Okay , I read everything about PBO here : http://www.opengl.org/wiki/Pixel_Buffer_Object
and there http://www.songho.ca/opengl/gl_pbo.html , but I still have a question and I don't know if I'll get any benefit out of a PBO in my case :
I'm doing video-streaming,currently I have a function copying my data buffers to 3 different textures, and then I'm doing some maths in a fragment shader and I display the texture.
I thought PBO could increase the upload time CPU -> GPU, but here it is, let's say we have this example here taken from the second link above.
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, pboIds[nextIndex]);
// map the buffer object into client's memory
// Note that glMapBufferARB() causes sync issue.
// If GPU is working with this buffer, glMapBufferARB() will wait(stall)
// for GPU to finish its job. To avoid waiting (stall), you can call
// first glBufferDataARB() with NULL pointer before glMapBufferARB().
// If you do that, the previous data in PBO will be discarded and
// glMapBufferARB() returns a new allocated pointer immediately
// even if GPU is still working with the previous data.
glBufferDataARB(GL_PIXEL_UNPACK_BUFFER_ARB, DATA_SIZE, 0, GL_STREAM_DRAW_ARB);
GLubyte* ptr = (GLubyte*)glMapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, GL_WRITE_ONLY_ARB);
if(ptr)
{
// update data directly on the mapped buffer
updatePixels(ptr, DATA_SIZE);
glUnmapBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB); // release pointer to mapping buffer
}
// measure the time modifying the mapped buffer
t1.stop();
updateTime = t1.getElapsedTimeInMilliSec();
///////////////////////////////////////////////////
// it is good idea to release PBOs with ID 0 after use.
// Once bound with 0, all pixel operations behave normal ways.
glBindBufferARB(GL_PIXEL_UNPACK_BUFFER_ARB, 0);
Well, whatever is the behavior of the updatePixels
function , it is still using CPU cycles to copy the data to the mapped buffer isn't it?
So let's say I wanted to use PBO in such a manner, that is, to update my frame pixels to the PBO in a function , and then in the display
function to call glTexSubImage2D (which should return immediately)... Would I see any speed-up in term of performance?
I can't see why it would be faster... okay we're not waiting anymore during the glTex* call, but we're waiting during the function that uploads the frame to the PBO, aren't we?
Could someone clear that out for me please?
Thanks