I'm new to Xcode programming and I'm trying to create an iPhone game using OpenGL with support for retina display at 60 FPS, but it runs way too slow. I based it on the GLSprite example at developer.apple. I've already optimized it the best I could, but it keeps running < 30 FPS on the Simulator (I haven't tested it on a real device yet - maybe it's faster?). The bottleneck appears to be drawing the polygons - I've used really small textures (256x256 PNG) and pixel formats (RGBA4444); I've disabled blending; I've moved all transformation code to the load phase hoping for better performance; everything to no success. I'm keeping a vertex array that stores everything for that step, then draws using GL_TRIANGLES with one function call - because I think it's faster than calling multiple glDrawArrays. It starts lagging when I reach about 120 vertexes (6 for each rectangular sprite), but in many places I've read the iPhone can handle even millions of vertexes. What's wrong with the code below? Is OpenGL the fastest way to render graphics on the iPhone? If not, what else should I use?
OpenGL loading code, called just once, at the beginning:
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, viewFramebuffer);
glMatrixMode(GL_MODELVIEW);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glBindTexture(GL_TEXTURE_2D,texture[0]); //Binds a texture loaded previously with the code given below
glVertexPointer(3, GL_FLOAT, 0, vertexes); //The array holding the vertexes
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, uvCoord); //The array holding the uv coordinates
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
The texture loading method:
- (void)loadSprite:(NSString*)filename intoPos:(int)pos { //Loads a texture within the bundle, at the given position in an array storing all textures (but I actually just use one at a time)
CGImageRef spriteImage;
CGContextRef spriteContext;
GLubyte *spriteData;
size_t width, height;
// Sets up matrices and transforms for OpenGL ES
glViewport(0, 0, backingWidth, backingHeight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof(-1.0f, 1.0f, -1.5f, 1.5f, -1.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
// Clears the view with black
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
// Sets up pointers and enables states needed for using vertex arrays and textures
glVertexPointer(2, GL_FLOAT, 0, spriteVertices);
glEnableClientState(GL_VERTEX_ARRAY);
glTexCoordPointer(2, GL_FLOAT, 0, spriteTexcoords);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
// Creates a Core Graphics image from an image file
spriteImage = [UIImage imageNamed:filename].CGImage;
// Get the width and height of the image
width = CGImageGetWidth(spriteImage);
height = CGImageGetHeight(spriteImage);
textureWidth[pos]=width;
textureHeight[pos]=height;
NSLog(#"Width %lu; Height %lu",width,height);
// Texture dimensions must be a power of 2. If you write an application that allows users to supply an image,
// you'll want to add code that checks the dimensions and takes appropriate action if they are not a power of 2.
if(spriteImage) {
// Allocated memory needed for the bitmap context
spriteData = (GLubyte *) calloc(width * height * 4, sizeof(GLubyte));
// Uses the bitmap creation function provided by the Core Graphics framework.
spriteContext = CGBitmapContextCreate(spriteData, width, height, 8, width * 4, CGImageGetColorSpace(spriteImage), kCGImageAlphaPremultipliedLast);
// After you create the context, you can draw the sprite image to the context.
CGContextDrawImage(spriteContext, CGRectMake(0.0, 0.0, (CGFloat)width, (CGFloat)height), spriteImage);
// You don't need the context at this point, so you need to release it to avoid memory leaks.
