影响着色器效率的因素

影响着色器效率的因素

本文介绍了影响着色器效率的因素(GLSL)?的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我的应用程序只是将图像加载为纹理&在Z轴旋转。这是我的代码。

----代码开头----

参考源代码。

http://www.opengl.org/sdk/docs/tutor...SL_Texture.zip

main.cpp

代码:

My application simply loads an image as a Texture & rotate it in Z-axis.This is my code.
----Beginning of code----
Reference Source code.
http://www.opengl.org/sdk/docs/tutor...SL_Texture.zip
main.cpp
Code :

virtual void OnInit()
{
	glClearColor(0.0f,0.0f,0.0f,0.0f);
	glShadeModel(GL_SMOOTH);
	glEnable(GL_DEPTH_TEST);
	glEnable(GL_TEXTURE_2D);

	shader = SM.loadfromFile("vertexshader.txt","fragmentshader.txt"); // load (and compile, link) from file
	if (shader==0)
	std::cout << "Error Loading, compiling or linking shader\n";
	else
	  {
		 ProgramObject = shader->GetProgramObject();
		 locAngle = glGetUniformLocation(ProgramObject, "uAngle");
	  }

	  // Create a Texture from file.
	  pTexture = cwc::TextureFactory::CreateTextureFromFile("Penguins.jpg");

	  if (!pTexture)
		 std::cout << "***WARNING: Failed loading texture!!\n";
}

virtual void OnRender(void)
{
  glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

  if (pTexture)
  {
	 pTexture->bind(0);
	glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST); // Disable Filtering!
  }

  if (shader)
  {
	 shader->begin();
	 glUniform1f(locAngle, angle);
  }

  if (shader) shader->setUniform1i("myTexture", 0);


	  glBegin(GL_QUADS);
		glTexCoord2f(0.0f, 0.0f); glVertex3f(-glXpos, -glYpos,  glZpos);//Left Bottom
		glTexCoord2f(1.0f, 0.0f); glVertex3f( glXpos, -glYpos,  glZpos);//Right Bottom
		glTexCoord2f(1.0f, 1.0f); glVertex3f( glXpos,  glYpos,  glZpos);//Right Top
		glTexCoord2f(0.0f, 1.0f); glVertex3f(-glXpos,  glYpos,  glZpos);//Left Top		
	  glEnd();

	  if (shader) shader->end();
	  glutSwapBuffers();
}







顶点着色器来源:

代码:




Vertex Shader Source:
Code :

uniform float uAngle;
varying vec2 vTexCoord;
attribute vec4 position;

void main(void)
{
	mat3 rotation = mat3
	(
		vec3( cos(uAngle),  sin(uAngle),  0.0),
		vec3(-sin(uAngle),  cos(uAngle),  0.0),
		vec3(        0.0,           0.0,  1.0)
	);
   vec3 projected_position =  rotation  * position.xyz;
   vTexCoord = gl_MultiTexCoord0.xy;
   gl_Position = gl_ModelViewProjectionMatrix * vec4(projected_position, 1.0);
}



片段着色器来源:

代码:


Fragment Shader Source:
Code :

uniform sampler2D myTexture;
varying vec2 vTexCoord;
void main (void)
{
    vec4 color = texture2D(myTexture, vTexCoord);
    gl_FragColor = color;
}





----结束----

现在我的问题是什么时候我在我的电脑上运行这个应用程序它运行良好(规格:nvidia Geforce 210 GPU,处理器:英特尔3 GHz)

但它在我的电脑中消耗50-55%的处理器使用率,而它只消耗2其他一些PC的处理器使用率为-8%。

我也尝试使用glRotate()&通过自定义旋转矩阵方法。它仅消耗0-2%的处理器使用率。

glRotate()如何只消耗1个处理器使用?

是什么原因导致处理器使用率增加?

影响GLSL性能的因素有哪些?

专家请帮我解决这个问题。谢谢。



----End----
Now my question is when i run this application in my PC it runs well(Spec:nvidia Geforce 210 GPU ,Processor:Intel 3 GHz)
But it consumes 50-55% of processor usage in my PC whereas it consumes only 2-8% of processor usage in some other PC's.
I've also tried to do the same Image Rotation using glRotate() & through custom Rotation matrix methods. it consumes only 0-2% of processor usage only.
How glRotate() consumes only 1 of processor usage?
What causes this increased Processor usage?
What are the factors which affect this GLSL performance?
Experts please help me on this. Thank you.

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09-05 00:57