Commit 8dab7963 authored by Keith Whitwell's avatar Keith Whitwell
Browse files

Add a demo illustrating various techniques for uploading dynamic (ie

streaming) texture images via PBO's.  Two of these currently seem to
trigger a memory leak in the i915 driver, but at least one
(PBO_PINGPONG) illustrates the good speedups available with PBO's on
the i915 driver, particularly zero-copy uploads.
parent ec30116c
......@@ -47,6 +47,7 @@ PROGS = \
renormal \
shadowtex \
singlebuffer \
streaming_rect \
spectex \
spriteblast \
stex3d \
......
/*
* GL_ARB_multitexture demo
*
* Command line options:
* -info print GL implementation information
*
*
* Brian Paul November 1998 This program is in the public domain.
* Modified on 12 Feb 2002 for > 2 texture units.
*/
#define GL_GLEXT_PROTOTYPES
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/glut.h>
#include "readtex.h"
enum {
WHOLERECT,
RENDER,
SWAPBUF,
UPLOAD_CONVENTIONAL,
UPLOAD_PBO_NAIVE,
UPLOAD_PBO_PINGPONG,
UPLOAD_PBO_WITH_RESET,
UPLOAD_NOOP,
QUIT
};
static GLint upload_style = UPLOAD_CONVENTIONAL;
static GLboolean whole_rect = 1;
static GLboolean do_render = 1;
static GLboolean do_swapbuffers = 1;
static GLuint col = 0x0;
static GLfloat Xrot = 20.0, Yrot = 30.0;
static GLuint Width = 1024;
static GLuint Height = 512;
#define NR_PBO 2
static GLuint texObj, DrawPBO[NR_PBO];
static void Idle( void )
{
col++;
glutPostRedisplay();
}
static int min( int a, int b ) { return a < b ? a : b; }
static void DrawObject()
{
GLint size = Width * Height * 4;
static char *static_image = NULL;
static int current = 0;
switch (upload_style) {
case UPLOAD_PBO_NAIVE:
/* Continually upload from the one pbo without any attempt to
* decouple from hardware trying to access the same data:
*/
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[0]);
{
char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
memset(image, col&0xff, size);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
}
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
break;
case UPLOAD_PBO_PINGPONG:
/* Cycle through the available upload buffers to avoid waiting
* on buffers currently enqueued on the hardware. Avoids
* waiting on buffer contents that may still be referenced by
* hardware.
*/
current = (current + 1) % NR_PBO;
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[current]);
{
char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
memset(image, col&0xff, size);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
}
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
break;
case UPLOAD_PBO_WITH_RESET:
/* Alternate approach, uses BufferDataARB(NULL) to explicitly
* release the old image contents from the pbo prior to upload.
* Similar effect to double buffering pbos as above, but a
* little more subtle as the implications of the NULL data are
* not entirely clear. I don't know if all drivers will take
* full advantage of the optimization or not.
*/
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[0]);
/* XXX: This is extremely important - semantically makes the buffer
* contents undefined, but in practice means that the driver can
* release the old copy of the texture and allocate a new one
* without waiting for outstanding rendering to complete.
*/
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, size, NULL, GL_STREAM_DRAW_ARB);
{
char *image = glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, GL_WRITE_ONLY_ARB);
memset(image, col&0xff, size);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT);
}
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, NULL);
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
break;
case UPLOAD_CONVENTIONAL:
if (static_image == NULL)
static_image = malloc(size);
memset(static_image, col&0xff, size);
/* BGRA should be the fast path for regular uploads as well.
