我想在显示器上绘制像素,这些像素在某些参数后经常变化.例如.如果红色和绿色像素发生碰撞,它们都会消失,等等.
在每一帧中,我必须操纵大约100-1000像素.我这里有一个多线程的方法,它不会给我30FPS(我想要的).目前,我在RAM中存储了一个像素阵列,其中包含所有像素并具有SDL_Surface.当数组中的像素发生变化时,它也会在Surface中发生变化,然后在完成所有操作后,会对屏幕进行blitting.我目前的做法太慢了,我对如何提高速度做了一些思考.
我目前的想法是:
>使用OpenGL直接在GPU上进行像素操作,一些论坛告诉我这比我目前的方法要慢“这不是GPU的工作方式”
>不要存储像素阵列,直接在RAM中存储BMP,操作它然后将其移动到SDL_Surface或SDL_Texture
解决方法
SDL_CreateTexture()w / SDL_TEXTUREACCESS_STREAMING SDL_UpdateTexture()似乎与正确的像素格式一起工作得很好.
在我的系统上使用默认渲染器:
Renderer name: direct3d Texture formats: SDL_PIXELFORMAT_ARGB8888 SDL_PIXELFORMAT_YV12 SDL_PIXELFORMAT_IYUV
(虽然opengl信息是相同的:)
Renderer name: opengl Texture formats: SDL_PIXELFORMAT_ARGB8888 SDL_PIXELFORMAT_YV12 SDL_PIXELFORMAT_IYUV
SDL_PIXELFORMAT_ARGB8888给我~1ms /帧:
#include <SDL2/SDL.h> #include <SDL2/SDL_render.h> #include <iostream> #include <vector> using namespace std; int main( int argc,char** argv ) { SDL_Init( SDL_INIT_EVERYTHING ); atexit( SDL_Quit ); SDL_Window* window = SDL_CreateWindow ( "SDL2",SDL_WINDOWPOS_UNDEFINED,600,SDL_WINDOW_SHOWN ); SDL_Renderer* renderer = SDL_CreateRenderer ( window,-1,SDL_RENDERER_ACCELERATED ); SDL_RendererInfo info; SDL_GetRendererInfo( renderer,&info ); cout << "Renderer name: " << info.name << endl; cout << "Texture formats: " << endl; for( Uint32 i = 0; i < info.num_texture_formats; i++ ) { cout << SDL_GetPixelFormatName( info.texture_formats[i] ) << endl; } const unsigned int texWidth = 1024; const unsigned int texHeight = 1024; SDL_Texture* texture = SDL_CreateTexture ( renderer,SDL_PIXELFORMAT_ARGB8888,SDL_TEXTUREACCESS_STREAMING,texWidth,texHeight ); vector< unsigned char > pixels( texWidth * texHeight * 4,0 ); SDL_Event event; bool running = true; while( running ) { const Uint64 start = SDL_GetPerformanceCounter(); SDL_SetRenderDrawColor( renderer,SDL_ALPHA_OPAQUE ); SDL_RenderClear( renderer ); while( SDL_PollEvent( &event ) ) { if( ( SDL_QUIT == event.type ) || ( SDL_KEYDOWN == event.type && SDL_SCANCODE_ESCAPE == event.key.keysym.scancode ) ) { running = false; break; } } // splat down some random pixels for( unsigned int i = 0; i < 1000; i++ ) { const unsigned int x = rand() % texWidth; const unsigned int y = rand() % texHeight; const unsigned int offset = ( texWidth * 4 * y ) + x * 4; pixels[ offset + 0 ] = rand() % 256; // b pixels[ offset + 1 ] = rand() % 256; // g pixels[ offset + 2 ] = rand() % 256; // r pixels[ offset + 3 ] = SDL_ALPHA_OPAQUE; // a } //unsigned char* lockedPixels; //int pitch; //SDL_LockTexture // ( // texture,// NULL,// reinterpret_cast< void** >( &lockedPixels ),// &pitch // ); //std::copy( pixels.begin(),pixels.end(),lockedPixels ); //SDL_UnlockTexture( texture ); SDL_UpdateTexture ( texture,NULL,&pixels[0],texWidth * 4 ); SDL_RenderCopy( renderer,texture,NULL ); SDL_RenderPresent( renderer ); const Uint64 end = SDL_GetPerformanceCounter(); const static Uint64 freq = SDL_GetPerformanceFrequency(); const double seconds = ( end - start ) / static_cast< double >( freq ); cout << "Frame time: " << seconds * 1000.0 << "ms" << endl; } SDL_DestroyRenderer( renderer ); SDL_DestroyWindow( window ); SDL_Quit(); }
确保您没有启用vsync(在驱动程序中强制执行,运行合成器等),否则所有帧时间将为~16ms(或者您的显示刷新设置为).