CGContextRelease(spriteContext);
// Use OpenGL ES to generate a name for the texture.
glGenTextures(1, &texture[pos]);
// Bind the texture name.
glBindTexture(GL_TEXTURE_2D, texture[pos]);
curTexture=pos;
if (1) { //This should convert pixel format
NSLog(#"convert to 4444");
void* tempData;
unsigned int* inPixel32;
unsigned short* outPixel16;
tempData = malloc(height * width * 2);
inPixel32 = (unsigned int*)spriteData;
outPixel16 = (unsigned short*)tempData;
NSUInteger i;
for(i = 0; i < width * height; ++i, ++inPixel32)
*outPixel16++ = ((((*inPixel32 >> 0) & 0xFF) >> 4) << 12) | ((((*inPixel32 >> 8) & 0xFF) >> 4) << 8) | ((((*inPixel32 >> 16) & 0xFF) >> 4) << 4) | ((((*inPixel32 >> 24) & 0xFF) >> 4) << 0);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, tempData);
free(tempData);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
}
// Set the texture parameters to use a minifying filter and a linear filer (weighted average)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// Specify a 2D texture image, providing the a pointer to the image data in memory
//glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, spriteData);
// Release the image data
free(spriteData);
// Enable use of the texture
glEnable(GL_TEXTURE_2D);
// Set a blending function to use
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
// Enable blending
glEnable(GL_BLEND);
}
The actual drawing code that is called every game loop:
glDrawArrays(GL_TRIANGLES, 0, vertexIndex); //vertexIndex is the maximum number of vertexes at this loop
glBindRenderbufferOES(GL_RENDERBUFFER_OES, viewRenderbuffer);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
According to the OpenGL programming guide for iOS :
Important Rendering performance of OpenGL ES in Simulator has no relation to the performance of OpenGL ES on an actual device.
Simulator provides an optimized software rasterizer that takes
advantage of the vector processing capabilities of your Macintosh
computer. As a result, your OpenGL ES code may run faster or slower in
iOS simulator (depending on your computer and what you are drawing)
than on an actual device. Always profile and optimize your drawing
code on a real device and never assume that Simulator reflects
real-world performance.
The simulator is not reliable to profile performance of OpenGL applications. You'll need to run/profile on the real hardware.
It starts lagging when I reach about 120 vertexes (6 for each
rectangular sprite), but in many places I've read the iPhone can
handle even millions of vertexes.
To elaborate a bit on this comment of yours : the number of vertices is not the only variable impacting OpenGL performance.For example, with only a single triangle (3 vertices), you can draw pixels on the whole screen. This obviously needs more computation than drawing a small triangle covering only a few pixels. The metric representing the capacity of drawing many pixels is known as fill-rate.
If your vertices represent large triangles on screen, it is probable that fill-rate is your performance bottleneck, and not vertex transform. As the iOS simulator does use a software rasterizer, albeit being optimized, it is probably slower that actual specialized hardware.
You should profile your application to know what is your actual performance bottleneck before optimizing ; this document can help you.
Related
When I try to attach a texture to a framebuffer, glCheckFramebufferStatus reports GL_FRAMEBUFFER_UNSUPPORTED for certain texture sizes. I've tested on both a 2nd and 4th generation iPod Touch. The sizes of texture that fail are not identical between the two models.
Here are some interesting results:
2nd generation - 8x8 failed, 16x8 failed, but 8x16 succeeded!
4th generation - 8x8 succeeded, 8x16 succeeded, but 16x8 failed!
Here's some code I used to test attaching textures of different sizes:
void TestFBOTextureSize(int width, int height)
{
GLuint framebuffer, texture;
// Create framebuffer
glGenFramebuffersOES(1, &framebuffer);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);
// Create texture
glGenTextures(1,&texture);
glBindTexture(GL_TEXTURE_2D,texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D,0);
// Attach texture to framebuffer
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, texture, 0);
GLenum error = glGetError();
GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status==GL_FRAMEBUFFER_COMPLETE_OES)
NSLog(#"%dx%d Succeeded!",width,height,status);
else
NSLog(#"%dx%d Failed: %x %x %d %d",width,height,status,error,texture,framebuffer);
// Cleanup
glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, 0, 0);
glDeleteTextures(1, &texture);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
glDeleteFramebuffersOES(1, &framebuffer);
}
void TestFBOTextureSizes()
{
int width,height;
for (width=1; width<=1024; width<<=1)
{
for (height=1; height<=1024; height<<=1)
TestFBOTextureSize(width,height);
}
}
It seems that as long as both dimensions are at least 16 pixels then everything works ok on both devices. The thing that bothers me, though, is that I haven't seen anything written about texture size requirements for attaching to a framebuffer object. One solution, for now, would be to restrict my texture sizes to be at least 16 pixels, but might this break in the future or already be broken on some device I haven't tried? I could also perform this test code at startup in order to dynamically figure out which texture sizes are allowed, but that seems a bit hokey.
