コード例 #1
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _activate(self):
        """ Activate texture on GPU """

        log.debug("GPU: Activate texture")
        gl.glBindTexture(self.target, self._handle)
        if self._need_setup:
            self._setup()
コード例 #2
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _update(self):
        """ Update texture on GPU """

        if self.pending_data:
            log.debug("GPU: Updating texture")

            start, stop = self.pending_data
            offset, nbytes = start, stop - start

            itemsize = self.strides[1]
            offset /= itemsize
            nbytes /= itemsize

            nbytes += offset % self.width
            offset -= offset % self.width
            nbytes += (self.width -
                       ((offset + nbytes) % self.width)) % self.width

            x = 0
            y = offset // self.width
            width = self.width
            height = nbytes // self.width
            gl.glBindTexture(self._target, self.handle)
            gl.glTexSubImage2D(self.target, 0, x, y, width, height,
                               self._cpu_format, self.gtype, self)
            gl.glBindTexture(self._target, self.handle)

        self._pending_data = None
        self._need_update = False
コード例 #3
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _update(self):
        """ Update texture on GPU """

        if self.pending_data:
            log.debug("GPU: Updating texture")

            start, stop = self.pending_data
            offset, nbytes = start, stop-start

            itemsize = self.strides[1]
            offset /= itemsize
            nbytes /= itemsize

            nbytes += offset % self.width
            offset -= offset % self.width
            nbytes += (self.width - ((offset + nbytes) % self.width)) % self.width

            x = 0
            y = offset // self.width
            width = self.width
            height = nbytes // self.width
            gl.glBindTexture(self._target, self.handle)
            gl.glTexSubImage2D(self.target, 0, x, y, width, height,
                               self._cpu_format, self.gtype, self)
            gl.glBindTexture(self._target, self.handle)

        self._pending_data = None
        self._need_update = False
コード例 #4
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ファイル: texture.py プロジェクト: mabl/glumpy
    def _create(self):
        Texture._create(self)

        log.debug("GPU: Resizing texture(%s)"% (self.width))
        gl.glBindTexture(self.target, self._handle)
        gl.glTexImage1D(self.target, 0, self.format, self.width,
                        0, self.format, self.gtype, None)
コード例 #5
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _activate(self):
        """ Activate texture on GPU """

        log.debug("GPU: Activate texture")
        gl.glBindTexture(self.target, self._handle)
        if self._need_setup:
            self._setup()
コード例 #6
0
ファイル: texture.py プロジェクト: untereiner/glumpy
    def _update(self):
        """ Update texture on GPU """

        if self.pending_data:
            log.debug("GPU: Updating texture")

            # offset, nbytes = self.pending_data

            # itemsize = self.strides[1]
            # offset /= itemsize
            # nbytes /= itemsize

            # nbytes += offset % self.width
            # offset -= offset % self.width
            # nbytes += (self.width - ((offset + nbytes) % self.width)) % self.width

            x = 0
            y = 0
            z = 0
            width = self.width
            height = self.height
            depth = self.depth
            gl.glBindTexture(self._target, self.handle)
            gl.glTexSubImage3D(self.target, 0, x, y, z, width, height, depth,
                               self._cpu_format, self.gtype, self)
            gl.glBindTexture(self._target, self.handle)

        self._pending_data = None
        self._need_update = False
コード例 #7
0
ファイル: texture.py プロジェクト: mabl/glumpy
    def _create(self):
        """ Create texture on GPU """

        Texture._create(self)
        log.debug("GPU: Resizing texture(%sx%s)"% (self.width,self.height))
        gl.glBindTexture(self.target, self._handle)
        gl.glTexImage2D(self.target, 0, self.format, self.width, self.height,
                        0, self.format, self.gtype, None)
コード例 #8
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _setup(self):
        """ Setup texture on GPU """

        Texture._setup(self)
        gl.glBindTexture(self.target, self._handle)
        gl.glTexImage2D(self.target, 0, self._gpu_format, self.width,
                        self.height, 0, self._cpu_format, self.gtype, None)
        self._need_setup = False
コード例 #9
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _setup(self):
        """ Setup texture on GPU """

