0, 0, 0, 0,
    24,                        //Number of bits for the depthbuffer
    8,                        //Number of bits for the stencilbuffer
    0,                        //Number of Aux buffers in the framebuffer.
    PFD_MAIN_PLANE,
    0,
    0, 0, 0
};

void  glMultiContext::renderingContext::createGPUContext(GPUEnum gpuIndex){

    int    pf;
    HGPUNV hGPU[MAX_GPU];
    HGPUNV GpuMask[MAX_GPU];

    UINT displayDeviceIdx;
    GPU_DEVICE gpuDevice;
    bool bDisplay, bPrimary;
    // Get a list of the first MAX_GPU GPUs in the system
    if ((gpuIndex < MAX_GPU) && wglEnumGpusNV(gpuIndex, &hGPU[gpuIndex])) {

        printf("Device# %d:\n", gpuIndex);

        // Now get the detailed information about this device:
        // how many displays it's attached to
        displayDeviceIdx = 0;
        if(wglEnumGpuDevicesNV(hGPU[gpuIndex], displayDeviceIdx, &gpuDevice))
        {   

            bPrimary |= (gpuDevice.Flags & DISPLAY_DEVICE_PRIMARY_DEVICE) != 0;
            printf(" Display# %d:\n", displayDeviceIdx);
            printf("  Name: %s\n",   gpuDevice.DeviceName);
            printf("  String: %s\n", gpuDevice.DeviceString);
            if(gpuDevice.Flags & DISPLAY_DEVICE_ATTACHED_TO_DESKTOP)
            {
                printf("  Attached to the desktop: LEFT=%d, RIGHT=%d, TOP=%d, BOTTOM=%d\n",
                    gpuDevice.rcVirtualScreen.left, gpuDevice.rcVirtualScreen.right, gpuDevice.rcVirtualScreen.top, gpuDevice.rcVirtualScreen.bottom);
            }
            else
            {
                printf("  Not attached to the desktop\n");
            }

            // See if it's the primary GPU
            if(gpuDevice.Flags & DISPLAY_DEVICE_PRIMARY_DEVICE)
            {
                printf("  This is the PRIMARY Display Device\n");
            }


        }

        ///=======================   CREATE a CONTEXT HERE 
        GpuMask[0] = hGPU[gpuIndex];
        GpuMask[1] = NULL;
        _affDC = wglCreateAffinityDCNV(GpuMask);

        if(!_affDC)
        {
            printf( "wglCreateAffinityDCNV failed");                  
        }

    }

    printf("GPU context created");
}

glMultiContext::renderingContext *
    glMultiContext::createRenderingContext(GPUEnum gpuIndex)
{
    glMultiContext::renderingContext *rc;

    rc = new renderingContext(gpuIndex);

    _pixelFormat = ChoosePixelFormat(rc->_affDC, &pfd);

    if(_pixelFormat == 0)
    {

        printf("failed to  choose pixel format");
        return false;
    }

     DescribePixelFormat(rc->_affDC, _pixelFormat, sizeof(pfd), &pfd);

    if(SetPixelFormat(rc->_affDC, _pixelFormat, &pfd) == FALSE)
    {
        printf("failed to set pixel format");
        return false;
    }

    rc->_affRC = wglCreateContext(rc->_affDC);


    if(rc->_affRC == 0)
    {
        printf("failed to create gl render context");
        return false;
    }


    return rc;
}

//Call at the end to make it current :


 bool glMultiContext::makeCurrent(renderingContext *rc)
{
    if(!wglMakeCurrent(rc->_affDC, rc->_affRC))
    {

        printf("failed to make context current");
        return false;
    }

    return true;
}

    ////  init OpenGL objects and rendering here :

     ..........
     ............

正如我所说,我在设备和上下文创建的任何阶段都没有出错。我究竟做错了什么 ?

更新:

好吧,似乎我发现了这个错误。我在调用 wglMakeCurrent() 之后调用了 glfwTerminate(),所以看起来最新的使“非当前”也成为新的上下文。虽然它是有线的,因为 OpenGL 命令不断执行。所以它在单个线程中工作。

但是现在,如果我使用 boost 踏板生成另一个线程,我会收到初始错误。这是我的线程类:

GPUThread::GPUThread(void)
{
    _thread =NULL;
    _mustStop=false;
    _frame=0;


    _rc =glMultiContext::getInstance().createRenderingContext(GPU1);
    assert(_rc);

    glfwTerminate(); //terminate the initial window and context
    if(!glMultiContext::getInstance().makeCurrent(_rc)){

        printf("failed to make current!!!");
    }
             // init engine here (GLEW was already initiated)
    engine = new Engine(800,600,1);

}
void GPUThread::Start(){



    printf("threaded view setup ok");

    ///init thread here :
    _thread=new boost::thread(boost::ref(*this));

    _thread->join();

}
void GPUThread::Stop(){
    // Signal the thread to stop (thread-safe)
    _mustStopMutex.lock();
    _mustStop=true;
    _mustStopMutex.unlock();

    // Wait for the thread to finish.
    if (_thread!=NULL) _thread->join();

}
// Thread function
void GPUThread::operator () ()
{
    bool mustStop;

    do
    {
        // Display the next animation frame
        DisplayNextFrame();
        _mustStopMutex.lock();
        mustStop=_mustStop;
        _mustStopMutex.unlock();
    }   while (mustStop==false);

}


void GPUThread::DisplayNextFrame()
{

    engine->Render(); //renders frame
    if(_frame == 101){
        _mustStop=true;
    }
}

GPUThread::~GPUThread(void)
{
    delete _view;
    if(_rc != 0)
    {
        glMultiContext::getInstance().deleteRenderingContext(_rc);
        _rc = 0;
    }
    if(_thread!=NULL)delete _thread;
}
4

1 回答 1

4

最后我自己解决了问题。第一个问题是我在将另一个设备上下文设置为当前后调用了 glfwTerminate。这可能也卸载了新的上下文。第二个问题是我对增强线程的“noobiness”。我未能在自定义线程中初始化所有与渲染相关的对象,因为我在设置线程之前调用了 rc init 对象过程,如上例所示。

于 2013-04-02T20:23:19.080 回答