I am trying to use SharpGL to display a video. The video is a list of image (OpenCV image that I convert to Bitmap).
2 calls are slow :
- texture.Create(gl, bitmap) (40ms)
- gl.flush() (100ms)
I think I am not using the hardware acceleration but my video card is a Nvidia 3080 with the latest drivers installed on Windows 10.
It's hard to find information about SharpGL :/ Maybe I should use DirectX ?
My code :
<Border HorizontalAlignment="Stretch" VerticalAlignment="Stretch" Background="Red" Name="BorderControl" SizeChanged="BorderControlSizeChanged">
<sharpGL:OpenGLControl OpenGLDraw="OpenGLControl_OpenGLDraw" Name="OpenGLControl" Resized="openGLControl1_Resized" Width="500" Height="500" DrawFPS="True">
</sharpGL:OpenGLControl>
</Border>
private void OpenGLControl_OpenGLDraw(object sender, OpenGLRoutedEventArgs args)
{
long time = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
long time0 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
MutexWaitOne();
time0 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time0;
long time1 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
OpenGL gl = args.OpenGL;
gl.Enable(OpenGL.GL_TEXTURE_2D);
gl.Disable(OpenGL.GL_DEPTH_TEST);
time1 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time1;
long time2 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
int Width = (int)OpenGLControl.Width;
int Height = (int)OpenGLControl.Height;
gl.Clear(OpenGL.GL_COLOR_BUFFER_BIT);
gl.LoadIdentity();
time2 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time2;
long time3 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
texture.Destroy(gl);
time3 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time3;
long time4 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
if (_cameraImagebuffer != null)
{
try
{
texture.Create(gl, _cameraImagebufferBitmap);
}catch(Exception ex)
{
MutexRelease();
return;
}
}
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MIN_FILTER, OpenGL.GL_LINEAR);
gl.TexParameter(OpenGL.GL_TEXTURE_2D, OpenGL.GL_TEXTURE_MAG_FILTER, OpenGL.GL_LINEAR);
time4 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time4;
long time5 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
texture.Bind(gl);
time5 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time5;
long time6 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
gl.Begin(OpenGL.GL_QUADS);
gl.TexCoord(0.0f, 0.0f); gl.Vertex(0, 0, 0);
gl.TexCoord(1.0f, 0.0f); gl.Vertex(Width, 0, 0);
gl.TexCoord(1.0f, 1.0f); gl.Vertex(Width, Height, 0);
gl.TexCoord(0.0f, 1.0f); gl.Vertex(0, Height, 0);
gl.End();
time6 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time6;
long time7 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond;
gl.Flush();
time7 = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time7;
MutexRelease();
time = DateTime.Now.Ticks / TimeSpan.TicksPerMillisecond - time;
Console.WriteLine(String.Format("OPENGL: Total : {0} step0:{1} step1:{2} step2:{3} step3:{4} step4:{5} step5:{6} step6:{7} step7:{8}", time, time0, time1, time2, time3, time4, time5, time6, time7));
}