        Texture._setup(self)
        gl.glBindTexture(self.target, self._handle)
        gl.glTexImage2D(self.target, 0, self._gpu_format, self.width, self.height,
                        0, self._cpu_format, self.gtype, None)
        self._need_setup = False
コード例 #10
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _activate(self):
        """ Activate texture on GPU """

        log.debug("GPU: Activate texture cube")
        gl.glEnable(gl.GL_TEXTURE_CUBE_MAP)
        gl.glBindTexture(self.target, self._handle)
        if self._need_setup:
            self._setup()
コード例 #11
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _activate(self):
        """ Activate texture on GPU """

        log.debug("GPU: Activate texture cube")
        gl.glEnable(gl.GL_TEXTURE_CUBE_MAP)
        gl.glBindTexture(self.target, self._handle)
        if self._need_setup:
            self._setup()
コード例 #12
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    def _transfer_frame_pbo(self):
        # generate PBO's 
        if self._video_thread.has_video_loaded and (self._pbo_shape != self._video_thread.frame.shape):
            if self._pbos is not None:
                gl.glDeleteBuffers(PBO_COUNT, self._pbos)

            self._pbo_shape = self._video_thread.frame.shape
            self._pbos = gl.glGenBuffers(PBO_COUNT)

            h, w, b = self._pbo_shape
            num_bytes = h*w*b
            for pbo in self._pbos:
                gl.glBindBuffer(gl.GL_PIXEL_UNPACK_BUFFER, pbo)
                gl.glBufferData(gl.GL_PIXEL_UNPACK_BUFFER, num_bytes, None, gl.GL_STREAM_DRAW)
            gl.glBindBuffer(gl.GL_PIXEL_UNPACK_BUFFER, 0)

        # generate/update OpenGL texture
        if (self._frame is None or self._frame.shape != self._pbo_shape) and self._pbo_shape is not None:
            self._frame = np.zeros(self._pbo_shape, dtype=np.uint8).view(gloo.Texture2D)
            self._frame.activate()
            self._frame.deactivate()

        # do the transfer of pixel data from cpu to gpu using PBO's
        # inspired by this: https://gist.github.com/roxlu/4663550
        if self._video_thread.has_video_loaded and self._video_thread.frame_changed:
            self._video_thread.frame_changed = False

            pbo = self._pbos[self._pbo_index]
            gl.glBindBuffer(gl.GL_PIXEL_UNPACK_BUFFER, pbo)
            t = self._frame._handle
            h, w, b = self._pbo_shape
            assert t != None and t != 0
            gl.glBindTexture(gl.GL_TEXTURE_2D, t)
            gl.glTexSubImage2D(gl.GL_TEXTURE_2D, 0, 0, 0, w, h, gl.GL_RGBA, gl.GL_UNSIGNED_BYTE, None)

            h, w, b = self._pbo_shape
            num_bytes = h*w*b

            self._pbo_index = (self._pbo_index + 1) % PBO_COUNT
            pbo = self._pbos[self._pbo_index]
            gl.glBindBuffer(gl.GL_PIXEL_UNPACK_BUFFER, pbo)
            # this might be an alternative, but not so fast as tested so far
            #gl.glBufferSubData(gl.GL_PIXEL_UNPACK_BUFFER, 0, num_bytes, ctypes.c_void_p(self._video_thread.frame.ctypes.data))

            ptr = gl.glMapBuffer(gl.GL_PIXEL_UNPACK_BUFFER, gl.GL_WRITE_ONLY)
            if ptr != 0:
                #start = time.time()
                ctypes.memmove(ctypes.c_voidp(ptr), ctypes.c_void_p(self._video_thread.frame.ctypes.data), num_bytes)
                #end = time.time()
                #elapsed = end - start
                #print("Took %.2fms, %.2fMB/s" % (elapsed * 1000, (num_bytes / 1000000) / elapsed))
                gl.glUnmapBuffer(gl.GL_PIXEL_UNPACK_BUFFER)
            gl.glBindBuffer(gl.GL_PIXEL_UNPACK_BUFFER, 0)
コード例 #13
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _setup(self):
        """ Setup texture on GPU """

