我有一個IDS ueye凸輪,並通過PBO捕獲到OpenGL(OpenTK)。在我的開發者電腦上它效果很好,但在較慢的機器上,視頻會在一段時間後凍結。opengl視頻凍結
代碼通過OpenGL分配存儲器和映射到的uEye,所以相機在這裏節約了處理的圖像:
// Generate PBO and save id
GL.GenBuffers(1, out this.frameBuffer[i].BufferID);
// Define the type of the buffer.
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, this.frameBuffer[i].BufferID);
// Define buffer size.
GL.BufferData(BufferTarget.PixelUnpackBuffer, new IntPtr(width * height * depth), IntPtr.Zero, BufferUsageHint.StreamDraw);
// Get pointer to by openGL allocated buffer and
// lock global with uEye.
this.frameBuffer[i].PointerToNormalMemory = GL.MapBuffer(BufferTarget.PixelUnpackBuffer, BufferAccess.WriteOnly);
this.frameBuffer[i].PointerToLockedMemory = uEye.GlobalLock(this.frameBuffer[i].PointerToNormalMemory);
// Unmap PBO after use.
GL.UnmapBuffer(BufferTarget.PixelUnpackBuffer);
// Set selected PBO to none.
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
// Register buffer to uEye
this.Succeeded("SetAllocatedImageMem", this.cam.SetAllocatedImageMem(width, height, depth, this.frameBuffer[i].PointerToLockedMemory, ref this.frameBuffer[i].MemId));
// Add buffer to uEye-Ringbuffer
this.Succeeded("AddToSequence", this.cam.AddToSequence(this.frameBuffer[i].PointerToLockedMemory, this.frameBuffer[i].MemId));
要從PBO圖像複製到紋理(質地被創建和OK):
// Select PBO with new video image
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, nextBufferId);
// Select videotexture as current
GL.BindTexture(TextureTarget.Texture2D, this.videoTextureId);
// Copy PBO to texture
GL.TexSubImage2D(
TextureTarget.Texture2D,
0,
0,
0,
nextBufferSize.Width,
nextBufferSize.Height,
OpenTK.Graphics.OpenGL.PixelFormat.Bgr,
PixelType.UnsignedByte,
IntPtr.Zero);
// Release Texture
GL.BindTexture(TextureTarget.Texture2D, 0);
// Release PBO
GL.BindBuffer(BufferTarget.PixelUnpackBuffer, 0);
也許有人可以看到錯誤...大約6秒後,ueye事件不再傳送任何圖像。當我刪除TexSubImage2D時,效果很好,但當然不會出現圖像。 有沒有可能來自opengl的鎖或東西? 在此先感謝 - 托馬斯
這實際上就是我所做的。該凸輪有一個環緩衝區,每次我收到一個新的幀我把緩衝區ID傳遞給opengl。目前我在緩衝區中有2個元素,但錯誤也發生在更多;但比花了更長的時間... –
,因爲我無法看到所有的代碼(如nextBufferId分配等),我不能告訴你,如果你的隊列機制是完全安全的。我的猜測是你的多個緩衝區實現有問題。如果你不太難,請嘗試使用上面的std :: queue和std :: vector。 –
我很舒服,這工作正常。 NextBufferId是我從GenBuffer獲得的那個... –