// 初始化两个Texture并绑定
cudaGraphicsResource_t cudaResources[2];
GLuint textureID[2];
glEnable(GL_TEXTURE_2D);
glGenTextures(2, textureID);
glBindTexture(GL_TEXTURE_2D, textureID[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1000, 1000, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, textureID[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1000, 1000, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
// 在CUDA中注册这两个Texture
cudaError_t err = cudaGraphicsGLRegisterImage(&cudaResources[0], textureID[0], GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard);
if
(err != cudaSuccess)
{
std::cout <<
"cudaGraphicsGLRegisterImage: "
<< err <<
"Line: "
<< __LINE__;
return
-1;
}
err = cudaGraphicsGLRegisterImage(&cudaResources[1], textureID[1], GL_TEXTURE_2D, cudaGraphicsRegisterFlagsWriteDiscard);
if
(err != cudaSuccess)
{
std::cout <<
"cudaGraphicsGLRegisterImage: "
<< err <<
"Line: "
<< __LINE__;
return
-1;
}
// 在CUDA中锁定资源,获得操作Texture的指针,这里是CudaArray*类型
cudaError_t err = cudaGraphicsMapResources(2, cudaResource, 0);
err = cudaGraphicsSubResourceGetMappedArray(&
this
->cuArrayR, cudaResource[1], 0, 0);
// 数据拷贝至CudaArray。这里因为得到的是CudaArray,处理时不方便操作,于是先在设备内存中
// 分配缓冲区处理,处理完后再把结果存到CudaArray中,仅仅是GPU内存中的操作。
cudaMemcpyToArray(cuArrayL, 0, 0, pHostDataL, imgWidth*imgHeight *
sizeof
(uchar4), cudaMemcpyDeviceToDevice);
cudaMemcpyToArray(cuArrayR, 0, 0, pHostDataR, imgWidth*imgHeight *
sizeof
(uchar4), cudaMemcpyDeviceToDevice);
// 处理完后即解除资源锁定,OpenGL可以利用得到的Texture对象进行纹理贴图操作了。
cudaGraphicsUnmapResources(1, &cudaResource[0], 0);
cudaGraphicsUnmapResources(1, &cudaResource[1], 0);
来源: http://www.bubuko.com/infodetail-2272690.html