        Texture._setup(self)
        gl.glEnable(gl.GL_TEXTURE_CUBE_MAP)
        gl.glBindTexture(self.target, self._handle)
        targets = [ gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X,
                    gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
                    gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
                    gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
                    gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
                    gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ]
        for i,target in enumerate(targets):
            gl.glTexImage2D(target, 0, self._gpu_format, self.width, self.height,
                            0, self._cpu_format, self.gtype, None)
        self._need_setup = False
コード例 #14
0
    def _setup(self):
        """ Setup texture on GPU """

        Texture._setup(self)
        gl.glEnable(gl.GL_TEXTURE_CUBE_MAP)
        gl.glBindTexture(self.target, self._handle)
        targets = [ gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X,
                    gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
                    gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
                    gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
                    gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
                    gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ]
        for i,target in enumerate(targets):
            gl.glTexImage2D(target, 0, self._gpu_format, self.width, self.height,
                            0, self._cpu_format, self.gtype, None)
        self._need_setup = False
コード例 #15
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _set_wrapping(self):
        """ Setup texture on GPU """

        min_filter, mag_filter = self._interpolation
        wrapping = self._wrapping

        # not optimal solution perhaps
        # texture might be not set up yet
        # but calling _activate() would set wrapping again and so this would lead to recursion
        gl.glBindTexture(self.target, self._handle)
        gl.glTexParameterf(self.target, gl.GL_TEXTURE_MIN_FILTER, min_filter)
        gl.glTexParameterf(self.target, gl.GL_TEXTURE_MAG_FILTER, mag_filter)
        gl.glTexParameterf(self.target, gl.GL_TEXTURE_WRAP_S, wrapping)
        gl.glTexParameterf(self.target, gl.GL_TEXTURE_WRAP_T, wrapping)
        gl.glTexParameterf(self.target, gl.GL_TEXTURE_WRAP_R,
                           gl.GL_CLAMP_TO_EDGE)
        gl.glBindTexture(self.target, 0)
コード例 #16
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _update(self):
        log.debug("GPU: Updating texture cube")

        if self.need_update:
            gl.glEnable(gl.GL_TEXTURE_CUBE_MAP)
            gl.glBindTexture(self.target, self.handle)

            targets = [
                gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X,
                gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
                gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
                gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
                gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
                gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z
            ]

            for i, target in enumerate(targets):
                face = self[i]
                pending = self.pending_data
                extents = face._extents
                if pending is None: continue
                if pending[1] < extents[0]: continue
                if pending[0] > extents[1]: continue
                start = max(extents[0], pending[0]) - extents[0]
                stop = min(extents[1], pending[1]) - extents[0]
                offset, nbytes = start, stop - start
                itemsize = face.strides[1]
                offset /= itemsize
                nbytes /= itemsize
                nbytes += offset % self.width
                offset -= offset % self.width
                nbytes += (self.width -
                           ((offset + nbytes) % self.width)) % self.width
                x = 0
                y = offset // self.width
                width = self.width
                height = nbytes // self.width
                gl.glTexSubImage2D(target, 0, x, y, width, height,
                                   self._cpu_format, self.gtype, face)

        self._pending_data = None
        self._need_update = False
コード例 #17
0
    def _download_texture(self, texture):
        # generate PBO's 
        if self._pbos is None or self._pbo_shape != texture.shape:
            if self._pbos is not None:
                gl.glDeleteBuffers(2, self._pbos)

            self._pbo_shape = texture.shape
            self._pbos = gl.glGenBuffers(2)

            h, w, b = self._pbo_shape
            num_bytes = h*w*b
            for pbo in self._pbos:
                gl.glBindBuffer(gl.GL_PIXEL_PACK_BUFFER, pbo)
                gl.glBufferData(gl.GL_PIXEL_PACK_BUFFER, num_bytes, None, gl.GL_STREAM_DRAW)
            gl.glBindBuffer(gl.GL_PIXEL_PACK_BUFFER, 0)

