SDL2: Fast Pixel Manipulation

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太阳男子
太阳男子 2020-11-27 05:13

I want to draw pixels on the monitor which change frequently after certain parameters. E.G. if a Red and Green Pixel collide, they would both vanish, etc.

In every f

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  • 2020-11-27 05:28

    SDL_CreateTexture() w/SDL_TEXTUREACCESS_STREAMING + SDL_UpdateTexture() seems to work well enough with the right pixel format.

    On my system using the default renderer:

    Renderer name: direct3d
    Texture formats:
    SDL_PIXELFORMAT_ARGB8888
    SDL_PIXELFORMAT_YV12
    SDL_PIXELFORMAT_IYUV
    

    (though the opengl info is the same:)

    Renderer name: opengl
    Texture formats:
    SDL_PIXELFORMAT_ARGB8888
    SDL_PIXELFORMAT_YV12
    SDL_PIXELFORMAT_IYUV
    

    SDL_PIXELFORMAT_ARGB8888 gives me ~1ms/frame:

    // g++ main.cpp `pkg-config --cflags --libs sdl2`
    #include <SDL.h>
    #include <iostream>
    #include <iomanip>
    #include <vector>
    #include <cstring>
    
    int main( int argc, char** argv )
    {
        SDL_Init( SDL_INIT_EVERYTHING );
    
        SDL_Window* window = SDL_CreateWindow
            (
            "SDL2",
            SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
            600, 600,
            SDL_WINDOW_SHOWN
            );
    
        SDL_Renderer* renderer = SDL_CreateRenderer
            (
            window,
            -1,
            SDL_RENDERER_ACCELERATED
            );
    
        SDL_RendererInfo info;
        SDL_GetRendererInfo( renderer, &info );
        std::cout << "Renderer name: " << info.name << std::endl;
        std::cout << "Texture formats: " << std::endl;
        for( Uint32 i = 0; i < info.num_texture_formats; i++ )
        {
            std::cout << SDL_GetPixelFormatName( info.texture_formats[i] ) << std::endl;
        }
    
        const unsigned int texWidth = 1024;
        const unsigned int texHeight = 1024;
        SDL_Texture* texture = SDL_CreateTexture
            (
            renderer,
            SDL_PIXELFORMAT_ARGB8888,
            SDL_TEXTUREACCESS_STREAMING,
            texWidth, texHeight
            );
    
        std::vector< unsigned char > pixels( texWidth * texHeight * 4, 0 );
    
        SDL_Event event;
        bool running = true;
        bool useLocktexture = false;
        
        unsigned int frames = 0;
        Uint64 start = SDL_GetPerformanceCounter();
    
        while( running )
        {
    
            SDL_SetRenderDrawColor( renderer, 0, 0, 0, SDL_ALPHA_OPAQUE );
            SDL_RenderClear( renderer );
    
            while( SDL_PollEvent( &event ) )
            {
                if( ( SDL_QUIT == event.type ) ||
                    ( SDL_KEYDOWN == event.type && SDL_SCANCODE_ESCAPE == event.key.keysym.scancode ) )
                {
                    running = false;
                    break;
                }
                if( SDL_KEYDOWN == event.type && SDL_SCANCODE_L == event.key.keysym.scancode )
                {
                    useLocktexture = !useLocktexture;
                    std::cout << "Using " << ( useLocktexture ? "SDL_LockTexture() + memcpy()" : "SDL_UpdateTexture()" ) << std::endl;
                }
            }
            
            // splat down some random pixels
            for( unsigned int i = 0; i < 1000; i++ )
            {
                const unsigned int x = rand() % texWidth;
                const unsigned int y = rand() % texHeight;
    
                const unsigned int offset = ( texWidth * 4 * y ) + x * 4;
                pixels[ offset + 0 ] = rand() % 256;        // b
                pixels[ offset + 1 ] = rand() % 256;        // g
                pixels[ offset + 2 ] = rand() % 256;        // r
                pixels[ offset + 3 ] = SDL_ALPHA_OPAQUE;    // a
            }
    
            if( useLocktexture )
            {
                unsigned char* lockedPixels = nullptr;
                int pitch = 0;
                SDL_LockTexture
                    (
                    texture,
                    NULL,
                    reinterpret_cast< void** >( &lockedPixels ),
                    &pitch
                    );
                std::memcpy( lockedPixels, pixels.data(), pixels.size() );
                SDL_UnlockTexture( texture );
            }
            else
            {
                SDL_UpdateTexture
                    (
                    texture,
                    NULL,
                    pixels.data(),
                    texWidth * 4
                    );
            }
    
            SDL_RenderCopy( renderer, texture, NULL, NULL );
            SDL_RenderPresent( renderer );
            
            frames++;
            const Uint64 end = SDL_GetPerformanceCounter();
            const static Uint64 freq = SDL_GetPerformanceFrequency();
            const double seconds = ( end - start ) / static_cast< double >( freq );
            if( seconds > 2.0 )
            {
                std::cout
                    << frames << " frames in "
                    << std::setprecision(1) << std::fixed << seconds << " seconds = "
                    << std::setprecision(1) << std::fixed << frames / seconds << " FPS ("
                    << std::setprecision(3) << std::fixed << ( seconds * 1000.0 ) / frames << " ms/frame)"
                    << std::endl;
                start = end;
                frames = 0;
            }
        }
    
        SDL_DestroyRenderer( renderer );
        SDL_DestroyWindow( window );
        SDL_Quit();
    
        return 0;
    }
    

    Make sure you don't have have vsync enabled (forced in the driver, running a compositor, etc.) or else all your frame times will be ~16ms (or whatever your display refresh is set to).

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