pbo

Android 4.3 PBO not working

泄露秘密 提交于 2020-01-01 19:29:14
问题 I am using PBO to take screenshot. However, the result image is all black. It works perfectly fine without PBO . Is there any thing that I need to take care before doing this ? I even tried by rendering to a FBO and then use GLES30.glReadBuffer(GLES30.GL_COLOR_ATTACHMENT0) , no hope public void SetupPBO(){ GLES30.glGenBuffers(1, pbuffers, 0); GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, pbuffers[0]); int size = (int)this.mScreenHeight * (int)this.mScreenWidth * 4; GLES30.glBufferData

Opengl Unsynchronized/Non-blocking Map

 ̄綄美尐妖づ 提交于 2020-01-01 09:42:30
问题 I just found the following OpenGL specification for ARB_map_buffer_range. I'm wondering if it is possible to do non-blocking map calls using this extension? Currently in my application im rendering to an FBO which I then map to a host PBO buffer. glMapBuffer(target_, GL_READ_ONLY); However, the problem with this is that it blocks the rendering thread while transferring the data. I could reduce this issue by pipelining the rendering, but latency is a big issue in my application. My question is

Opengl Unsynchronized/Non-blocking Map

回眸只為那壹抹淺笑 提交于 2020-01-01 09:42:20
问题 I just found the following OpenGL specification for ARB_map_buffer_range. I'm wondering if it is possible to do non-blocking map calls using this extension? Currently in my application im rendering to an FBO which I then map to a host PBO buffer. glMapBuffer(target_, GL_READ_ONLY); However, the problem with this is that it blocks the rendering thread while transferring the data. I could reduce this issue by pipelining the rendering, but latency is a big issue in my application. My question is

Reading the pixels values from the Frame Buffer Object (FBO) using Pixel Buffer Object (PBO)

ぃ、小莉子 提交于 2019-12-29 04:42:07
问题 Can I use Pixel Buffer Object (PBO) to directly read the pixels values (i.e. using glReadPixels) from the FBO (i.e. while FBO is still attached)? If yes, What are the advantages and disadvantages of using PBO with FBO? What is the problem with following code { //DATA_SIZE = WIDTH * HEIGHT * 3 (BECAUSE I AM USING 3 CHANNELS ONLY) // FBO and PBO status is good . . glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fboId); //Draw the objects Following glReadPixels works fine glReadPixels(0, 0, screenWidth

Non blocking glReadPixels of depth values with PBO

℡╲_俬逩灬. 提交于 2019-12-11 15:08:19
问题 I am reading a single pixel's depth from the framebuffer to implement picking. Originally my glReadPixels() was taking a very long time (5ms or so) and on nVidia it would even burn 100% CPU during that time. On Intel it was slow as well, but with idle CPU. Since then, I used the PixelBufferObject functionality, PBO , to make the glReadPixels asynchronous and also double buffered using this well known example. This approach works well, and let's me make a glReadPixels() call asynchronous but

Android 4.3 PBO not working

让人想犯罪 __ 提交于 2019-12-04 18:13:50
I am using PBO to take screenshot. However, the result image is all black. It works perfectly fine without PBO . Is there any thing that I need to take care before doing this ? I even tried by rendering to a FBO and then use GLES30.glReadBuffer(GLES30.GL_COLOR_ATTACHMENT0) , no hope public void SetupPBO(){ GLES30.glGenBuffers(1, pbuffers, 0); GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, pbuffers[0]); int size = (int)this.mScreenHeight * (int)this.mScreenWidth * 4; GLES30.glBufferData(GLES30.GL_PIXEL_PACK_BUFFER, size, null, GLES30.GL_DYNAMIC_READ); checkGlError("glReadBuffer"); GLES30

Opengl Unsynchronized/Non-blocking Map

浪尽此生 提交于 2019-12-04 05:14:47
I just found the following OpenGL specification for ARB_map_buffer_range . I'm wondering if it is possible to do non-blocking map calls using this extension? Currently in my application im rendering to an FBO which I then map to a host PBO buffer. glMapBuffer(target_, GL_READ_ONLY); However, the problem with this is that it blocks the rendering thread while transferring the data. I could reduce this issue by pipelining the rendering, but latency is a big issue in my application. My question is whether i can use map_buffer_range with MAP_UNSYNCHRONIZED_BIT and wait for the map operation to

Android OpenGL ES 3.0 PBO instead of glReadPixels()

依然范特西╮ 提交于 2019-11-30 15:55:38
问题 I want to improve glReadPixels() performance using PBO (for GLES 3 devices) and I ran into a problem in this piece of code: final ByteBuffer pboByteBuffer = ByteBuffer.allocateDirect(4 * mWidth * mHeight); pboByteBuffer.order(ByteOrder.nativeOrder()); //set framebuffer to read from GLES30.glReadBuffer(GLES30.GL_BACK); // bind pbo GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboHandleContainer[0]); // read pixels(should be instant) GLES30.glReadPixels(0, 0, mWidth, mHeight, GLES30.GL_RGBA

Android OpenGL ES 3.0 PBO instead of glReadPixels()

不羁的心 提交于 2019-11-30 15:22:28
I want to improve glReadPixels() performance using PBO (for GLES 3 devices) and I ran into a problem in this piece of code: final ByteBuffer pboByteBuffer = ByteBuffer.allocateDirect(4 * mWidth * mHeight); pboByteBuffer.order(ByteOrder.nativeOrder()); //set framebuffer to read from GLES30.glReadBuffer(GLES30.GL_BACK); // bind pbo GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboHandleContainer[0]); // read pixels(should be instant) GLES30.glReadPixels(0, 0, mWidth, mHeight, GLES30.GL_RGBA, GLES30.GL_UNSIGNED_BYTE, pboByteBuffer); // map pbo to bb ByteBuffer byteBuffer = ((ByteBuffer)

Asynchronous glReadPixels with PBO

家住魔仙堡 提交于 2019-11-30 15:07:33
问题 I want to use two PBOs to read pixel in alternative way. I thought the PBO way will much faster, because glReadPixels returns immediately when using PBO, and a lot of time can be overlapped. Strangely there seems to be not much benefit. Considering some code like: glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, 0); Timer t; t.start(); glReadPixels(0,0,1024,1024,GL_RGBA, GL_UNSIGNED_BYTE, buf); t.stop(); std::cout << t.getElapsedTimeInMilliSec() << " "; glBindBufferARB(GL_PIXEL_PACK_BUFFER_ARB, pbo)