使用CUDA, SFML和OpenGL:纹理拒绝出现在Quad上
Using CUDA, SFML, and OpenGL: Texture Refuses to Appear on Quad
使用各种在线教程/示例/文档/论坛,我已经键入了允许CUDA操作OpenGL纹理的代码,以便它可以输出到屏幕上。我的显示方法是使用PBO和uchar4数组的分配纹理图像。尽管我尝试了很多方法去解决这个问题,但是纹理仍然无法在2D表面上显示出来。我似乎找不到问题所在。
这些都是我迄今为止检查/做过的事情:我已经创建了一个PBO并将其注册为CUDA,称为cudaGraphicsResourceGetMappedPointer和在GPU函数调用之前和之后的unmapping等价,确保为2D_TEXTURE调用glEnable,为任何不必要的值调用glDisable,在不需要时解绑定纹理/缓冲区。我还重置了SFML OpenGL状态,以防SFML是原因。方形纹理也被使用。我的OpenGL版本和CUDA版本适用于我使用的所有函数调用。
当我检查cudaErrors和OpenGL errors时,程序中似乎没有任何错误。
我不确定这是否与它有关,但是当我调用:
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
我的四轴好像不显示。
我主要是从这个网站找到灵感的。非常感谢!
下面是我的代码:Main.cpp
#include <GL/glew.h>
#include <windows.h>
#include <GL/GL.h>
#include <SFML/Window.hpp>
#include <SFML/OpenGL.hpp>
#include <SFML/System.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include "GeneralTypedef.h"
#include "OpenGLTest.cuh"
int main()
{
// create the window
sf::RenderWindow window(sf::VideoMode(1024, 1024), "OpenGL");
//window.setVerticalSyncEnabled(true);
sf::Vector2u windowSize;
windowSize = sf::Vector2u(window.getSize());
bool running = true;
glewInit();
window.resetGLStates();
std::printf("OpenGL: %s:", glGetString(GL_VERSION));
// We will not be using SFML's gl states.
OpenGLTest* test = new OpenGLTest(window.getSize());
sf::Time time;
while (running)
{
// handle events
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
{
// end the program
running = false;
}
else if (event.type == sf::Event::Resized)
{
// adjust the viewport when the window is resized
glViewport(0, 0, event.size.width, event.size.height);
windowSize = window.getSize();
}
}
// clear the buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
test->createFrame(time.asMicroseconds());
test->drawFrame();
window.display();
}
// release resources...
delete test;
return 0;
}
OpenGLTest.cuh
#ifndef OPENGLTEST_CUH
#define OPENGLTEST_CUH
#include <GL/glew.h>
#include <windows.h>
#include <GL/GL.h>
#include <cuda.h>
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
#include <SFML/OpenGL.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "GeneralTypedef.h"
class OpenGLTest
{
public:
uchar4* image;
GLuint gltexture;
GLuint pbo;
cudaGraphicsResource_t cudaPBO;
uchar4* d_textureBufferData;
sf::Vector2u windowSize;
OpenGLTest(sf::Vector2u windowSize)
{
this->windowSize = sf::Vector2u(windowSize);
this->setupOpenGL();
};
~OpenGLTest()
{
delete image;
image == nullptr;
cudaFree(d_textureBufferData);
d_textureBufferData == nullptr;
glDeleteTextures(1, &gltexture);
}
void drawFrame();
void createFrame(float time);
private:
void setupOpenGL();
};
#endif //OPENGLTEST_CUH
OpenGLTest.cu
#include "OpenGLTest.cuh"
__global__ void createGPUTexture(uchar4* d_texture)
{
uint pixelID = blockIdx.x*blockDim.x + threadIdx.x;
d_texture[pixelID].x = 0;
d_texture[pixelID].y = 1;
d_texture[pixelID].z = 1;
d_texture[pixelID].w = 0;
}
__global__ void wow(uchar4* pos, unsigned int width, unsigned int height,
float time)
{
int index = blockIdx.x * blockDim.x + threadIdx.x;
unsigned int x = index%width;
unsigned int y = index / width;
if (index < width*height) {
unsigned char r = (x + (int)time) & 0xff;
unsigned char g = (y + (int)time) & 0xff;
unsigned char b = ((x + y) + (int)time) & 0xff;
// Each thread writes one pixel location in the texture (textel)
pos[index].w = 0;
pos[index].x = r;
pos[index].y = g;
pos[index].z = b;
}
}
void OpenGLTest::drawFrame()
{
glColor3f(1.0f,1.0f,1.0f);
glBindTexture(GL_TEXTURE_2D, gltexture);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, windowSize.x, windowSize.y, GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 0.0f);
glVertex2f(0.0f, float(windowSize.y));
glTexCoord2f(1.0f, 0.0f);
glVertex2f(float(windowSize.x), float(windowSize.y));
glTexCoord2f(1.0f, 1.0f);
glVertex2f(float(windowSize.x), 0.0f);
glTexCoord2f(0.0f,1.0f);
glVertex2f(0.0f, 0.0f);
glEnd();
glFlush();
// Release
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// Test Triangle
/*
glBegin(GL_TRIANGLES);
glColor3f(0.1, 0.2, 0.3);
glVertex2f(0, 0);
glVertex2f(10, 0);
glVertex2f(0, 100);
glEnd();
*/
}
void OpenGLTest::createFrame(float time)
{
cudaGraphicsMapResources(1, &cudaPBO, 0);
size_t numBytes;
cudaGraphicsResourceGetMappedPointer((void**)&d_textureBufferData, &numBytes, cudaPBO);
int totalThreads = windowSize.x * windowSize.y;
int nBlocks = totalThreads/ 256;
// Run code here.
