我在写实时射线追踪仪。我使用OpenGL和OpenCL的Java和Jogamp绑定(调用Jogl和Jocl)。我已经在我的.cl内核中有了射线跟踪代码,它运行得很好。我以FloatBuffer的形式获得输出,并通过glTexImage2D将其传递给OpenGL纹理。现在我想实时地实现这一点,为了实现这一点,我想删除在我的程序中发生的两次FloatBuffer复制(第一次从OpenCL内核结果到RAM,第二次从OpenCL到OpenGL纹理)。显然有一种方法可以直接从OpenCL纹理指向OpenGL缓冲区,因为所有的计算都是在GPU上进行的。我知道有cl_khr_gl_sharing扩展为OpenCL做我想做的事。但是,我不明白如何在Jogamp绑定(jocl/慢跑)中使用它。有人能帮助我或者给出一些示例JAVA代码(不是C++,因为它在细节上有很大的不同)?
发布于 2016-05-17 12:34:36
所以,经过几天的研究,我找到了如何做到这一点。给任何感兴趣的人发个答案。
在Jogl的GLEventListener的"init“方法中,您可以创建GL上下文。您也必须在该方法中创建CL上下文。我的示例代码如下:
public void init(GLAutoDrawable drawable) {
GL4 gl4 = drawable.getGL().getGL4();
gl4.glDisable(GL4.GL_DEPTH_TEST);
gl4.glEnable(GL4.GL_CULL_FACE);
gl4.glCullFace(GL4.GL_BACK);
buildScreenVAO(gl4);
FloatBuffer pixelBuffer = GLBuffers.newDirectFloatBuffer(width * height * 4);
this.textureIndex = GLUtils.initTexture(gl4, width, height, pixelBuffer);
this.samplerIndex = GLUtils.initSimpleSampler(gl4);
if (clContext == null) {
try {
gl4.glFinish();
this.clContext = CLGLContext.create(gl4.getContext());
this.clDevice = clContext.getMaxFlopsDevice();
//if (device.getExtensions().contains("cl_khr_gl_sharing"))
this.clCommandQueue = clDevice.createCommandQueue();
this.clProgram = clContext.createProgram(new FileInputStream(new File(ResourceLocator.getInstance().kernelsPath + "raytracer.cl"))).build(); // load sources, create and build program
this.clKernel = clProgram.createCLKernel("main");
this.clTexture = (CLGLTexture2d<FloatBuffer>) clContext.createFromGLTexture2d(GL4.GL_TEXTURE_2D, textureIndex, 0, Mem.WRITE_ONLY);
this.viewTransform = clContext.createFloatBuffer(16 * 4, Mem.READ_ONLY);
this.w = clContext.createFloatBuffer(1, Mem.READ_ONLY);
clKernel.putArg(clTexture).putArg(width).putArg(height).putArg(viewTransform).putArg(w);
fillViewTransform(viewTransform);
fillW(w);
clCommandQueue.putWriteBuffer(viewTransform, false);
clCommandQueue.putWriteBuffer(w, false);
clCommandQueue.putAcquireGLObject(clTexture);
clCommandQueue.put1DRangeKernel(clKernel, 0, width * height, 0);
clCommandQueue.putReleaseGLObject(clTexture);
} catch (Exception e) {
e.printStackTrace();
}
}
buildShaderProgram(gl4);
bindObjects(gl4);
}核心内容是:clContext.createFromGLTexture2d(GL4.GL_TEXTURE_2D, textureIndex, 0, Mem.WRITE_ONLY);,您应该为以前创建的OpenGL纹理创建一个OpenCL纹理对象。创建OpenGL纹理的代码:
gl4.glGenTextures(1, indexBuffer);
int textureIndex = indexBuffer.get();
indexBuffer.clear();
gl4.glBindTexture(GL4.GL_TEXTURE_2D, textureIndex);
gl4.glTexParameterf(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_MIN_FILTER, GL4.GL_LINEAR);
gl4.glTexParameterf(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_MAG_FILTER, GL4.GL_LINEAR);
gl4.glTexImage2D(GL4.GL_TEXTURE_2D, 0, GL4.GL_RGBA32F, width, height, 0, GL4.GL_RGBA, GL4.GL_FLOAT, pixelBuffer); //TODO
gl4.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_BASE_LEVEL, 0);
gl4.glTexParameteri(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_MAX_LEVEL, 0);
int[] swizzle = new int[] { GL4.GL_RED, GL4.GL_GREEN, GL4.GL_BLUE, GL4.GL_ONE };
gl4.glTexParameterIiv(GL4.GL_TEXTURE_2D, GL4.GL_TEXTURE_SWIZZLE_RGBA, swizzle, 0);
gl4.glBindTexture(GL4.GL_TEXTURE_2D, 0);
return textureIndex;最后,您必须在OpenCL内核中使用正确的纹理参数数据类型。在我的例子中,内核方法具有以下签名:
kernel void main(write_only image2d_t dst, const uint width, const uint height, global float* viewTransform, global float* w){ 我使用write_imagef内置OpenCL方法将浮动数据(0.0f-1.0F)写入到这个纹理中。
如果你有兴趣的话,可以问我这个方法。
https://stackoverflow.com/questions/37161647
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