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我正在尝试使用 opengl 进行一些简单的图像处理。由于我找不到任何可以做到这一点的好图书馆,我一直在尝试做自己的解决方案。

我只是想在 gpu 上合成一些图像,然后将它们读回来。然而,我的实现的性能似乎几乎等于它在 cpu 上所做的......出了点问题......

我试图遵循我在网上找到的最佳实践。但它仍然做错了什么。

我试过删除所有不相关的代码。

关于此实现为何性能不佳的任何想法?

int image_width = 1280;
int image_height = 720;
int image_size = image_width * image_height;

class texture
{
public:
    texture()
    {   
        glGenTextures(1, &texture_);    
        bind();
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
        glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, image_width, image_height, 0, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
    }

    ~texture(){ glDeleteTextures(1, &texture_); }
    void bind(){ glBindTexture(GL_TEXTURE_2D, texture_); }
    GLuint handle() { return texture_; }

private:
    GLuint texture_;
};
typedef std::shared_ptr<texture> texture_ptr;

class pixel_buffer // pixel buffer with associated texture
{
public:
    pixel_buffer()
    {
        glGenBuffersARB(1, &pbo_);
        bind_pbo();
        glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, image_size, 0, GL_STREAM_DRAW);
    }

    ~pixel_buffer(){ glDeleteBuffers(1, &pbo_); }

    void begin_write(void* src)
    {
        texture_.bind();
        glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo_);
        glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, image_size, 0, GL_STREAM_DRAW);
        void* ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
        assert(ptr); 
        memcpy(ptr, src, image_size);
        glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
    }

    void end_write()
    {
        bind_texture();
        bind_pbo();
        glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, image_width, image_height, GL_BGRA, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
        unbind_pbo();
    }

    void begin_read(GLuint buffer)
    {
        glReadBuffer(buffer);
        glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB, pbo_);
        glBufferData(GL_PIXEL_PACK_BUFFER_ARB, image_size, NULL, GL_STREAM_READ);
        glReadPixels(0, 0, image_width, image_height, GL_BGRA, GL_UNSIGNED_BYTE, BUFFER_OFFSET(0));
    }

    void end_read(void* dest)
    {
        void* ptr = glMapBuffer(GL_PIXEL_PACK_BUFFER_ARB, GL_READ_ONLY);   
        memcpy(dest, ptr, image_size);
        glUnmapBuffer(GL_PIXEL_PACK_BUFFER_ARB);
        unbind_pbo();
    }

    void bind_pbo(){ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo_); }
    void unbind_pbo(){ glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo_); }
    void bind_texture() { texture_.bind(); }

    GLuint texture_handle() { return texture_.handle(); }

private:
    texture texture_;
    GLuint pbo_;
};
typedef std::shared_ptr<pixel_buffer> pixel_buffer_ptr;

class frame_buffer// frame buffer with associated pixel buffer
{
public:
    frame_buffer()
    {
        glGenFramebuffersEXT(1, &fbo_);

        bind();
        pbo_.bind_texture();
        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, pbo_.texture_handle(), 0);
    }

    ~frame_buffer() { glDeleteFramebuffersEXT(1, &fbo_); }

    void bind() { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_); }
    void unbind() { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);    }

    void begin_read()
    {
        bind();
        pbo_.begin_read(GL_COLOR_ATTACHMENT0_EXT);
    }

    void end_read(void* dest)
    {
        pbo_.end_read(dest);
        unbind();
    }

private:
    pixel_buffer pbo_;
    GLuint fbo_;
};
typedef std::shared_ptr<frame_buffer> frame_buffer_ptr;

struct image_processor::implementation
{   
    void compose(const std::vector<image_ptr>& images)
    {                   
        // END PREVIOUS READ
        if(reading_fbo_)
        {
            image_ptr result_image = std::make_shared<image>(image_size);
            reading_fbo_->end_read(result_image->data());
            output_.push(reading_result_image_);

            reading_fbo_ = nullptr;
        }

        // END PREVIOUS WRITE
        frame_buffer_ptr written_fbo;
        if(!writing_pbo_group_.empty())
        {
            // END
            written_fbo = get_fbo();
            written_fbo->bind();
            glClear(GL_COLOR_BUFFER_BIT);   

            for(size_t n = 0; n < writing_pbo_group_.size(); ++n)
            {
                writing_pbo_group_[n]->end_write();
                writing_pbo_group_[n]->bind_texture();
                quad_->draw(); // DRAW FULLSCREEN QUAD
            }
            written_fbo->unbind();

            writing_pbo_group_.clear();
        }

        // BEGIN NEW WRITE
        if(!images.empty())
        {           
            for(size_t n = 0; n < images.size(); ++n)
            {
                auto pbo = get_pbo();
                pbo->begin_write(images[n]->data());

                writing_pbo_group_.push_back(pbo);
            }
        }

        // BEGIN NEW READ       
        if(written_fbo)
        {   
            written_fbo->begin_read();

            reading_fbo_ = written_fbo; 
        }
    }

    pixel_buffer_ptr get_pbo()
    {
        if(pbo_pool_.empty())
            pbo_pool_.push_back(std::make_shared<pixel_buffer>());

        auto pbo = pbo_pool_.front();
        pbo_pool_.pop_front();

        return pixel_buffer_ptr(pbo.get(), [=](pixel_buffer*){pbo_pool_.push_back(pbo);});
    }

    frame_buffer_ptr get_fbo()
    {
        if(fbo_pool_.empty())
            fbo_pool_.push_back(std::make_shared<frame_buffer>());

        auto fbo = fbo_pool_.front();
        fbo_pool_.pop_front();

        return frame_buffer_ptr(fbo.get(), [=](frame_buffer*){fbo_pool_.push_back(fbo);});
    }

    std::vector<pixel_buffer_ptr>   writing_pbo_group_;
    frame_buffer_ptr                reading_fbo_;

    std::deque<pixel_buffer_ptr> pbo_pool_;
    std::deque<frame_buffer_ptr> fbo_pool_;
};

编辑:

做了一些分析。大多数 cpu 时间似乎都花在了 begin_write();

不过看不出有什么不妥...

void begin_write(void* src)
{
    texture_.bind();
    glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo_);
    glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, image_size, 0, GL_STREAM_DRAW);
    void* ptr = glMapBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY);
    assert(ptr); 
    memcpy(ptr, src, image_size);
    glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
}
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2 回答 2

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您的瓶颈是从 CPU 到 GPU 的内存传输。当您需要对存储在 GPU 内存中的相同少量数据执行许多并行计算时,GPU 允许您提高性能(例如,以每秒 30 帧的速度绘制相同的场景)。当您需要从主内存和 GPU 内存来回传输数据时,大部分时间都浪费在这上面。

于 2010-09-21T11:29:12.527 回答
0

尝试改变像素格式(即 BGRA 而不是 ARGB)。

我不确定具体细节,但卡实际使用的内容与您想要的内容不匹配可能会产生灾难性的性能。

(如果没有关于您的数据集、您正在运行的算法和一些硬基准数据的信息,很难提供更多帮助......)

于 2010-09-21T11:33:09.147 回答