I have experienced similar problem, when I'm trying to render to texture with size 480x320 (full screen w/o resolution scale) on iPod touch 4. When I call glCheckFramebufferStatus() it returns GL_FRAMEBUFFER_UNSUPPORTED. My code:
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 480, 320, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
// report error
}
Investigating this problem I have found that GL_TEXTURE_2D has to be a valid OpenGL ES object if we want it to use in render-to-texture mechanism. This means texture should be ready for bound and use. So to fix an error I have to set some texture parameters. Because I use non-POT texture I have to set GL_TEXTURE_WRAP_ to GL_CLAMP_TO_EDGE (default value is GL_REPEAT) and GL_TEXTURE_MIN_FILTER to GL_NEAREST or GL_LINEAR (default value is GL_NEAREST_MIPMAP_LINEAR) to use this texture.
I couldn't find what's the problem with 16x8, but 16x9 and 17x8 works fine if this parameters are set. I hope this information will be helpful for you.
To define what I'm trying to do: I want to be able to take an arbitrary 'sprite' image from a ^2x^2 sized PNG, and display just the pixels of interest to a given x/y position on screen.
My results are the problem - major distortion - it looks awful! (Note these SS's are in iPhone sim but on real retina device they appear the same.. junky). Here is a screenshot of the source PNG in 'preview' - which looks wonderful (any variations on rendering that I describe in this question look almost exactly like the junky one)
Previously, I've asked a question about displaying a non-power-of-2 texture as a sprite using OpenGL ES 2.0 (although this applies to any OpenGL). I'm close, but I have some issues that I can't resolve. I think there are probably multiple bugs - I think there's some bug where I'm basically aliasing what I'm displaying by rendering large then squashing x2 or vice versa but I can't see it. Additionally, there are off by one errors and I cannot get a handle on them. I can't visually identify them occurring but I know for sure they're there.
I'm working in 960 x 640 landscape (on iPhone4 retina display). So I expect 0->959 moves left to right, 0->639 moves bottom to top. (And I think I'm seeing opposite of this - but that's not what this question is about)
To make things easy what I'm trying to achieve in this test case is a FULL SCREEN 960x640 display of a PNG file. Just one of them. I display a red background first so that it's obvious if I'm covering the screen or not.
Update: I realized the 'glViewport' inside of the setFramebuffer call was setting my width and height backwards. I noticed this because when I would set my geometry to draw from 0,0 to 100,100 it drew in a rectangle not a square. When I swapped these, that call does draw a square. However, using that same call, my entire screen fills with vertex range of 0,0 -> 480,320 (half 'resolution').. don't understand that. However no matter where I push on from this, I'm still not getting a good looking result
Here's my vertex shader:
attribute vec4 a_position;
attribute vec2 a_texCoord;
varying vec2 v_texCoord;
// Gives 'landscape' full screen..
mat4 projectionMatrix = mat4( 2.0/640.0, 0.0, 0.0, -1.0,
0.0, 2.0/960.0, 0.0, -1.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
// Gives a 1/4 of screen.. (not doing 2.0/.. was suggested in previous SO Q)
/*mat4 projectionMatrix = mat4( 1.0/640.0, 0.0, 0.0, -1.0,
0.0, 1.0/960.0, 0.0, -1.0,
0.0, 0.0, -1.0, 0.0,
0.0, 0.0, 0.0, 1.0); */
// Apply the projection matrix to the position and pass the texCoord
void main()
{
gl_Position = a_position;
gl_Position *= projectionMatrix;
v_texCoord = a_texCoord;
}
Here's my fragment shader:
precision mediump float;
varying vec2 v_texCoord;
uniform sampler2D s_texture;
void main()
{
gl_FragColor = texture2D(s_texture, v_texCoord);
}
Here's my draw code:
#define MYWIDTH 960.0f
#define MYHEIGHT 640.0f
// I have to refer to 'X' as height although I'd assume I use 'Y' here..
