SDL2 - 快速改变颜色时出现奇怪的性能问题

SDL2 - Strange performance hit when rapidly changing colors

当我发现这一点时我很惊讶,最初我认为我的算法有问题,但在仔细检查后我发现你改变颜色越多,它对性能的影响就越大。这是为什么?

这是(全部)代码:

#include <iostream>
#include <SDL2/SDL.h>

const int WIDTH = 1024;
const int HEIGHT = 768;

int main(int argc, char *argv[])
{
    SDL_Window *window;
    SDL_Renderer *renderer;
    SDL_Texture *texture;
    SDL_Event event;

    if (SDL_Init(SDL_INIT_VIDEO) < 0)
    {
        SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't initialize SDL: %s", SDL_GetError());
        return 3;
    }

    window = SDL_CreateWindow("SDL_CreateTexture",
                              SDL_WINDOWPOS_UNDEFINED,
                              SDL_WINDOWPOS_UNDEFINED,
                              1024, 768,
                              SDL_WINDOW_RESIZABLE);

    renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);

    texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, WIDTH, HEIGHT);

    bool alive = true;
    while (alive)
    {
        while(SDL_PollEvent(&event) > 0)
        {
            switch(event.type)
            {
                case SDL_QUIT:
                    alive = false;
                break;
            }
        }

        const Uint64 start = SDL_GetPerformanceCounter();

        SDL_SetRenderTarget(renderer, texture);
        SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
        SDL_RenderClear(renderer);

        for(int i = 0; i < 10000; ++i)
        {
            SDL_SetRenderDrawColor(renderer, rand() % 255, rand() % 255, rand() % 255, 255);
            SDL_RenderDrawPoint(renderer, rand() % WIDTH, rand() % HEIGHT);
        }



        SDL_SetRenderTarget(renderer, NULL);
        SDL_RenderCopy(renderer, texture, NULL, NULL);
        SDL_RenderPresent(renderer);


        const Uint64 end = SDL_GetPerformanceCounter();
        const static Uint64 freq = SDL_GetPerformanceFrequency();
        const double seconds = ( end - start ) / static_cast< double >( freq );
        std::cout << "Frame time: " << seconds * 1000.0 << "ms" << std::endl;
    }

    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();

    return 0;
}

问题是这段代码:

for(int i = 0; i < 10000; ++i)
{
    SDL_SetRenderDrawColor(renderer, rand() % 255, rand() % 255, rand() % 255, 255);
    SDL_RenderDrawPoint(renderer, rand() % WIDTH, rand() % HEIGHT);
}

这是这段代码的表现:

下面是这段代码的表现:

SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
for(int i = 0; i < 10000; ++i)
{
    SDL_RenderDrawPoint(renderer, rand() % WIDTH, rand() % HEIGHT);
}

如您所见,大量更改颜色会对性能产生很大影响。事实上,它会慢 100 多倍。 我究竟做错了什么?或者这是它应该如何工作?

显然 SDL_SetRenderDrawColor 函数需要一些时间来执行和更改颜色。也许颜色数据甚至必须发送到 GPU,这与常规内存访问相比非常慢。 rand 函数也取得了一些性能。

使用您的数据,1 SDL_SetRenderDrawColor 和 10000 之间大约有 550ms 的差异。因此每次调用此函数的成本约为 55µs。这是非常小的,调用它几十次并不会真正影响性能,但 10000 次调用显然要多得多。

如果您同意一次调用向 GPU 传输 4 个字节,那么您已经传输 40kB 只是为了颜色。

我问了一个了解 SDL 的人 (Gorbit99),他告诉我问题出在使用纹理和 SDL_SetRenderDrawColor,它在 GPU 上工作,但每个像素的交互速度更快CPU,所以不用 SDL_Texture,而是使用 SDL_Surface。现在这是我的最终代码(性能 ~2ms)。

SDL_Surface surface = SDL_CreateRGBSurfaceWithFormat(0, WIDTH, HEIGHT, 32, SDL_PIXELFORMAT_ABGR32);
surface = SDL_CreateRGBSurfaceWithFormat(0, WIDTH, HEIGHT, 32, SDL_PIXELFORMAT_ABGR32);
uint32_t* colors = (uint32_t*)surface->pixels;

for( unsigned int i = 0; i < 1000; i++ )
{
    int x = rand() % WIDTH;
    int y = rand() % HEIGHT;

    int offset = ( WIDTH * y ) + x;
    colors[ offset ] = 0x00ff00ff; // 0xrrggbbaa
}

SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, surface);

SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_RenderPresent(renderer);

SDL_DestroyTexture(texture);
SDL_FreeSurface(surface);