        # do the transfer of pixel data from gpu to cpu using PBO's
        # inspired by this: https://gist.github.com/roxlu/4663550
        h, w, b = self._pbo_shape
        b -= 1
        num_bytes = h*w*b
        pbo = self._pbos[self._pbo_index]
        gl.glBindBuffer(gl.GL_PIXEL_PACK_BUFFER, pbo)
        t = texture._handle
        assert t != None and t != 0
        gl.glBindTexture(gl.GL_TEXTURE_2D, t)
        gl.glGetTexImage(gl.GL_TEXTURE_2D, 0, gl.GL_RGB, gl.GL_UNSIGNED_BYTE, ctypes.c_void_p(0))

        self._pbo_index = (self._pbo_index + 1) % 2
        pbo = self._pbos[self._pbo_index]
        gl.glBindBuffer(gl.GL_PIXEL_PACK_BUFFER, pbo)
        ptr = gl.glMapBuffer(gl.GL_PIXEL_PACK_BUFFER, gl.GL_READ_ONLY)
        data = None
        if ptr != 0:
            p = ctypes.cast(ptr, ctypes.POINTER(ctypes.c_ubyte * num_bytes))
            data = np.frombuffer(p.contents, dtype=np.uint8).copy().reshape((h, w, b))
            gl.glUnmapBuffer(gl.GL_PIXEL_PACK_BUFFER)
        gl.glBindBuffer(gl.GL_PIXEL_PACK_BUFFER, 0)

        assert data is not None
        return data
コード例 #18
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _update(self):
        log.debug("GPU: Updating texture cube")

        if self.need_update:
            gl.glEnable(gl.GL_TEXTURE_CUBE_MAP)
            gl.glBindTexture(self.target, self.handle)

            targets = [ gl.GL_TEXTURE_CUBE_MAP_POSITIVE_X,
                        gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
                        gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
                        gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Y,
                        gl.GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
                        gl.GL_TEXTURE_CUBE_MAP_NEGATIVE_Z ]

            for i,target in enumerate(targets):
                face = self[i]
                pending = self.pending_data
                extents = face._extents
                if pending is None:         continue
                if pending[1] < extents[0]: continue
                if pending[0] > extents[1]: continue
                start = max(extents[0], pending[0]) - extents[0]
                stop = min(extents[1], pending[1]) - extents[0]
                offset,nbytes = start, stop-start
                itemsize = face.strides[1]
                offset /= itemsize
                nbytes /= itemsize
                nbytes += offset % self.width
                offset -= offset % self.width
                nbytes += (self.width - ((offset + nbytes) % self.width)) % self.width
                x = 0
                y = offset // self.width
                width = self.width
                height = nbytes // self.width
                gl.glTexSubImage2D(target, 0, x, y, width, height,
                                   self._cpu_format, self.gtype, face)

        self._pending_data = None
        self._need_update = False
コード例 #19
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _deactivate(self):
        """ Deactivate texture on GPU """

        log.debug("GPU: Deactivate texture")
        gl.glBindTexture(self._target, 0)
コード例 #20
0
    def render(self, draw_data):

        # perf: local for faster access
        io = self.io

        display_width, display_height = io.display_size
        fb_width = int(display_width * io.display_fb_scale[0])
        fb_height = int(display_height * io.display_fb_scale[1])

        if fb_width == 0 or fb_height == 0:
            return

        draw_data.scale_clip_rects(*io.display_fb_scale)