// I think my X and Y throughout this whole block of code is screwed up
// But, I have experimented flipping them all and verifying that if they
// Are taken from the way they're set now to swapping X and Y that things
// end up being turned the wrong way. So this is a mess, but unlikely my problem
#define BG_X_ORIGIN 0.0f
// ALSO NOTE HERE: I have to put my 'dest' at 640.0f.. --- see note [1] below
#define BG_X_DEST 640.0f
#define BG_Y_ORIGIN 0.0f
// --- see note [1] below
#define BG_Y_DEST 960.0f
// These are texturing coordinates, I texture starting at '0' px and then
// I calculate a percentage of the texture to use based on how many pixels I use
// divided by the actual size of the image (1024x1024)
#define BG_X_ZERO 0.0f
#define BG_Y_USEPERCENTAGE BG_X_DEST / 1023.0f
#define BG_Y_ZERO 0.0f
#define BG_X_USEPERCENTAGE BG_Y_DEST / 1023.0f
// glViewport(0, 0, MYWIDTH, MYHEIGHT);
// See note 2.. it sets glViewport basically, provided by Xcode project template
[(EAGLView *)self.view setFramebuffer];
// Big hack just to get things going - like I said before, these could be backwards
// w/respect to X and Y
static const GLfloat backgroundVertices[] = {
BG_X_ORIGIN, BG_Y_ORIGIN,
BG_X_DEST, BG_Y_ORIGIN,
BG_X_ORIGIN, BG_Y_DEST,
BG_X_DEST, BG_Y_DEST
};
static const GLfloat backgroundTexCoords[] = {
BG_X_ZERO, BG_Y_USEPERCENTAGE,
BG_X_USEPERCENTAGE, BG_Y_USEPERCENTAGE,
BG_X_ZERO, BG_Y_ZERO,
BG_X_USEPERCENTAGE, BG_Y_ZERO
};
// Turn on texturing
glEnable(GL_TEXTURE_2D);
// Clear to RED so that it's obvious when I'm not drawing my sprite on screen
glClearColor(1.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
// Texturing parameters - these make sense.. don't think they are the issue
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);//GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);//GL_LINEAR);
// Update attribute values.
glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, backgroundVertices);
glEnableVertexAttribArray(ATTRIB_VERTEX);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, 0, 0, backgroundTexCoords);
glEnableVertexAttribArray(ATTRIB_TEXCOORD);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, background->textureId);
// I don't understand what this uniform does in the texture2D call in shader.
glUniform1f(uniforms[UNIFORM_SAMPLERLOC], 0);
// Draw the geometry...
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
// present the framebuffer see note [3]
[(EAGLView *)self.view presentFramebuffer];
Note [1]:
If I set BG_X_DEST to 639.0f I do not get full coverage of the 640 pixels, I get red showing through on the right hand side. But this doesn't make sense to me - I'm aiming for pixel perfect and I have to draw my sprite geometry from 0 to 640 which is 641 pixels when I only have 640!!! red line appearing with 639f instead of 640f
And if I set BG_Y_DEST to 959.0f I do not get the red line show throug.
red line top bug appearing with 958f instead of 960 or 959f
This may be a good clue as to what bug(s) I have going on.
