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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