createGPUTexture << <nBlocks, 256>> >(d_textureBufferData);
//wow << <nBlocks, 256 >> >(d_textureBufferData, windowSize.x, windowSize.y, time);
// Unmap mapping to PBO so that OpenGL can access.
cudaGraphicsUnmapResources(1, &cudaPBO, 0);
}
void OpenGLTest::setupOpenGL()
{
image = new uchar4[1024*1024];
glViewport(0, 0, windowSize.x, windowSize.y);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, windowSize.x, windowSize.y, 0.0, -1.0, 1.0);
glEnable(GL_TEXTURE_2D);
glDisable(GL_LIGHTING);
glDisable(GL_DEPTH_TEST);
// Unbind any textures from previous.
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
// Create new textures.
glGenTextures(1, &gltexture);
glBindTexture(GL_TEXTURE_2D, gltexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Create image with same resolution as window.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, windowSize.x , windowSize.y, 0, GL_RGBA, GL_UNSIGNED_BYTE, image);
// Create pixel buffer boject.
glGenBuffers(1, &pbo);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, pbo);
glBufferData(GL_PIXEL_UNPACK_BUFFER_ARB, windowSize.x * windowSize.y * sizeof(uchar4), image, GL_STREAM_COPY);
cudaGraphicsGLRegisterBuffer(&cudaPBO, pbo, cudaGraphicsMapFlagsNone);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
glBindTexture(GL_TEXTURE_2D, 0);
}
GeneralType
#ifndef GENERALTYPEDEF_CUH
#define GENERALTYPEDEF_CUH
typedef unsigned int uint;
#endif // GENERALTYPEDEF_CUH
在重写了整个代码并对其有了更多的理解之后,我找到了原因。内核函数中uchar4的颜色组件从0-255映射。w分量是透明度。因此,应该将其映射为255以显示图像。我希望这对那些可能有同样问题的人有所帮助。
相关文章:
- 访问被拒绝后,c++中的故障保护代码
- IpOpt拒绝解决不受约束的问题
- Termux权限被拒绝
- AWS Lambda C++运行时权限被拒绝
- WinSock2:connect() 提供"连接被拒绝"
- 为什么 KMS drmModeSetCrtc() 在 X11 会话中运行时会失败并被拒绝权限?
- 删除目录函数访问被拒绝
- 模板签名解析为 void(void) 被 GCC 拒绝;这是否有效C++?
- 为什么 Windows 拒绝访问某些进程的名称?
- std::stoi 的版本拒绝任何非数字
- 我在执行任何程序时被拒绝在 devcpp 中访问
- Windows C++:文件夹移动访问被拒绝错误
- AWS AMI 中的 Windows DPAPI 失败,访问被拒绝
- 使用崇高文本 3 进行C++拒绝授予权限?
- C++ 17 文件系统copy_file访问被拒绝
- Clang拒绝类模板的嵌套类仅通过专门化定义的代码是正确的吗
- 拒绝包含某些公共静态数据成员的类型
- 为什么mysql拒绝本地连接
- 安卓inotify_add_watch失败:权限被拒绝?
- 使用CUDA, SFML和OpenGL:纹理拒绝出现在Quad上