Note: [2] - included in the OpenGL ES 2 framework by Xcode
- (void)setFramebuffer
{
if (context)
{
[EAGLContext setCurrentContext:context];
if (!defaultFramebuffer)
[self createFramebuffer];
glBindFramebuffer(GL_FRAMEBUFFER, defaultFramebuffer);
glViewport(0, 0, framebufferWidth, framebufferHeight);
}
}
Note [3]: - included in the OpenGL ES 2 framework by Xcode
- (BOOL)presentFramebuffer
{
BOOL success = FALSE;
if (context)
{
[EAGLContext setCurrentContext:context];
glBindRenderbuffer(GL_RENDERBUFFER, colorRenderbuffer);
success = [context presentRenderbuffer:GL_RENDERBUFFER];
}
return success;
}
Note [4] - relevant image loading code (I have used PNG with and without alpha channel and actually it doesn't seem to make any difference... I also have tried to change my code up to be ARGB instead of RGBA and that's wrong - since A = 1.0 everywhere, I get a very RED image, which makes me think the RGBA is in fact valid and this code is right.): update: I have switched this texture loading to a completely different setup using CG/ImageIO calls and it looks identical to this so I assume it's not some kind of aliasing or color compression done by the image libraries (unless they both go to the same fundamental calls, which is possible..)
// Otherwise it isn't already loaded
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);//GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);//GL_LINEAR);
// TODO Next 2 can prob go later on..
glGenTextures(1, &(newTexture->textureId)); // generate Texture
// Use this before 'drawing' the texture to the memory...
glBindTexture(GL_TEXTURE_2D, newTexture->textureId);
NSString *path = [[NSBundle mainBundle]
pathForResource:[NSString stringWithUTF8String:newTexture->filename.c_str()] ofType:#"png"];
NSData *texData = [[NSData alloc] initWithContentsOfFile:path];
UIImage *image = [[UIImage alloc] initWithData:texData];
if (image == nil)
NSLog(#"Do real error checking here");
newTexture->width = CGImageGetWidth(image.CGImage);
newTexture->height = CGImageGetHeight(image.CGImage);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
void *imageData = malloc(newTexture->height * newTexture->width * 4 );
CGContextRef myContext = CGBitmapContextCreate
(imageData, newTexture->width, newTexture->height, 8, 4 * newTexture->width, colorSpace,
kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big );
CGColorSpaceRelease(colorSpace);
CGContextClearRect(myContext, CGRectMake(0, 0, newTexture->width, newTexture->height));
CGContextDrawImage(myContext, CGRectMake(0, 0, newTexture->width, newTexture->height), image.CGImage);
// Texture is created!
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, newTexture->width, newTexture->height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, imageData);
CGContextRelease(myContext);
free(imageData);
[image release];
[texData release];
[(EAGLView *)self.view setContentScaleFactor:2.0f];
By default, iPhone windows do scaling to reach their high resolution modes. Which was destroying my image quality ..
Thanks for all the help folks
I am trying to draw point sprites with OpenGL ES on iPhone. It's possible there could be very many of them (1000) and up to 64 pixels wide (maybe that's my problem right there - is there a limit or could I be using too much memory?)
I am using CADisplayLink to time the frames. What happens is that the first gl drawing function tends to delay or stall when either the point count is too high or when the point size is too big. In my example below, glClear() is the first drawing function, and it can take anywhere from 0.02 seconds to 0.2 seconds to run. If I simply comment out glClear, glDrawArrays becomes the slow function (it runs very fast otherwise).
This example is what I've stripped my code down to in order to isolate the problem. It simply draws a bunch of point sprites, with no texture, all in the same spot. I am using VBOs to store all the sprite data (position, color, size). It may seem like overkill for the example but of course I have intentions to modify this data later.
