I try to render image to texture and then perform some computation with result, but I constantly get thrash instead of texture. I’ve checked contents of “tex” after rendering to it via glGetTexImage - it contains correct data, but in CUDA there is some trouble:
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, CurrentWidth, CurrentHeight, 0, GL_RGBA, GL_FLOAT, 0);
cudaSetDevice(0);
cudaGLSetGLDevice(0);
cudaGraphicsGLRegisterImage(&resource, tex, GL_TEXTURE_2D, cudaGraphicsMapFlagsReadOnly);
glBindTexture(GL_TEXTURE_2D, 0);
fbo = new GLFBO(GL_COLOR_ATTACHMENT0, tex);
vao = new GLVAO(1, &BufferIds[0]);
vao->Bind();
vbo = new GLVBO(2, &BufferIds[1]);
vbo->Bind(GL_ARRAY_BUFFER);
vbo->SetData(GL_ARRAY_BUFFER, sizeof(GLVertex)*(mesh->nVertices+1), vertices, GL_DYNAMIC_DRAW);
vbo->Bind(GL_ELEMENT_ARRAY_BUFFER);
vbo->SetData(GL_ELEMENT_ARRAY_BUFFER, sizeof(GLuint)*mesh->nElements, indices, GL_DYNAMIC_DRAW);
vao->Unbind();
// ... Render image
void GLMain::_RenderScene()
{
++FrameCount;
//render at maximum resolution to render buffer
glViewport(0, 0, rboWidth, rboHeight);
if(!bDone)
{
fbo->Bind();
glClearColor( 0.0, 0.0, 0.0, 1.0 );
glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
DrawMesh();
cudaGraphicsMapResources(1, &resource, 0);
fbo->Unbind();
cudaArray* ar;
cudaGraphicsSubResourceGetMappedArray(&ar, resource, 0, 0);
size_t size = sizeof(float)*rboWidth*rboHeight*4;
float* initData = (float*)malloc(size);
memset(initData, 0, size);
ProcessImage(ar, initData, rboWidth, rboHeight);
}
//Render to screen
}
//...... Process_Image.cu
texture <float4, cudaTextureType2D, cudaReadModeElementType> tex;
extern "C" void ProcessImage(cudaArray* in, float* _inData, int w, int h )
{
cudaBindTextureToArray(tex, in);
size_t size = sizeof(float)*w*h*4;
float* inData;
cudaMalloc(&inData, size);
dim3 threads(16, 16);
dim3 blocks(w/threads.x, h/threads.y);
cuProcessKernel<<<blocks, threads>>>(inData, w, h);
cudaThreadSynchronize();
cudaUnbindTexture(tex);
cudaMemcpy(_inData, inData, size, cudaMemcpyDeviceToHost);
cudaFree(inData);
}
//...Kernel
texture <float4, cudaTextureType2D, cudaReadModeElementType> tex;
__global__ void cuProcessKernel(float* initialData, int w, int h)
{
int x = blockIdx.x*blockDim.x + threadIdx.x;
int y = blockIdx.y*blockDim.y + threadIdx.y;
int idx = y * w + x;
float4 pix = tex2D(tex, x, y);
initialData[idx*4] = pix.x;
initialData[idx*4+1] = pix.y;
initialData[idx*4+2] = pix.z;
initialData[idx*4+3] = pix.w;
}
Documentation says that binding to texture is very simple and there is a lot of examples, but I fail for some reason. Could someone tell me what to do ?