        # backup GL state
        # todo: provide cleaner version of this backup-restore code
        last_program = gl.glGetIntegerv(gl.GL_CURRENT_PROGRAM)
        last_texture = gl.glGetIntegerv(gl.GL_TEXTURE_BINDING_2D)
        last_active_texture = gl.glGetIntegerv(gl.GL_ACTIVE_TEXTURE)
        last_array_buffer = gl.glGetIntegerv(gl.GL_ARRAY_BUFFER_BINDING)
        last_element_array_buffer = gl.glGetIntegerv(
            gl.GL_ELEMENT_ARRAY_BUFFER_BINDING)
        last_vertex_array = gl.glGetIntegerv(gl.GL_VERTEX_ARRAY_BINDING)
        last_blend_src = gl.glGetIntegerv(gl.GL_BLEND_SRC)
        last_blend_dst = gl.glGetIntegerv(gl.GL_BLEND_DST)
        last_blend_equation_rgb = gl.glGetIntegerv(gl.GL_BLEND_EQUATION_RGB)
        last_blend_equation_alpha = gl.glGetIntegerv(
            gl.GL_BLEND_EQUATION_ALPHA)
        last_viewport = gl.glGetIntegerv(gl.GL_VIEWPORT)
        last_scissor_box = gl.glGetIntegerv(gl.GL_SCISSOR_BOX)
        last_enable_blend = gl.glIsEnabled(gl.GL_BLEND)
        last_enable_cull_face = gl.glIsEnabled(gl.GL_CULL_FACE)
        last_enable_depth_test = gl.glIsEnabled(gl.GL_DEPTH_TEST)
        last_enable_scissor_test = gl.glIsEnabled(gl.GL_SCISSOR_TEST)

        gl.glEnable(gl.GL_BLEND)
        gl.glBlendEquation(gl.GL_FUNC_ADD)
        gl.glBlendFunc(gl.GL_SRC_ALPHA, gl.GL_ONE_MINUS_SRC_ALPHA)
        gl.glDisable(gl.GL_CULL_FACE)
        gl.glDisable(gl.GL_DEPTH_TEST)
        gl.glEnable(gl.GL_SCISSOR_TEST)
        #gl.glActiveTexture(gl.GL_TEXTURE0)

        gl.glViewport(0, 0, int(fb_width), int(fb_height))

        ortho_projection = (ctypes.c_float * 16)(2.0 / display_width, 0.0, 0.0,
                                                 0.0, 0.0,
                                                 2.0 / -display_height, 0.0,
                                                 0.0, 0.0, 0.0, -1.0, 0.0,
                                                 -1.0, 1.0, 0.0, 1.0)

        self.prog["ProjMtx"] = ortho_projection

        for commands in draw_data.commands_lists:

            idx_buffer_offset = 0

            array_type = c_ubyte * commands.vtx_buffer_size * imgui.VERTEX_SIZE
            data_carray = array_type.from_address(commands.vtx_buffer_data)

            if not ( imgui.VERTEX_BUFFER_POS_OFFSET == 0 and \
                     imgui.VERTEX_BUFFER_UV_OFFSET == 8 and \
                     imgui.VERTEX_BUFFER_COL_OFFSET == 16 ):
                log.error(
                    "GlumpyRenderer.render(): imgui vertex buffer layout has changed ! notify the developers ..."
                )

                return

            #TODO: this is a bit convoluted; Imgui delivers uint8 colors, but glumpy wants float32's
            dtype = [('Position', np.float32, 2), ('UV', np.float32, 2),
                     ('Color', np.uint8, 4)]
            vao_content = np.frombuffer(data_carray, dtype=dtype)

            dtype2 = [('Position', np.float32, 2), ('UV', np.float32, 2),
                      ('Color', np.float32, 4)]
            vao_content_f = np.zeros(vao_content.shape, dtype=dtype2)
            for i, val in enumerate(vao_content):
                vao_content_f[i] = vao_content[i]
                vao_content_f[i]['Color'] /= 255

            v_array = vao_content_f.view(gloo.VertexArray)
            self.prog.bind(v_array)

            if imgui.INDEX_SIZE == 1:
                dtype = np.uint8
            if imgui.INDEX_SIZE == 2:
                dtype = np.uint16
            if imgui.INDEX_SIZE == 4:
                dtype = np.uint32

            # gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, self._elements_handle)
            # # todo: check this (sizes)
            # gl.glBufferData(gl.GL_ELEMENT_ARRAY_BUFFER, commands.idx_buffer_size * imgui.INDEX_SIZE, ctypes.c_void_p(commands.idx_buffer_data), gl.GL_STREAM_DRAW)
            array_type = c_ubyte * commands.idx_buffer_size * imgui.INDEX_SIZE
            data_carray = array_type.from_address(commands.idx_buffer_data)
            idx_content = np.frombuffer(data_carray, dtype=dtype)

            for command in commands.commands:

