我在将 GPU 缓冲区传输到 CPU 以执行排序操作时遇到了一些问题。缓冲区GL_SHADER_STORAGE_BUFFER
由 300.000 个浮点值组成。传输操作glGetBufferSubData
需要大约 10 毫秒,而glMapBufferRange
需要超过 100 毫秒。
我使用的代码如下:
std::vector<GLfloat> viewRow;
unsigned int viewRowBuffer = -1;
int length = -1;
void bindRowBuffer(unsigned int buffer){
glBindBuffer(GL_SHADER_STORAGE_BUFFER, buffer);
glBindBufferBase(GL_SHADER_STORAGE_BUFFER, 3, buffer);
}
void initRowBuffer(unsigned int &buffer, std::vector<GLfloat> &row, int lengthIn){
// Generate and initialize buffer
length = lengthIn;
row.resize(length);
memset(&row[0], 0, length*sizeof(float));
glGenBuffers(1, &buffer);
bindRowBuffer(buffer);
glBufferStorage(GL_SHADER_STORAGE_BUFFER, row.size() * sizeof(float), &row[0], GL_DYNAMIC_STORAGE_BIT | GL_MAP_READ_BIT | GL_MAP_WRITE_BIT);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
void cleanRowBuffer(unsigned int buffer) {
float zero = 0.0;
glClearNamedBufferData(buffer, GL_R32F, GL_RED, GL_FLOAT, &zero);
}
void readGPUbuffer(unsigned int buffer, std::vector<GLfloat> &row) {
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER,0,length *sizeof(float),&row[0]);
glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
}
void readGPUMapBuffer(unsigned int buffer, std::vector<GLfloat> &row) {
float* data = (float*)glMapBufferRange(GL_SHADER_STORAGE_BUFFER, 0, length*sizeof(float), GL_MAP_READ_BIT); glBindBuffer(GL_SHADER_STORAGE_BUFFER, 0);
memcpy(&row[0], data, length *sizeof(float));
glUnmapBuffer(GL_SHADER_STORAGE_BUFFER);
}
主要在做:
bindRowBuffer(viewRowBuffer);
cleanRowBuffer(viewRowBuffer);
countPixs.bind();
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, gPatch);
countPixs.setInt("gPatch", 0);
countPixs.run(SCR_WIDTH/8, SCR_HEIGHT/8, 1);
countPixs.unbind();
readGPUbuffer(viewRowBuffer, viewRow);
其中 countPixs 是一个计算着色器,但我很肯定问题不存在,因为如果我评论运行命令,读取所需的时间完全相同。
奇怪的是,如果我执行一个只有 1 个浮点数的 getbuffer:
glGetBufferSubData(GL_SHADER_STORAGE_BUFFER,0, 1 *sizeof(float),&row[0]);
它需要完全相同的时间......所以我猜一路有问题......可能与GL_SHADER_STORAGE_BUFFER
?