CUDA/OpenGL 互操作,使用 CUDA 绘制到 OpenGL 纹理 [英] CUDA/OpenGL interop, draw to OpenGL texture with CUDA

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问题描述

我正在用 CUDA 编写一个渲染系统,并希望通过 OpenGL 快速显示结果,而无需触及主内存.我基本上做以下事情:

I am writing a rendering system in CUDA and want results to be quickly displayed via OpenGL, without touching main memory. I basically do the following:

创建并初始化OpenGL纹理,并在CUDA中注册为cudaGraphicsResource

Create and initialize OpenGL texture, and register it in CUDA as cudaGraphicsResource

GLuint viewGLTexture;
cudaGraphicsResource_t viewCudaResource;

void initialize() {
    glEnable(GL_TEXTURE_2D);
    glGenTextures(1, &viewGLTexture);

    glBindTexture(GL_TEXTURE_2D, viewGLTexture); 
    {
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, view.getWidth(), view.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    } 
    glBindTexture(GL_TEXTURE_2D, 0);

    cudaGraphicsGLRegisterImage(&viewCudaResource, viewGLTexture, GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard)
}

每当调整视图大小时,我都会相应地调整视口和纹理图像的大小:

Whenever view is resized I resize viewport and texture image appropriately:

void resize() {
    glViewport(0, 0, view.getWidth(), view.getHeight());

    glBindTexture(GL_TEXTURE_2D, viewGLTexture); 
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, view.getWidth(), view.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    } 
    glBindTexture(GL_TEXTURE_2D, 0);
}

然后每一帧我通过 cudaArray 将 graphicsResource 映射为 cudaSurfaceObject,在其上调用渲染内核,取消映射并同步以让 OpenGL 使用此纹理绘制一个全屏四边形:

And then each frame I map graphicsResource as a cudaSurfaceObject via cudaArray, call rendering kernel on it, unmap and synchronize to let OpenGL draw a fullscreen quad with this texture:

void renderFrame() {
    cudaGraphicsMapResources(1, &viewCudaResource); 
    {
        cudaArray_t viewCudaArray;
        cudaGraphicsSubResourceGetMappedArray(&viewCudaArray, viewCudaResource, 0, 0);
        cudaResourceDesc viewCudaArrayResourceDesc;
        {
            viewCudaArrayResourceDesc.resType = cudaResourceTypeArray;
            viewCudaArrayResourceDesc.res.array.array = viewCudaArray;
        }
        cudaSurfaceObject_t viewCudaSurfaceObject;
        cudaCreateSurfaceObject(&viewCudaSurfaceObject, &viewCudaArrayResourceDesc); 
        {
            invokeRenderingKernel(viewCudaSurfaceObject);
        } 
        cudaDestroySurfaceObject(viewCudaSurfaceObject));
    } 
    cudaGraphicsUnmapResources(1, &viewCudaResource);

    cudaStreamSynchronize(0);

    glBindTexture(GL_TEXTURE_2D, viewGLTexture); 
    {
        glBegin(GL_QUADS); 
        {
            glTexCoord2f(0.0f, 0.0f); glVertex2f(-1.0f, -1.0f);
            glTexCoord2f(1.0f, 0.0f); glVertex2f(+1.0f, -1.0f);
            glTexCoord2f(1.0f, 1.0f); glVertex2f(+1.0f, +1.0f);
            glTexCoord2f(0.0f, 1.0f); glVertex2f(-1.0f, +1.0f);
        } 
        glEnd();
    }
    glBindTexture(GL_TEXTURE_2D, 0);

    glFinish();
}

问题是:每当调整视图大小时,所有 CUDA 调用都会开始喷出未知错误",并且在视觉上看起来纹理实际上并未调整大小,只是在整个视图中拉伸.为什么会发生这种情况,我该如何解决?

The problem is: Whenever view is resized all CUDA calls start spewing out "unknown error"s and visually it looks like the texture is not in fact resized, just stretched across the whole view. Why is this happening and how do I fix it?

推荐答案

似乎 interop 需要在调整大小时重新注册纹理.以下作品:

It seems interop requires to re-register textures upon resize. The following works:

void resize() {
    glViewport(0, 0, view.getWidth(), view.getHeight());

        // unregister
    cudaGraphicsUnregisterResource(viewCudaResource);
        // resize
    glBindTexture(GL_TEXTURE_2D, viewGLTexture);
    {
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, view.getWidth(), view.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    }
    glBindTexture(GL_TEXTURE_2D, 0);
        // register back
    cudaGraphicsGLRegisterImage(&viewCudaResource, viewGLTexture, GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard);
}

这篇关于CUDA/OpenGL 互操作,使用 CUDA 绘制到 OpenGL 纹理的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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