glReadPixels 很慢

glReadPixels 很慢

经过相当多的研究和挖掘,我已找到了解决glReadPixels并如何使用PBO缓冲图像/帧以供后续处理的方法。

所以我们需要做的第一件事是在GLES2中公开一个附加功能。

在您的应用程序模块中添加一个名为cpp的新目录,然后创建一个名为GlesHelper(或任何您想要的名称)的新c文件。

然后粘贴以下代码:

#include

#include

JNIEXPORT void JNICALL

// Change

Java_com_your_full_package_name_helper_GlesHelper_glReadPixels(JNIEnv *env, jobject instance, jint x,

jint y, jint width, jint height,

jint format, jint type) {

// TODO

glReadPixels(x, y, width, height, format, type, 0);

}

接下来,您需要在项目根目录中添加一个CMakeFile。右键点击,新建文件,输入CMakeLists.txt。

然后将以下代码粘贴进去:

cmake_minimum_required(VERSION 3.4.1)

add_library( # Specifies the name of the library.

native-lib

# Sets the library as a shared library.

SHARED

# Provides a relative path to your source file(s).

src/main//cpp//GlesHelper.c )

target_link_libraries( # Specifies the target library.

native-lib

# Links the target library to the log library

# included in the NDK.

${log-lib}

GLESv2)

现在打开你的应用程序模块 build.gradle 文件,将以下内容粘贴到 Gradle 文件的 android.defaultConfig 部分。

externalNativeBuild {

// Encapsulates your CMake build configurations.

cmake {

// Provides a relative path to your CMake build script.

cppFlags "-std=c++11 -fexceptions"

arguments "-DANDROID_STL=c++_shared"

}

}

然后将此粘贴到Gradle文件的Android部分

externalNativeBuild {

// Encapsulates your CMake build configurations.

cmake {

// Provides a relative path to your CMake build script.

path "CMakeLists.txt"

}

}

现在我们已经完成了MakeFile和C语言的设置,接下来转向Java。

在您的项目中创建一个与C文件中的包相匹配的新文件,例如com_your_full_package_name_helper = com.your.full.package.name.helper。

确保这些匹配正确,同样适用于类名和函数名。

因此,您的类应该像这样:

package com.your.full.package.name.helper;

public class GlesHelper

{

public static native void glReadPixels(int x, int y, int width, int height, int format, int type);

}

由于我们在项目中添加了原生代码,因此需要使用System.loadLibrary("native-lib")加载我们的新方法。

在开始下一步之前,请将以下成员变量添加到您的Renderer中。

/**

* The PBO Ids, increase the allocate amount for more PBO's

* The more PBO's the smoother the frame rate (to an extent)

* Side affect of having more PBO's the frames you get from the PBO's will lag behind by the amount of pbo's

*/

private IntBuffer mPboIds = IntBuffer.allocate(2);;

/**

* The current PBO Index

*/

private int mCurrentPboIndex = 0;

/**

* The next PBO Index

*/

private int mNextPboIndex = 1;

现在我们需要初始化PBO,这非常简单。

// Generate the buffers for the pbo's

GLES30.glGenBuffers(mPboIds.capacity(), mPboIds);

// Loop for how many pbo's we have

for (int i = 0; i < mPboIds.capacity(); i++)

{

// Bind the Pixel_Pack_Buffer to the current pbo id

GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboIds.get(i));

// Buffer empty data, capacity is the width * height * 4

GLES30.glBufferData(GLES30.GL_PIXEL_PACK_BUFFER, capacity, null, GLES30.GL_STATIC_READ);

}

// Reset the current buffer so we can draw properly

GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, 0);

在开始绘制之前,请调用此方法,它将读取像素数据到PBO中,交换缓冲区并使您可以访问像素数据。

/**

* Reads the pixels from the PBO and swaps the buffers

*/

private void readPixelsFromPBO()

{

// Bind the current buffer

GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboIds.get(mCurrentPboIndex));

// Read pixels into the bound buffer

GlesHelper.glReadPixels(0, 0, mViewWidth, mViewHeight, GLES20.GL_RGBA, GLES30.GL_UNSIGNED_BYTE);

// Bind the next buffer

GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, mPboIds.get(mNextPboIndex));

// Map to buffer to a byte buffer, this is our pixel data

ByteBuffer pixelsBuffer = (ByteBuffer) GLES30.glMapBufferRange(GLES30.GL_PIXEL_PACK_BUFFER, 0, mViewWidth * mViewHeight * 4, GLES30.GL_MAP_READ_BIT);

if(mSkipFirstFrame)

{

// Skip the first frame as the PBO's have nothing in them until the second render cycle

}

// Set skip first frame to true so we can begin frame processing

mSkipFirstFrame = true;

// Swap the buffer index

mCurrentPboIndex = (mCurrentPboIndex + 1) % mPboIds.capacity();

mNextPboIndex = (mNextPboIndex + 1) % mPboIds.capacity();

// Unmap the buffers

GLES30.glUnmapBuffer(GLES30.GL_PIXEL_PACK_BUFFER);

GLES30.glBindBuffer(GLES30.GL_PIXEL_PACK_BUFFER, GLES20.GL_NONE);

GLES30.glBindFramebuffer(GLES30.GL_FRAMEBUFFER, GLES20.GL_NONE);

}

所以回到我的最初问题,我们的Redner/onDraw方法应该是这样的。

// Use the OpenGL Program for rendering

GLES20.glUseProgram(mProgram);

// If the Texture Matrix is not null

if (textureMatrix != null)

{

// Apply the Matrix

GLES20.glUniformMatrix4fv(mTexMatrixLoc, 1, false, textureMatrix, 0);

}

// Apply the Matrix

GLES20.glUniformMatrix4fv(mMVPMatrixLoc, 1, false, mMvpMatrix, 0);

// Bind the Texture

GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, textureID);

// Draw the texture

GLES20.glDrawArrays(GLES20.GL_TRIANGLE_STRIP, 0, GLConstants.VERTEX_NUM);

// Unbind the Texture

GLES20.glBindTexture(GLES11Ext.GL_TEXTURE_EXTERNAL_OES, 0);

// Read from PBO

readPixelsFromPBO()

我希望这篇文章能够帮助那些遇到与glReadPixels性能问题类似的人,或者正在努力实现PBO。

相关内容