我在libgdx#u项目中使用FBO渲染图像过程模糊着色器,fps下降到20;

我在libgdx#u项目中使用FBO渲染图像过程模糊着色器,fps下降到20;,libgdx,blur,framebuffer,frame-rate,fbo,Libgdx,Blur,Framebuffer,Frame Rate,Fbo,我使用FBO渲染图像过程模糊着色器,fps下降到20。为什么?当我在没有FBO的情况下直接通过x轴方向模糊它时,它还可以。当我使用FBO恢复图像并将其绘制到sceen时,它也可以。有什么我应该注意的吗?任何帮助都会很好!谢谢 这是我的密码: private static final int FB_SIZE = 200; public SpriteBatch batch; protected ShaderProgram mShaderA; protected ShaderProgram mShad

我使用FBO渲染图像过程模糊着色器,fps下降到20。为什么?当我在没有FBO的情况下直接通过x轴方向模糊它时,它还可以。当我使用FBO恢复图像并将其绘制到sceen时,它也可以。有什么我应该注意的吗?任何帮助都会很好!谢谢 这是我的密码:

private static final int FB_SIZE = 200;
public SpriteBatch batch;
protected ShaderProgram mShaderA;
protected ShaderProgram mShaderB;
protected Mesh mMeshA;
protected Mesh mMeshB;
RenderSurface  blurTargetB;
RenderSurface  blurTargetC;
Texture texture;
public void init() {
    texture = new Texture(
            Gdx.files.internal("mainMenuBack.png"));
    texture.setFilter(TextureFilter.Linear, TextureFilter.Linear);
    texture.setWrap(TextureWrap.ClampToEdge, TextureWrap.ClampToEdge);
    blurTargetB = new RenderSurface(Format.RGBA4444, 1080, 1920, true);
    blurTargetC = new RenderSurface(Format.RGBA4444, 1080, 1920, true);
    if (mMeshA != null)
        mMeshA.dispose();
    mMeshA = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position, 2,
            ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(
            Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE
                    + "0"));

    mMeshA.setVertices(new float[] { -1f, -1f, 0, 1, 1f, -1f, 1, 1, 1f, 1f,
            1, 0, -1f, 1f, 0, 0 });

    if (mMeshB != null)
        mMeshB.dispose();
    mMeshB = new Mesh(true, 4, 4, new VertexAttribute(Usage.Position, 2,
            ShaderProgram.POSITION_ATTRIBUTE), new VertexAttribute(
            Usage.TextureCoordinates, 2, ShaderProgram.TEXCOORD_ATTRIBUTE
                    + "1"));
    mMeshB.setVertices(new float[] { -1f, -1f, 0, 1, 1f, -1f, 1, 1, 1f, 1f,
            1, 0, -1f, 1f, 0, 0 });

}

public BlurRenderer() {
    mShaderA = createXBlurShader();
    mShaderB = createYBlurShader();
    init();
    batch=new SpriteBatch();
}


public void render() {
    drawAToB();
    drawBToC();
    drawCToSceen();
}



public void drawAToB() {
    blurTargetB.begin(GL20.GL_COLOR_BUFFER_BIT);

    batch.setShader(mShaderA);

    batch.begin();

    batch.draw(texture, 0,0,1080,1920);
    batch.flush();
    blurTargetB.end();
}

public void drawBToC() {
    blurTargetC.begin(GL20.GL_COLOR_BUFFER_BIT);

    batch.draw( blurTargetB.getTexture(), 0, 0);
    batch.flush();
    blurTargetC.end();
}

public void dispose() {
    mMeshA.dispose();
    mMeshB.dispose();
}
public void drawCToSceen() {
    batch.draw( blurTargetC.getTexture(), 0, 0);
    batch.end();
}

public ShaderProgram createXBlurShader() {
    String vertexShader = "attribute vec4 " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
        + "attribute vec4 " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
        + "attribute vec2 " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
        + "uniform float uBlurBufferSize;\n" // 1 / Size of the blur
        + "uniform mat4 u_projTrans;\n" //
        + "varying vec4 v_color;\n" //
        + "varying vec2 v_texCoords;\n" //
        + "varying vec2 vBlurTexCoords[5];\n" // output texture
        + "\n" //
        + "void main()\n" //
        + "{\n" //
        + "   v_color = " + ShaderProgram.COLOR_ATTRIBUTE + ";\n" //
        + "   v_texCoords = " + ShaderProgram.TEXCOORD_ATTRIBUTE + "0;\n" //
            + " vBlurTexCoords[0] = v_texCoords + vec2(-2.0 * uBlurBufferSize, 0.0);\n"
            + " vBlurTexCoords[1] = v_texCoords + vec2(-1.0 * uBlurBufferSize, 0.0);\n"
            + " vBlurTexCoords[2] = v_texCoords;\n"
            + " vBlurTexCoords[3] = v_texCoords + vec2( 1.0 * uBlurBufferSize, 0.0);\n"
            + " vBlurTexCoords[4] = v_texCoords + vec2( 2.0 * uBlurBufferSize, 0.0);\n"
        + "   gl_Position =  u_projTrans * " + ShaderProgram.POSITION_ATTRIBUTE + ";\n" //
        + "}\n";
    String fragmentShader = "#ifdef GL_ES\n" //
        + "#define LOWP lowp\n" //
        + "precision mediump float;\n" //
        + "#else\n" //
        + "#define LOWP \n" //
        + "#endif\n" //
        + "varying LOWP vec4 v_color;\n" //
        + "varying vec2 v_texCoords;\n" //
        + "varying vec2 vBlurTexCoords[5];\n" // input texture coords
        + "uniform sampler2D u_texture;\n" //
        + "void main()\n"//
        + "{\n" //
            + "  vec4 sum = vec4(0.0);\n"
            + "  sum += texture2D(u_texture, vBlurTexCoords[0]) * 0.164074;\n"
            + "  sum += texture2D(u_texture, vBlurTexCoords[1]) * 0.216901;\n"
            + "  sum += texture2D(u_texture, vBlurTexCoords[2]) * 0.23805;\n"
            + "  sum += texture2D(u_texture, vBlurTexCoords[3]) * 0.216901;\n"
            + "  sum += texture2D(u_texture, vBlurTexCoords[4]) * 0.164074;\n"
            + "  gl_FragColor = sum;\n"
        + "}";
    ShaderProgram shader = new ShaderProgram(vertexShader, fragmentShader);
    if (shader.isCompiled() == false) {
        Gdx.app.log("ERROR", shader.getLog());
    }
    return shader;
}

对1080x1920图像进行模糊处理的成本很高,尤其是在Android上!通常,在进行高斯模糊时,您可以将屏幕采样减少到宽度和高度的一半或四分之一,而不会造成太多质量损失。这也让您可以使用较小的采样半径来获得相同的外观。

什么是
RenderSurface
,帧缓冲区的包装器?对1080x1920图像进行模糊处理的成本很高,尤其是在Android上!通常,在进行高斯模糊时,您可以将屏幕采样减少到宽度和高度的一半或四分之一,而不会造成太多质量损失。这也让您可以使用较小的采样半径来获得相同的外观。是的。是的,我现在发现这个页面可以解决我的问题。非常感谢你。