问题
I've previously been able to populate textures in CUDA for use in OpenGL by:
- Create and initialize the GL texture (
gl::GenTextures()
, etc.) - Create a GL Pixel Buffer Object
- Register the PBO with CUDA
In the update/render loop:
cudaGraphicsMapResource()
with the PBO- Launch the kernel to update the PBO
cudaGraphicsUnmapResource()
the PBO from CUDA- Load the GL program, bind texture, render as normal
- Wash, rinse repeat.
However, I'm wondering if PBOs are still the best way to write a texture from a kernel. I've seen articles like this one (updated for v5 here) which don't appear to use PBOs at all.
I've seen some references to cudaTextureObject
and cudaSurfaceObject
, but their role in OpenGL interop is unclear to me.
Are PBOs still the recommended approach? If not, what are the alternatives I should be investigating?
(I'm specifically targeting Kepler and newer architectures.)
回答1:
You can see on the official example in CUDA 6 SDK, it's called "simpleCUDA2GL" in "3_Imaging" directory. It has two different approaches to access texture inside CUDA kernel. One of them (I think the old one) uses the PBO, and it is 3 times slower on my machine.
回答2:
You may want to look at this very recent CUDA GL Interop example from NVIDIA:
https://github.com/nvpro-samples/gl_cuda_interop_pingpong_st
来源:https://stackoverflow.com/questions/22765216/cuda-opengl-interop-without-deprecated-functionality