CUDA OpenGL互操作,资源映射弄乱了缓冲区
我最近开始编写CUDA OpenGL互操作性代码。大部分时间我都是在Linux环境下开发的。尝试将代码传输到运行OS X的MacBook Pro时,我遇到以下问题: 每当我将一个顶点缓冲区对象作为资源从OpenGL映射到CUDA时,它就会弄乱存储在相应缓冲区中的数据。 这是我的代码:CUDA OpenGL互操作,资源映射弄乱了缓冲区,opengl,cuda,Opengl,Cuda,我最近开始编写CUDA OpenGL互操作性代码。大部分时间我都是在Linux环境下开发的。尝试将代码传输到运行OS X的MacBook Pro时,我遇到以下问题: 每当我将一个顶点缓冲区对象作为资源从OpenGL映射到CUDA时,它就会弄乱存储在相应缓冲区中的数据。 这是我的代码: // OpenGL and window handler includes #include <GL/glew.h> #include <SDL/SDL.h> #include <Op
// OpenGL and window handler includes
#include <GL/glew.h>
#include <SDL/SDL.h>
#include <OpenGL/GL.h>
// OpenGL/CUDA interop
#include <cuda_runtime.h>
#include <cuda_gl_interop.h>
// C libraries
#include <iostream>
int main(int argc, char* argv[])
{
GLuint vbo;
struct cudaGraphicsResource *cuda_vbo_resource;
// create OpenGL context with SDL
SDL_Init(SDL_INIT_VIDEO);
SDL_GL_SetAttribute( SDL_GL_RED_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_GREEN_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_BLUE_SIZE, 5 );
SDL_GL_SetAttribute( SDL_GL_DEPTH_SIZE, 16 );
SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
SDL_SetVideoMode( 400, 200, 16, SDL_OPENGL);
// initialize extension wrangler
glewInit();
// set cuda/GL device
cudaGLSetGLDevice(0);
// generate buffer
glGenBuffers(1, &vbo);
// fill buffer with data (1, 2, 3)
glBindBuffer(GL_ARRAY_BUFFER, vbo);
int inData[] = {1,2,3};
glBufferData(GL_ARRAY_BUFFER, 3*sizeof(int), inData, GL_DYNAMIC_DRAW);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// Register buffer with cuda
cudaGraphicsGLRegisterBuffer(&cuda_vbo_resource, vbo,
cudaGraphicsMapFlagsWriteDiscard);
// let's have a look at the buffer
glBindBuffer(GL_ARRAY_BUFFER, vbo);
int* mappedBuffer = (int *) glMapBuffer(GL_ARRAY_BUFFER,GL_READ_ONLY);
printf("\tbefore mapping: %d, %d, %d\n",mappedBuffer[0], mappedBuffer[1],
mappedBuffer[2]);
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// map and unmap the cuda resource
if (cudaGraphicsMapResources(1, &cuda_vbo_resource, 0) != cudaSuccess)
printf("Resource mapping failed...\n");
if (cudaGraphicsUnmapResources(1, &cuda_vbo_resource, 0) != cudaSuccess)
printf("Resource unmapping failed...\n");
// let's have a look at the buffer again
glBindBuffer(GL_ARRAY_BUFFER, vbo);
mappedBuffer = (int *) glMapBuffer(GL_ARRAY_BUFFER,GL_READ_ONLY);
printf("\tafter mapping: %d, %d, %d\n",mappedBuffer[0], mappedBuffer[1],
mappedBuffer[2]);
glUnmapBuffer(GL_ARRAY_BUFFER);
glBindBuffer(GL_ARRAY_BUFFER, 0);
// unregister the cuda resource
cudaGraphicsUnregisterResource(cuda_vbo_resource);
// delete the buffer
glBindBuffer(1, vbo);
glDeleteBuffers(1, &vbo);
return 0;
}
我明白了
有人知道为什么映射会更改缓冲区数据吗?这让我特别困惑,因为这在Linux机器上不会发生。
感谢您的任何意见或提示 我注意到您使用cudaGraphicsMapFlagsWriteDiscard注册了vbo 从中“指定CUDA不会从该资源中读取数据,而会写入该资源的全部内容,因此以前存储在该资源中的任何数据都不会被保留。” 也许可以尝试一下cudaGraphicsMapFlagsNone或Cudagraphicsmapflagsredonly
g++ -o resourceMapping resourceMapping.cpp `sdl-config --cflags --libs` -lglew
-framework OpenGL -I /usr/local/cuda/include -L /usr/local/cuda/lib -lcudart
before mapping: 1, 2, 3
after mapping: 0, 33554432, 32