                # TODO: ImGui Images will not work yet, homogenizing texture id
                # allocation by imgui/glumpy is likely a larger issue
                #
                #accessing command.texture_id crashes the prog
                #
                #gl.glBindTexture(gl.GL_TEXTURE_2D, command.texture_id )

                x, y, z, w = command.clip_rect
                gl.glScissor(int(x), int(fb_height - w), int(z - x),
                             int(w - y))

                idx_array = idx_content[idx_buffer_offset:(
                    idx_buffer_offset + command.elem_count)].view(
                        gloo.IndexBuffer)
                self.prog.draw(mode=gl.GL_TRIANGLES, indices=idx_array)

                idx_buffer_offset += command.elem_count

        # restore modified GL state
        gl.glUseProgram(last_program)
        gl.glActiveTexture(last_active_texture)
        gl.glBindTexture(gl.GL_TEXTURE_2D, last_texture)
        gl.glBindVertexArray(last_vertex_array)
        gl.glBindBuffer(gl.GL_ARRAY_BUFFER, last_array_buffer)
        gl.glBindBuffer(gl.GL_ELEMENT_ARRAY_BUFFER, last_element_array_buffer)
        gl.glBlendEquationSeparate(last_blend_equation_rgb,
                                   last_blend_equation_alpha)
        gl.glBlendFunc(last_blend_src, last_blend_dst)

        if last_enable_blend:
            gl.glEnable(gl.GL_BLEND)
        else:
            gl.glDisable(gl.GL_BLEND)

        if last_enable_cull_face:
            gl.glEnable(gl.GL_CULL_FACE)
        else:
            gl.glDisable(gl.GL_CULL_FACE)

        if last_enable_depth_test:
            gl.glEnable(gl.GL_DEPTH_TEST)
        else:
            gl.glDisable(gl.GL_DEPTH_TEST)

        if last_enable_scissor_test:
            gl.glEnable(gl.GL_SCISSOR_TEST)
        else:
            gl.glDisable(gl.GL_SCISSOR_TEST)

        gl.glViewport(last_viewport[0], last_viewport[1], last_viewport[2],
                      last_viewport[3])
        gl.glScissor(last_scissor_box[0], last_scissor_box[1],
                     last_scissor_box[2], last_scissor_box[3])

        log.debug("----------------------end---------------------------------")
コード例 #21
0
ファイル: texture.py プロジェクト: glumpy/glumpy
 def get(self):
     """ Read the texture data back into CPU memory """
     host = np.zeros(self.shape, self.dtype)
     gl.glBindTexture(self.target, self._handle)
     gl.glGetTexImage(self.target, 0, self.cpu_format, self.gtype, host)
     return host
コード例 #22
0
ファイル: texture.py プロジェクト: m0r13/glumpy
 def get(self):
     """ Read the texture data back into CPU memory """
     host = np.zeros(self.shape, self.dtype)
     gl.glBindTexture(self.target, self._handle)
     gl.glGetTexImage(self.target, 0, self.cpu_format, self.gtype, host)
     return host
コード例 #23
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _deactivate(self):
        """ Deactivate texture on GPU """

        log.debug("GPU: Deactivate texture")
        gl.glBindTexture(self._target, 0)
コード例 #24
0
ファイル: texture.py プロジェクト: brianholland/glumpy
    def _deactivate(self):
        """ Deactivate texture on GPU """

        log.debug("GPU: Deactivate texture cube")
        gl.glBindTexture(self._target, 0)
        gl.glDisable(gl.GL_TEXTURE_CUBE_MAP)
コード例 #25
0
ファイル: texture.py プロジェクト: m0r13/glumpy
    def _deactivate(self):
        """ Deactivate texture on GPU """

        log.debug("GPU: Deactivate texture cube")
        gl.glBindTexture(self._target, 0)
        gl.glDisable(gl.GL_TEXTURE_CUBE_MAP)