This is the view's init function (minus the boilerplate gl setup):
glDisable(GL_DEPTH_TEST);
glDepthMask(GL_FALSE);
glDisable(GL_LIGHTING);
glDisable(GL_FOG);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendEquationOES(GL_FUNC_ADD_OES);
glClearColor(0.0, 0.0, 0.0, 0.0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
glEnable(GL_POINT_SPRITE_OES);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_POINT_SIZE_ARRAY_OES);
glEnableClientState(GL_COLOR_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glEnable(GL_POINT_SMOOTH);
glGenBuffers(1, &vbo); // vbo is an instance variable
glBindBuffer(GL_ARRAY_BUFFER, vbo);
glMatrixMode(GL_PROJECTION);
glOrthof(0.0, [self frame].size.width, 0.0, [self frame].size.height, 1.0f, -1.0f);
glViewport(0, 0, [self frame].size.width, [self frame].size.height);
glMatrixMode(GL_MODELVIEW);
glTranslatef(0.0f, [self frame].size.height, 0.0f);
glScalef(1.0f, -1.0f, 1.0f);
And this is the rendering function:
- (void)render
{
glClear(GL_COLOR_BUFFER_BIT); // This function runs slowly!
int pointCount = 1000;
// fyi...
// typedef struct {
// CGPoint point;
// CFTimeInterval time;
// GLubyte r, g, b, a;
// GLfloat size;
// } MyPoint;
glBufferData(GL_ARRAY_BUFFER, sizeof(MyPoint)*pointCount, NULL, GL_DYNAMIC_DRAW);
MyPoint * vboBuffer = (MyPoint *)glMapBufferOES(GL_ARRAY_BUFFER, GL_WRITE_ONLY_OES);
for (int i = 0; i < pointCount; i++) {
vboBuffer[i].a = (GLubyte)0xFF;
vboBuffer[i].r = (GLubyte)0xFF;
vboBuffer[i].g = (GLubyte)0xFF;
vboBuffer[i].b = (GLubyte)0xFF;
vboBuffer[i].size = 64.0;
vboBuffer[i].point = CGPointMake(200.0, 200.0);
}
glUnmapBufferOES(GL_ARRAY_BUFFER);
glPointSizePointerOES(GL_FLOAT, sizeof(MyPoint), (void *)offsetof(MyPoint, size));
glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(MyPoint), (void *)offsetof(MyPoint, r));
glVertexPointer(2, GL_FLOAT, sizeof(MyPoint), (void *)offsetof(MyPoint, point));
glDrawArrays(GL_POINTS, 0, pointCount);
[context presentRenderbuffer:GL_RENDERBUFFER_OES];
}
Why is the glClear function stalling? It doesn't just delay in random amounts - depending on the point count or size, it tends to randomly delay in the same intevals (eg. 0.015 sec, 0.030 sec, 0.045 sec, etc). Also something strange I noticed is that if I switch to glBlendMode(GL_ZERO, GL_ONE), it runs just fine (although this is will not be the visual effect I'm after). Other glBlendMode values change the speed as well - usually for the better. That makes me think it is not a memory issue because that has nothing to do with the VBO (right?).
I admit I am a bit new at OpenGL and may be misunderstanding basic concepts about VBOs or other things. Any help or guidance is greatly appreciated!
If glClear() is slow you might try drawing a large blank quad that completely covers the viewport area.
Are you using sync (or is it enabled?). The delay you're seeing might be related to the fact that CPU and GPU run in parallel, so measuring time of individual GL calls has no meaning.
If you're using VSync (or the GPU is heavily loaded), there might be some latency in the SwapBuffers call, since some drivers make busy loops to wait for VBlank.
But first consider that you should NOT time individual GL calls, since most GL calls just set some state of the GPU or write to a command buffer, the command execution happens asynchronously.
I have a simple 16x16 particle that goes from being opaque to transparent. Unfortunately is appears different in my iPhone port and I can't see where the differences in the code are. Most of the code is essentially the same.
I've uploaded an image to here to show the problem
The particle on the left is the incorrectly rendered iPhone version and the right is how it appears on Mac and Windows. It's just a simple RGBA .png file.
I've tried numerous blend functions and glTexEnv setting but I can't seem to make them the same.
