I have a set of RGB Frames which i'm displaying using openGL's PBO concept. Below is my code:
#include <stdio.h>
#include <stdlib.h>
#include "glew.h"
#include "glfw.h"
#include "glaux.h"
#include "logodata.h"
PFNGLGENBUFFERSARBPROC pglGenBuffersARB = 0; // VBO Name Generation Procedure
PFNGLBINDBUFFERARBPROC pglBindBufferARB = 0; // VBO Bind Procedure
PFNGLBUFFERDATAARBPROC pglBufferDataARB = 0; // VBO Data Loading Procedure
PFNGLBUFFERSUBDATAARBPROC pglBufferSubDataARB = 0; // VBO Sub Data Loading Procedure
PFNGLDELETEBUFFERSARBPROC pglDeleteBuffersARB = 0; // VBO Deletion Procedure
PFNGLGETBUFFERPARAMETERIVARBPROC pglGetBufferParameterivARB = 0; // return various parameters of VBO
PFNGLMAPBUFFERARBPROC pglMapBufferARB = 0; // map VBO procedure
PFNGLUNMAPBUFFERARBPROC pglUnmapBufferARB = 0; // unmap VBO procedure
#define glGenBuffersARB pglGenBuffersARB
#define glBindBufferARB pglBindBufferARB
#define glBufferDataARB pglBufferDataARB
#define glBufferSubDataARB pglBufferSubDataARB
#define glDeleteBuffersARB pglDeleteBuffersARB
#define glGetBufferParameterivARB pglGetBufferParameterivARB
#define glMapBufferARB pglMapBufferARB
#define glUnmapBufferARB pglUnmapBufferARB
int index;
int pboSupported;
int pboMode;
GLuint pixBuffObjs[2];
HDC hDC = NULL;
GLuint texture;
char *FileName;
unsigned char *guibuffer;
AUX_RGBImageRec texture1;
unsigned long long pos=0;
GLuint myPBO;
GLuint logoPBO;
unsigned char *logoBuff;
void initGL(void)
{
int maxSz;
int maxwidth = 416;
int maxheight = 240;
if( !glfwInit() )
{
exit( EXIT_FAILURE );
}
// if( !glfwOpenWindow(4096, 2118, 0,0,0,0,0,0, GLFW_WINDOW ) )
if( !glfwOpenWindow(maxwidth, maxheight, 0,0,0,0,0,0, GLFW_WINDOW ) ) //GLFW_FULLSCREEN
{
glfwTerminate();
exit( EXIT_FAILURE );
}
glfwSetWindowTitle("sample");
glGenBuffersARB = (PFNGLGENBUFFERSARBPROC)wglGetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC)wglGetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC)wglGetProcAddress("glBufferDataARB");
glBufferSubDataARB = (PFNGLBUFFERSUBDATAARBPROC)wglGetProcAddress("glBufferSubDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC)wglGetProcAddress("glDeleteBuffersARB");
glGetBufferParameterivARB = (PFNGLGETBUFFERPARAMETERIVARBPROC)wglGetProcAddress("glGetBufferParameterivARB");
glMapBufferARB = (PFNGLMAPBUFFERARBPROC)wglGetProcAddress("glMapBufferARB");
glUnmapBufferARB = (PFNGLUNMAPBUFFERARBPROC)wglGetProcAddress("glUnmapBufferARB");
// check once again PBO extension
if(glGenBuffersARB && glBindBufferARB && glBufferDataARB && glBufferSubDataARB &&
glMapBufferARB && glUnmapBufferARB && glDeleteBuffersARB && glGetBufferParameterivARB)
{
pboSupported = 1;
pboMode = 1; // using 1 PBO
printf( "Video card supports GL_ARB_pixel_buffer_object.");
glGenBuffersARB(1, &pixBuffObjs[0]);
}
else
{
pboSupported = 0;
pboMode = 0; // without PBO
printf("Video card does NOT support GL_ARB_pixel_buffer_object.");
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE,&maxSz);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
//glLoadIdentity();
hDC= wglGetCurrentDC();
#if 1
{ // TSS
HWND hCurrentWindow = GetActiveWindow();
char szTitle[256]="sample";
//SetWindowText(hCurrentWindow, );
// SetWindowLongA (hCurrentWindow , GWL_STYLE, (GetWindowLongA (hCurrentWindow , GWL_STYLE) & ~(WS_CAPTION)));
SetWindowLongA (hCurrentWindow, GWL_STYLE, (WS_VISIBLE));
}
#endif
glEnable(GL_TEXTURE_2D);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
}
int GL_Disply()
{
FILE *fptr=fopen("F:\\myRGBvideo.rgb","rb");
fseek(fptr,pos,SEEK_SET);
fread(guibuffer,sizeof(unsigned char),sizeof(unsigned char)*416*240*3,fptr);
pos+=416*240*3;
texture1.sizeX =416;
texture1.sizeY =240;
texture1.data = guibuffer;
glDepthFunc(GL_ALWAYS);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glDisable(GL_LIGHTING);
//glEnable(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
#if 0
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture1.sizeX, texture1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, guibuffer);
#else
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, myPBO);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture1.sizeX, texture1.sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, NULL);
#endif
glBegin(GL_QUADS);
//glNormal3f( 0.0f, 0.0f, 0.0f);
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, -1.0f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 0.0f);
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 0.0f);
glEnd();
//disp logo
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexEnvf(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, LOGO_WIDTH, LOGO_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, logoBuff);
glBegin(GL_QUADS);
glTexCoord2f(0.0f, 1.0f); glVertex3f(0.8f, 0.8f, 0.0f);
glTexCoord2f(1.0f, 1.0f); glVertex3f( 0.97f, 0.8f, 0.0f);
glTexCoord2f(1.0f, 0.0f); glVertex3f( 0.97f, 0.97f, 0.0f);
glTexCoord2f(0.0f, 0.0f);glVertex3f(0.8f, 0.97f, 0.0f);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_DEPTH_TEST);
// Swap front and back rendering buffers
glfwSwapBuffers();
//glDeleteTextures(1, &texture);
fclose(fptr);
}
int main(int argc, char *argv[])
{
initGL(); // GL initialization
#if 0
/* CPU memory allocation using C - malloc */
guibuffer=(unsigned char*)malloc(sizeof(unsigned char)*416*240*3);
#else
/*GPU memory allocation using C*/
glGenBuffersARB(1, &myPBO);
glBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, myPBO);
glBufferDataARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 416*240*3, NULL, GL_STREAM_DRAW_ARB);
#endif
//Allocating memory for RGBA logo data present in logodata.h
logoBuff=(unsigned char*)malloc(400*312*4*sizeof(unsigned char));
memcpy(logoBuff,TELLogo_RGB,400*312*4);
for(index=0;index<200;index++)
{
guibuffer=(unsigned char*)glMapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, GL_READ_WRITE_ARB);
glUnmapBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB);
printf("frame %d displayed\r",index);
GL_Disply();
}
free(logoBuff);
return 0;
}
When the above code is run on a system having graphics card details listed below the display is normal and works fine:
First System:
Graphics card: Nvidia GEForce 580
OpenGL Version: 4.3
Second system:
Graphics card: NVidia GEForce 310
OpenGL Version: 3.3
Third system:
Graphics card: MSI
OpenGL Version: 4.2
However when the same code is run on my laptop with same system configuration but with the graphic cards details as shown below, i get a kind of Jerk (slight stuck) for some streams (some streams are working fine). I have checked same streams on different systems listed above and they seem to work fine.
Graphics card: Intel HD Graphics 4000
openGL Version: 4.0
What might be the problem that is causing this issue?