我最近问过这个问题:
How to perform asynchronous off-screen queries?
我所听到的,但还未能确认的是,渲染窗口比渲染帧缓冲更昂贵。首先,有人可以对此发表评论吗?我可以比窗口更快地将多个场景绘制到帧缓冲区吗?还有其他选择,例如pbuffers还是PBO?
我已经开始使用framebuffers,但我无法让查询工作。这是我到目前为止所设置的一些伪代码:
glfwWindowHint(GLFW_VISIBLE, GL_FALSE);
window = glfwCreateWindow(1, 1, "OpenGL", NULL, NULL);
glfwMakeContextCurrent(window);
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24, size, size);
glFramebufferRenderbuffer(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
glEnable(GL_DEPTH_TEST);
glGenQueries(numberOfQueries, queries);
for (scene in scenesToRender)
{
glClear(GL_DEPTH_BUFFER_BIT);
glDepthFunc(GL_LESS);
drawShadingObjects(scene);
glBeginQuery(GL_SAMPLES_PASSED, queries[index]);
glDepthFunc(GL_LEQUAL);
drawShadedObject(scene);
glEndQuery(GL_SAMPLES_PASSED);
}
collectQueryResults();
deleteBuffers();
到目前为止一切都在运行,但所有查询都返回“0”。在绘制到与绘制到窗口缓冲区时不同的帧缓冲区时,是否有关于查询的内容?
同样,我的两个问题是:
答案 0 :(得分:1)
尝试这样的事情:
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <iostream>
#include <vector>
using namespace std;
const unsigned int sz = 1024;
void drawScene( unsigned int multiplier )
{
glViewport( 0, 0, sz, sz );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef( (float)glfwGetTime() * 50.f * multiplier, 0.f, 0.f, 1.f);
glBegin(GL_TRIANGLES);
glColor3f(1.f, 0.f, 0.f);
glVertex3f(-0.6f, -0.4f, 0.f);
glColor3f(0.f, 1.f, 0.f);
glVertex3f(0.6f, -0.4f, 0.f);
glColor3f(0.f, 0.f, 1.f);
glVertex3f(0.f, 0.6f, 0.f);
glEnd();
}
bool available( const vector< GLuint >& queries )
{
for( size_t i = 0; i < queries.size(); ++i )
{
GLuint available = 0;
glGetQueryObjectuiv( queries[i], GL_QUERY_RESULT_AVAILABLE, &available );
if( GL_FALSE == available )
return false;
}
return true;
}
int main()
{
glfwInit();
GLFWwindow* window = glfwCreateWindow( 400, 400, "Simple example", NULL, NULL );
glfwMakeContextCurrent( window );
glewInit();
if( !glewIsSupported( "GL_VERSION_2_1" ) )
return -1;
if( !glewIsSupported( "GL_EXT_framebuffer_object" ) )
return -1;
GLuint fbo = 0;
glGenFramebuffersEXT( 1, &fbo );
glBindFramebufferEXT( GL_DRAW_FRAMEBUFFER_EXT, fbo );
GLuint rbo0 = 0;
glGenRenderbuffersEXT( 1, &rbo0 );
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, rbo0 );
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_RGBA, sz, sz );
glFramebufferRenderbufferEXT( GL_DRAW_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, rbo0 );
GLuint rbo1 = 0;
glGenRenderbuffersEXT( 1, &rbo1 );
glBindRenderbufferEXT( GL_RENDERBUFFER_EXT, rbo1 );
glRenderbufferStorageEXT( GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT24, sz, sz );
glFramebufferRenderbufferEXT( GL_DRAW_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rbo1 );
GLenum status = glCheckFramebufferStatusEXT( GL_FRAMEBUFFER_EXT );
if( status != GL_FRAMEBUFFER_COMPLETE_EXT )
return -1;
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
vector< GLuint > queries( 10 );
glGenQueries( queries.size(), &queries[0] );
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, fbo );
for( size_t i = 0; i < queries.size(); ++i )
{
glBeginQuery( GL_SAMPLES_PASSED, queries[i] );
drawScene( i + 1 );
glEndQuery( GL_SAMPLES_PASSED );
}
glBindFramebufferEXT( GL_FRAMEBUFFER_EXT, 0 );
// wait for queries to become available
unsigned int cnt = 0;
while( !available( queries ) )
{
cnt++;
}
// all queries available, display query results
cout << "cnt: " << cnt << endl;
for( size_t i = 0; i < queries.size(); ++i )
{
GLuint samples = 0;
glGetQueryObjectuiv( queries[i], GL_QUERY_RESULT, &samples );
cout << i << ": " << samples << endl;
}
cout << endl;
glfwDestroyWindow( window );
glfwTerminate();
return 0;
}
我系统上的代表性输出:
cnt: 1884
0: 157288
1: 157288
2: 157289
3: 157288
4: 157287
5: 157286
6: 157292
7: 157286
8: 157289
9: 157288