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OpenGL ES異步紋理加載

[英]OpenGL ES Async texture loading

簡單的問題是,是否可以與iOS和OpenGL ES異步加載紋理?

這是我的加載方法,在一個單獨的線程上調用:

//Image size
GLuint width = CGImageGetWidth(image.CGImage);
GLuint height = CGImageGetHeight(image.CGImage);

//Create context
void *imageData = malloc(height * width * 4);
CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
CGColorSpaceRelease(colorSpace);

//Prepare image
CGContextClearRect(context, CGRectMake(0, 0, width, height));
CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage);

//Dispatch OpenGL stuff on main thread
dispatch_sync(dispatch_get_main_queue(), ^{
    //Bind texture
    glBindTexture(GL_TEXTURE_2D, name);

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
});

//Release
CGContextRelease(context);
free(imageData);

如果我不在主線程上調度OpenGL調用,我的紋理將不會顯示...

glDeleteTextures調用的同樣問題......

任何想法 ?

您需要在主要背景線程上使用相同的上下文。 為此使用setCurrentContext : . 所以在主線程上創建新線程(作為一個例子,最簡單的方法)並傳遞主上下文

[self performSelectorInBackground: @selector(loadTextureWithContext:) withObject: [EAGLContext currentContext]];

而創作代碼:

-(void) loadTextureWithContext:(EAGLContext*) main_context {
    [EAGLContext setCurrentContext: main_context];

    //Image size
    GLuint width = CGImageGetWidth(image.CGImage);
    GLuint height = CGImageGetHeight(image.CGImage);

    //Create context
    void *imageData = malloc(height * width * 4);
    CGColorSpaceRef colorSpace = CGColorSpaceCreateDeviceRGB();
    CGContextRef context = CGBitmapContextCreate(imageData, width, height, 8, 4 * width, colorSpace, kCGImageAlphaPremultipliedLast | kCGBitmapByteOrder32Big);
    CGColorSpaceRelease(colorSpace);

    //Prepare image
    CGContextClearRect(context, CGRectMake(0, 0, width, height));
    CGContextDrawImage(context, CGRectMake(0, 0, width, height), image.CGImage);

    //Bind texture
    glBindTexture(GL_TEXTURE_2D, name);

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, imageData);

    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    //Release
    CGContextRelease(context);
    free(imageData);

    [EAGLContext setCurrentContext: nil];
}

作為選項,您還可以創建新上下文並與主要上下文共享相同的EAGLSharegroup

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