标签:card map 一个 phi string 过程 数据拷贝 com size
CUDA是Nvidia推出的一个通用GPU计算平台,对于提升并行任务的效率非常有帮助。本人主管的项目中采用了OpenGL做图像渲染,但是在数据处理方面比较慢,导致帧率一直上不来。于是就尝试把计算工作分解成小的任务,使用核函数在CUDA中加速计算。对于CUDA和OpenGL如何交互以前从来没有接触过,这次在实施时趟了不少的坑。在这里记录下OpenGL与CUDA的互操作的两种方式。
OpenGL与CUDA互操作可以分成两种,一种是OpenGL将Buffer对象注册到CUDA中去,供CUDA读写操作,然后再在OpenGL中使用。一般这种情况下注册的是VBO和PBO,VBO一般用于存储顶点坐标、索引等数据;PBO则一般用于存储图像数据,因此称作Pixel Buffer Object。另一种是OpenGL将Texture对象注册到CUDA中去,经CUDA处理后得到纹理内容,然后在OpenGL中渲染出来。不过不管是哪一种互操作类型,其操作流程是一致的:
下面就以代码为例,讲讲两种方式的异同:
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// 初始化Buffer Object//vertex array objectglGenVertexArrays(1, &this->VAO);//Create vertex buffer objectglGenBuffers(2, this->VBO);//Create Element Buffer ObjectsglGenBuffers(1, &this->EBO);//Bind the Vertex Array Object first, then bind and set vertex buffer(s) and attribute pointer(s).glBindVertexArray(this->VAO);// 绑定VBO后即在CUDA中注册Buffer ObjectglBindBuffer(GL_ARRAY_BUFFER, this->VBO[0]);glBufferData(GL_ARRAY_BUFFER, sizeof(*this->malla)*this->numPoints, this->malla, GL_DYNAMIC_COPY);cudaGraphicsGLRegisterBuffer(&this->cudaResourceBuf[0], this->VBO[0], cudaGraphicsRegisterFlagsNone);glBindBuffer(GL_ARRAY_BUFFER, this->VBO[1]);glBufferData(GL_ARRAY_BUFFER, sizeof(*this->malla)*this->numPoints, this->malla, GL_DYNAMIC_COPY);cudaGraphicsGLRegisterBuffer(&this->cudaResourceBuf[1], this->VBO[1], cudaGraphicsRegisterFlagsNone);// 在CUDA中映射资源,锁定资源cudaGraphicsMapResources(1, &this->cudaResourceBuf[0], 0);cudaGraphicsMapResources(1, &this->cudaResourceBuf[1], 0);point *devicePoints1;point *devicePoints2;size_t size = sizeof(*this->malla)*this->numPoints;// 获取操作资源的指针,以便在CUDA核函数中使用cudaGraphicsResourceGetMappedPointer((void **)&devicePoints1, &size, this->cudaResourceBuf[0]);cudaGraphicsResourceGetMappedPointer((void **)&devicePoints2, &size, this->cudaResourceBuf[1]);// execute kerneldim3 dimGrid(20, 20, 1);dim3 dimBlock(this->X/dimGrid.x, this->Y/dimGrid.y, 1);modifyVertices<<<dimGrid, dimBlock>>>(devicePoints1, devicePoints2,this->X, this->Y);modifyVertices<<<dimGrid, dimBlock>>>(devicePoints2, devicePoints1,this->X, this->Y);// 处理完了即可解除资源锁定,OpenGL可以开始利用处理结果了。// 注意在CUDA处理过程中,OpenGL如果访问这些锁定的资源会出错。cudaGraphicsUnmapResources(1, &this->cudaResourceBuf[0], 0);cudaGraphicsUnmapResources(1, &this->cudaResourceBuf[1], 0); |
值得注意的是,由于这里绑定的是VBO,属于Buffer对象,因此调用的CUDA API是这两个:
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cudaGraphicsGLRegisterBuffer();cudaGraphicsResourceGetMappedPointer(); |
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// 初始化两个Texture并绑定cudaGraphicsResource_t cudaResources[2];GLuint textureID[2];glEnable(GL_TEXTURE_2D);glGenTextures(2, textureID);glBindTexture(GL_TEXTURE_2D, textureID[0]);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, 1000, 1000, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);glBindTexture(GL_TEXTURE_2D, textureID[1]);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, 1000, 1000, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);// 在CUDA中注册这两个TexturecudaError_t err = cudaGraphicsGLRegisterImage(&cudaResources[0], textureID[0], GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard);if (err != cudaSuccess){ std::cout << "cudaGraphicsGLRegisterImage: " << err << "Line: " << __LINE__; return -1;}err = cudaGraphicsGLRegisterImage(&cudaResources[1], textureID[1], GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard);if (err != cudaSuccess){ std::cout << "cudaGraphicsGLRegisterImage: " << err << "Line: " << __LINE__; return -1;}// 在CUDA中锁定资源,获得操作Texture的指针,这里是CudaArray*类型cudaError_t err = cudaGraphicsMapResources(2, cudaResource, 0);err = cudaGraphicsSubResourceGetMappedArray(&this->cuArrayL, cudaResource[0], 0, 0);err = cudaGraphicsSubResourceGetMappedArray(&this->cuArrayR, cudaResource[1], 0, 0);// 数据拷贝至CudaArray。这里因为得到的是CudaArray,处理时不方便操作,于是先在设备内存中// 分配缓冲区处理,处理完后再把结果存到CudaArray中,仅仅是GPU内存中的操作。cudaMemcpyToArray(cuArrayL, 0, 0, pHostDataL, imgWidth*imgHeight * sizeof(uchar4), cudaMemcpyDeviceToDevice);cudaMemcpyToArray(cuArrayR, 0, 0, pHostDataR, imgWidth*imgHeight * sizeof(uchar4), cudaMemcpyDeviceToDevice);// 处理完后即解除资源锁定,OpenGL可以利用得到的Texture对象进行纹理贴图操作了。cudaGraphicsUnmapResources(1, &cudaResource[0], 0);cudaGraphicsUnmapResources(1, &cudaResource[1], 0); |
注意这里因为使用的是Texture对象,因此使用了不同的API:
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cudaGraphicsGLRegisterImage();cudaGraphicsSubResourceGetMappedArray(); |
VBO/PBO是属于OpenGL Buffer对象,而OpenGL Texture则是另一种对象。因此,两种类型的处理需要区别对待。在这个地方耽搁了很久,就是因为没有看文档说明。下面一段话正是对这种情况的说明:
From the CUDA Reference Guide entry for `cudaGraphicsResourceGetMappedPointer()`:
> If resource is not a buffer then it cannot be accessed via a pointer and cudaErrorUnknown is returned.
From the CUDA Reference Guide entry for `cudaGraphicsSubResourceGetMappedArray()`:
> If resource is not a texture then it cannot be accessed via an array and cudaErrorUnknown is returned.
In other words, use **GetMappedPointer** for mapped buffer objects. Use **GetMappedArray** for mapped texture objects.
标签:card map 一个 phi string 过程 数据拷贝 com size
原文地址:http://www.cnblogs.com/zhangzhangY/p/7407397.html