从GPU读取数据到系统内存的三种方式

一:glReadPixels

首先需创建一个 fbo,绑定 fbo 后,然后将 texture attach 到 fbo 上, 最后通过fbo进行读取。

if(fbo == 0) {
    glGenFramebuffers(1, &fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, dataPointer);

二: glGetTexImg

也比较简单,绑定需要读取的texture后,直接调用glGetTexImg进行读取。

glBindTexture(GL_TEXTURE_2D, textureID);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataPointer);
glBindTexture(GL_TEXTURE_2D, 0);

三:PBO

使用 pbo 是相对比较复杂的,但比上面两种方式要快。只使用一个 pbo 的话,也就是同步,比 glReadpixel 快一点点,但是如果使用多个pbo进行异步读取,呵呵,那就快几百倍了。

首先初始化的时候,可生成两个 pbo

//creates PBOs to hold the data, this allocates memory for them too
GLuint pbo[2];
glGenBuffers(2, pbo);

glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[0]);
glBufferData(GL_PIXEL_PACK_BUFFER, height* width, 0, GL_STREAM_READ);
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[1]);
glBufferData(GL_PIXEL_PACK_BUFFER, height* width, 0, GL_STREAM_READ);

//unbind buffers for now
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);

接着创建 fbo

if(fbo == 0) {
    glGenFramebuffers(1, &fbo);
}
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, textureID, 0);

接下来就是 fbo 的异步处理了

writeIndex = (writeIndex + 1) % 2;
readIndex = (readIndex + 1) % 2;

//bind FBO to read pixels. This buffer is being compied from GPU to CPU memory
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[writeIndex]);

//copy from framebuffer to FBO asynchronously. it will be ready in the Next Frame
glReadPixels(0,0 ,width, height, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);

//now read other FBO which should be already in CPU memory
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[readIndex]);

//map buffer so we can access it
cpixel = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (cpixel) {
    // ok we have the data now avaliable and could process it or copy it somewhere
    // ...
    // unmap the buffer again
    memcpy(dataPointer,cpixel,height * width);
    //cpixel = nullptr;
    glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
//back to conventional pixel operation
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);

三种方法介绍完了,其实还有很多其他的写法。第一次分享,嘻嘻~

转载请注明出处,谢谢!

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