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First, the PBO is an extra staging area which means additional memory consumption by the application. PBOs actually decrease performance on devices that make use of shared physical memory. Notice the focus of this API call is on sharing between the application memory (i.e., CPU memory) and the GPU, not the case of sharing between two APIs both executing their command streams on the same device with the same physical memory as shown in Figure 1.
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The advantage of this method is that the application is free to modify the data it passed to the function as soon as the function returns.” If instead the data is located in application memory, then the semantics of glTexSubImage2D() require that a copy of the data is made before the function returns, preventing a parallel transfer. This allows the transfer to occur in parallel with the application running. “The primary advantage of using a buffer object to stage texture data is that the transfer from the buffer object into the texture need not occur immediately, so long as it occurs by the time the data is required by a shader. The OpenGL specification encourages users to Pixel Buffer Objects when sharing between the CPU and the GPU:įrom chapter 6 of the OpenGL Programming Guide: Why not to use Pixel Buffer Objects (PBOs) on Intel Processor Graphics Notice a single pool of memory is shared by the CPU and GPU, unlike discrete GPUs that have their own dedicated memory that must be managed by the driver. Relationship of the CPU, Intel® processor graphics, and main memory. For example, cache hierarchies, samplers, support for atomics, and read and write queues are all utilized to get maximum performance from the memory subsystem.įigure 1. While not shown in this figure, several architectural features exist that enhance the memory subsystem. Intel® Processor Graphics shares memory with the CPU. Intel® Processor Graphics with Shared Physical Memory Secondly, instead of using a glFinish() to synchronize between OpenCL and OpenGL we can use the implicit synchronization mechanism between OpenCL and OpenGL with Intel processor graphics, which supports the cl_khr_gl_event extension. Additionally, they create at a minimum an additional linear copy of the data which is then copied to the tiled texture format that is actually used by the GPU for rendering. PBOs have no performance benefit on Intel processor graphics. To create an OpenGL texture and share it as an OpenCL image and get the best performance on Intel processor graphics do not create an OpenGL pixel buffer object (PBO). It’s also to help you understand the APIs as well as the performance implications of the texture creation paths in the OpenGL API, in particular on Intel processor graphics and how this might be different than discrete GPUs when sharing surfaces.
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This tutorial purpose is to help you understand how to create shared surfaces between OpenCL and OpenGL. We also leverage the extension cl_khr_gl_event that is supported on Intel processor graphics. The surface sharing extension is defined in the OpenCL extension specification with the string cl_khr_gl_sharing.
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The same recommendations apply to update to a vertex buffer or an off-screen framebuffer object that might be used in a non-interactive offline image processing pipeline. This sample demonstrates updating a texture using OpenCL that was created in OpenGL. This could be useful for color conversions, resampling, or performing compression in some scenarios. Finally, imagine post processing an image with OpenCL after rendering the scene using the 3D pipeline. Another example might be a dynamically generated procedural texture created in OpenCL used as a texture when rendering a 3D object in the scene. In this case you wants access to the expressiveness of the OpenCL C kernel language for compute but the rendering capabilities of the OpenGL API for compatibility with your existing pipeline. One example use of this is for a real-time computer vision applications where we want to run a feature detector over an image in OpenCL but render the final output to the screen in real time with the detectors clearly marked. This example demonstrates the creation of a texture in OpenGL* 4.3 that has a sub-region updated by an OpenCL™ C kernel running on Intel® Processor Graphics with Microsoft Windows*.
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Download Sharing Surfaces Code Sample Zipfile Introduction