Just to be thorough, my Texture loading code on the iPhone looks like the following
GLuint TextureLoader::LoadTexture(const char *path)
{
NSString *macPath = [NSString stringWithCString:path length:strlen(path)];
GLuint texture = 0;
CGImageRef textureImage = [UIImage imageNamed:macPath].CGImage;
if (textureImage == nil)
{
NSLog(#"Failed to load texture image");
return 0;
}
NSInteger texWidth = CGImageGetWidth(textureImage);
NSInteger texHeight = CGImageGetHeight(textureImage);
GLubyte *textureData = new GLubyte[texWidth * texHeight * 4];
memset(textureData, 0, texWidth * texHeight * 4);
CGContextRef textureContext = CGBitmapContextCreate(textureData, texWidth, texHeight, 8, texWidth * 4, CGImageGetColorSpace(textureImage), kCGImageAlphaPremultipliedLast);
CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)texWidth, (float)texHeight), textureImage);
CGContextRelease(textureContext);
//Make a texture ID, bind it, create it
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texWidth, texHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
delete[] textureData;
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
return texture;
}
The blend function I use is glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
I'll try any ideas people throw at me, because this has been a bit of a mystery to me.
Cheers.
this looks like the standard "textures are converted to premultiplied alpha" problem.
you can use
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
or you can write custom loading code to avoid the premultiplication.
Call me naive, but seeing that premultiplying an image requires (ar, ag, a*b, a), I figured I'd just divide the rgb values by a.
Of course as soon as the alpha value is larger than the r, g, b components, the particle texture became black. Oh well. Unless I can find a different image loader to the one above, then I'll just make all the rgb components 0xff (white). This is a good temporary solution for me because I either need a white particle or just colourise it in the application. Later on I might just make raw rgba files and read them in, because this is mainly for very small 16x16 and smaller particle textures.
I can't use Premultiplied textures for the particle system because overlapping multiple particle textures saturates the colours way too much.
I'm writting a 2d game in Iphone, which uses textures as sprites, I'm getting colored noise around some of the images I render ( but such noise never appears over the texture Itself, only in the transparent portion around It). The problem does not happen with the rest of my textures. This is the code I use to load textures:
- (void)loadTexture:(NSString*)nombre {
CGImageRef textureImage = [UIImage imageNamed:nombre].CGImage;
if (textureImage == nil) {
NSLog(#"Failed to load texture image");
return;
}
textureWidth = NextPowerOfTwo(CGImageGetWidth(textureImage));
textureHeight = NextPowerOfTwo(CGImageGetHeight(textureImage));
imageSizeX= CGImageGetWidth(textureImage);
imageSizeY= CGImageGetHeight(textureImage);
GLubyte *textureData = (GLubyte *)malloc(textureWidth * textureHeight * 4);
CGContextRef textureContext = CGBitmapContextCreate(textureData, textureWidth,textureHeight,8, textureWidth * 4,CGImageGetColorSpace(textureImage),kCGImageAlphaPremultipliedLast);
CGContextDrawImage(textureContext, CGRectMake(0.0, 0.0, (float)textureWidth, (float)textureHeight), textureImage);
CGContextRelease(textureContext);
glGenTextures(1, &textures[0]);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, textureWidth, textureHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, textureData);
free(textureData);
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
Your memory is not zeroed out before you draw the image in it. The funny pixels you see is old data in the transparent regions of your image. Use calloc instead of malloc (calloc returns zeroed memory).
You can also use CGContextSetBlendMode(textureContext, kCGBlendModeCopy); before drawing the image.
If you want to know the whole story:
This problem exists only for small images due to the fact that malloc has different code paths for small allocation sizes. It returns a small block from a pool it manages in user space. If the requested size is larger than a certain threshold (16K, I believe), malloc gets the memory from the kernel. The new pages are of course zeroed out.
It took me a while to figure that out.