c – SDL2:快速像素操作

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我想在显示器上绘制像素,这些像素在某些参数后经常变化.例如.如果红色和绿色像素发生碰撞,它们都会消失,等等.

在每一帧中,我必须操纵大约100-1000像素.我这里有一个多线程的方法,它不会给我30FPS(我想要的).目前,我在RAM中存储了一个像素阵列,其中包含所有像素并具有SDL_Surface.当数组中的像素发生变化时,它也会在Surface中发生变化,然后在完成所有操作后,会对屏幕进行blitting.我目前的做法太慢了,我对如何提高速度做了一些思考.

我目前的想法是:

>使用OpenGL直接在GPU上进行像素操作,一些论坛告诉我这比我目前的方法要慢“这不是GPU的工作方式”
>不要存储像素阵列,直接在RAM中存储BMP,操作它然后将其移动到SDL_Surface或SDL_Texture

关于如何快速操作像素,还有其他方法吗?

解决方法

SDL_CreateTexture()w / SDL_TEXTUREACCESS_STREAMING SDL_UpdateTexture()似乎与正确的像素格式一起工作得很好.

在我的系统上使用默认渲染器:

  1. Renderer name: direct3d
  2. Texture formats:
  3. SDL_PIXELFORMAT_ARGB8888
  4. SDL_PIXELFORMAT_YV12
  5. SDL_PIXELFORMAT_IYUV

(虽然opengl信息是相同的:)

  1. Renderer name: opengl
  2. Texture formats:
  3. SDL_PIXELFORMAT_ARGB8888
  4. SDL_PIXELFORMAT_YV12
  5. SDL_PIXELFORMAT_IYUV

SDL_PIXELFORMAT_ARGB8888给我~1ms /帧:

  1. #include <SDL2/SDL.h>
  2. #include <SDL2/SDL_render.h>
  3. #include <iostream>
  4. #include <vector>
  5.  
  6. using namespace std;
  7.  
  8. int main( int argc,char** argv )
  9. {
  10. SDL_Init( SDL_INIT_EVERYTHING );
  11. atexit( SDL_Quit );
  12.  
  13. SDL_Window* window = SDL_CreateWindow
  14. (
  15. "SDL2",SDL_WINDOWPOS_UNDEFINED,600,SDL_WINDOW_SHOWN
  16. );
  17.  
  18. SDL_Renderer* renderer = SDL_CreateRenderer
  19. (
  20. window,-1,SDL_RENDERER_ACCELERATED
  21. );
  22.  
  23. SDL_RendererInfo info;
  24. SDL_GetRendererInfo( renderer,&info );
  25. cout << "Renderer name: " << info.name << endl;
  26. cout << "Texture formats: " << endl;
  27. for( Uint32 i = 0; i < info.num_texture_formats; i++ )
  28. {
  29. cout << SDL_GetPixelFormatName( info.texture_formats[i] ) << endl;
  30. }
  31.  
  32. const unsigned int texWidth = 1024;
  33. const unsigned int texHeight = 1024;
  34. SDL_Texture* texture = SDL_CreateTexture
  35. (
  36. renderer,SDL_PIXELFORMAT_ARGB8888,SDL_TEXTUREACCESS_STREAMING,texWidth,texHeight
  37. );
  38.  
  39. vector< unsigned char > pixels( texWidth * texHeight * 4,0 );
  40.  
  41. SDL_Event event;
  42. bool running = true;
  43. while( running )
  44. {
  45. const Uint64 start = SDL_GetPerformanceCounter();
  46.  
  47. SDL_SetRenderDrawColor( renderer,SDL_ALPHA_OPAQUE );
  48. SDL_RenderClear( renderer );
  49.  
  50. while( SDL_PollEvent( &event ) )
  51. {
  52. if( ( SDL_QUIT == event.type ) ||
  53. ( SDL_KEYDOWN == event.type && SDL_SCANCODE_ESCAPE == event.key.keysym.scancode ) )
  54. {
  55. running = false;
  56. break;
  57. }
  58. }
  59.  
  60. // splat down some random pixels
  61. for( unsigned int i = 0; i < 1000; i++ )
  62. {
  63. const unsigned int x = rand() % texWidth;
  64. const unsigned int y = rand() % texHeight;
  65.  
  66. const unsigned int offset = ( texWidth * 4 * y ) + x * 4;
  67. pixels[ offset + 0 ] = rand() % 256; // b
  68. pixels[ offset + 1 ] = rand() % 256; // g
  69. pixels[ offset + 2 ] = rand() % 256; // r
  70. pixels[ offset + 3 ] = SDL_ALPHA_OPAQUE; // a
  71. }
  72.  
  73. //unsigned char* lockedPixels;
  74. //int pitch;
  75. //SDL_LockTexture
  76. // (
  77. // texture,// NULL,// reinterpret_cast< void** >( &lockedPixels ),// &pitch
  78. // );
  79. //std::copy( pixels.begin(),pixels.end(),lockedPixels );
  80. //SDL_UnlockTexture( texture );
  81.  
  82. SDL_UpdateTexture
  83. (
  84. texture,NULL,&pixels[0],texWidth * 4
  85. );
  86.  
  87. SDL_RenderCopy( renderer,texture,NULL );
  88. SDL_RenderPresent( renderer );
  89.  
  90. const Uint64 end = SDL_GetPerformanceCounter();
  91. const static Uint64 freq = SDL_GetPerformanceFrequency();
  92. const double seconds = ( end - start ) / static_cast< double >( freq );
  93. cout << "Frame time: " << seconds * 1000.0 << "ms" << endl;
  94. }
  95.  
  96. SDL_DestroyRenderer( renderer );
  97. SDL_DestroyWindow( window );
  98. SDL_Quit();
  99. }

确保您没有启用vsync(在驱动程序中强制执行,运行合成器等),否则所有帧时间将为~16ms(或者您的显示刷新设置为).

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