我有一个应用程序使用FFMPEG(在一个单独的线程中)解码视频文件,并在另一个中使用PBO渲染此纹理。所有PBO do-hickey都发生在以下功能中:
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。在渲染线程中调用此函数。
当我使用单个PBO时,即在上面的代码中_numPbos = 1时,渲染工作正常,没有任何口吃。但是,当我使用多个PBO时,视频中会出现明显的断断续续的情况。您可以找到我使用_numPbos = 2 here渲染5个视频的示例。我使用的PBO数量越多,口吃就越差。
理论上,我正在更新的缓冲区和缓冲区比我用于渲染的缓冲区不同,所以应该没有这种故障。我想使用双/三缓冲来提高渲染性能。
我正在寻找关于可能出错的一些指示/提示。
答案 0 :(得分:1)
我不知道,如果这是你的问题,但在你打电话之后:
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, _pboIds[_currentPboIndex]);
glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
Util::GLErrorAssert();
您正在致电
glBindTexture
但是你仍在使用索引为_currentPboIndex
的缓冲区。
在我的代码中,我有两个索引 - index和nextIndex
在init中我设置
index = 0;
nextIndex = 1;
比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) );