*/
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_RGBA, Width, Height, 0,
GL_BGRA, GL_UNSIGNED_BYTE, static_image);
break;
case UPLOAD_NOOP:
break;
}
if (do_render)
{
int x,y,w,h;
if (whole_rect) {
x = y = 0;
w = Width;
h = Height;
}
else {
x = y = 0;
w = min(10, Width);
h = min(10, Height);
}
glBegin(GL_QUADS);
glTexCoord2f( x, y);
glVertex2f( x, y );
glTexCoord2f( x, y + h);
glVertex2f( x, y + h);
glTexCoord2f( x + w, y + h);
glVertex2f( x + w, y + h );
glTexCoord2f( x + w, y);
glVertex2f( x + w, y );
glEnd();
}
}
static void Display( void )
{
static GLint T0 = 0;
static GLint Frames = 0;
GLint t;
glClear( GL_COLOR_BUFFER_BIT );
glPushMatrix();
DrawObject();
glPopMatrix();
if (do_swapbuffers)
glutSwapBuffers();
else
glFlush();
Frames++;
t = glutGet(GLUT_ELAPSED_TIME);
if (t - T0 >= 1000) {
GLfloat seconds = (t - T0) / 1000.0;
GLfloat fps = Frames / seconds;
printf("%d frames in %6.3f seconds = %6.3f FPS\n", Frames, seconds, fps);
T0 = t;
Frames = 0;
}
}
static void Reshape( int width, int height )
{
glViewport( 0, 0, width, height );
glMatrixMode( GL_PROJECTION );
glLoadIdentity();
/* glFrustum( -1.0, 1.0, -1.0, 1.0, 10.0, 100.0 ); */
gluOrtho2D( 0, width, height, 0 );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
/* glTranslatef(0.375, 0.375, 0); */
}
static void ModeMenu(int entry)
{
switch (entry) {
case WHOLERECT:
whole_rect = !whole_rect;
break;
case RENDER:
do_render = !do_render;
break;
case SWAPBUF:
do_swapbuffers = !do_swapbuffers;
break;
case UPLOAD_CONVENTIONAL:
case UPLOAD_PBO_NAIVE:
case UPLOAD_PBO_PINGPONG:
case UPLOAD_PBO_WITH_RESET:
case UPLOAD_NOOP:
upload_style = entry;
break;
case QUIT:
exit(0);
break;
}
glutPostRedisplay();
}
static void Key( unsigned char key, int x, int y )
{
(void) x;
(void) y;
switch (key) {
case 27:
exit(0);
break;
}
glutPostRedisplay();
}
static void SpecialKey( int key, int x, int y )
{
float step = 3.0;
(void) x;
(void) y;
switch (key) {
case GLUT_KEY_UP:
Xrot += step;
break;
case GLUT_KEY_DOWN:
Xrot -= step;
break;
case GLUT_KEY_LEFT:
Yrot += step;
break;
case GLUT_KEY_RIGHT:
Yrot -= step;
break;
}
glutPostRedisplay();
}
static void Init( int argc, char *argv[] )
{
const char *exten = (const char *) glGetString(GL_EXTENSIONS);
GLint size;
if (!strstr(exten, "GL_ARB_multitexture")) {
printf("Sorry, GL_ARB_multitexture not supported by this renderer.\n");
exit(1);
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &size);
printf("%d x %d max texture size\n", size, size);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
/* allocate two texture objects */
glGenTextures(1, &texObj);
/* setup the texture objects */
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, texObj);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glGenBuffersARB(NR_PBO, DrawPBO);
{
int i;
for (i = 0; i < NR_PBO; i++) {
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, DrawPBO[i]);
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_EXT, Width * Height * 4, NULL, GL_STREAM_DRAW_ARB);
}
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_EXT, 0);
}
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glShadeModel(GL_SMOOTH);
glClearColor(0.3, 0.3, 0.4, 1.0);
if (argc > 1 && strcmp(argv[1], "-info")==0) {
printf("GL_RENDERER = %s\n", (char *) glGetString(GL_RENDERER));
printf("GL_VERSION = %s\n", (char *) glGetString(GL_VERSION));
printf("GL_VENDOR = %s\n", (char *) glGetString(GL_VENDOR));
printf("GL_EXTENSIONS = %s\n", (char *) glGetString(GL_EXTENSIONS));
}
}
int main( int argc, char *argv[] )
{
GLint i;
glutInit( &argc, argv );
for (i = 1; i < argc; i++) {
if (strcmp(argv[i], "-w") == 0) {
Width = atoi(argv[i+1]);
if (Width <= 0) {
printf("Error, bad width\n");
exit(1);
}
i++;
}
else if (strcmp(argv[i], "-h") == 0) {
Height = atoi(argv[i+1]);
if (Height <= 0) {
printf("Error, bad height\n");
exit(1);
}
i++;
}
}
glutInitWindowSize( Width, Height );
glutInitWindowPosition( 0, 0 );
glutInitDisplayMode( GLUT_RGB | GLUT_DOUBLE );
glutCreateWindow(argv[0] );
Init( argc, argv );
glutReshapeFunc( Reshape );
glutKeyboardFunc( Key );
glutSpecialFunc( SpecialKey );
glutDisplayFunc( Display );
glutIdleFunc( Idle );
glutCreateMenu(ModeMenu);
glutAddMenuEntry("Wholerect", WHOLERECT);
glutAddMenuEntry("Render", RENDER);
glutAddMenuEntry("Swapbuf", SWAPBUF);
glutAddMenuEntry("Upload style CONVENTIONAL", UPLOAD_CONVENTIONAL);
glutAddMenuEntry("Upload style PBO_NAIVE", UPLOAD_PBO_NAIVE);
glutAddMenuEntry("Upload style PBO_PINGPONG", UPLOAD_PBO_PINGPONG);
glutAddMenuEntry("Upload style PBO_WITH_RESET", UPLOAD_PBO_WITH_RESET);
glutAddMenuEntry("Upload style NOOP", UPLOAD_NOOP);
glutAddMenuEntry("Quit", QUIT);
glutAttachMenu(GLUT_RIGHT_BUTTON);
glutMainLoop();
return 0;
}
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