this question is very similar to https://community.arm.com/developer/tools-software/graphics/f/discussions/43630/mali-400-mp2-glreadpixels-alternatives however my usage case is for a cross-platform, user-space compositing window manager via ipc shared memory
do note that on Linux desktop, EGL and GLESv2 is used, while on Android, EGL and GLESv3 is used
add_subdirectory(testBuilder)testBuilder_add_source(GLIS src/glis/backup/backup.cpp)testBuilder_add_source(GLIS src/glis/backup/types/framebuffer.cpp)testBuilder_add_source(GLIS src/glis/backup/types/renderbuffer.cpp)testBuilder_add_source(GLIS src/glis/backup/types/texture.cpp)testBuilder_add_source(GLIS src/glis/backup/types/program.cpp)testBuilder_add_source(GLIS src/glis/compositor/compositor.cpp)testBuilder_add_source(GLIS src/glis/font/font.cpp)testBuilder_add_source(GLIS src/glis/internal/fps.cpp)testBuilder_add_source(GLIS src/glis/internal/internal.cpp)testBuilder_add_source(GLIS src/glis/internal/log.cpp)testBuilder_add_source(GLIS src/glis/ipc/ashmem.cpp)testBuilder_add_source(GLIS src/glis/ipc/ipc.cpp)testBuilder_add_source(GLIS src/glis/ipc/serializer.cpp)testBuilder_add_source(GLIS src/glis/ipc/server_core.cpp)testBuilder_add_source(GLIS src/glis/ipc/shm.cpp)if (ANDROID) testBuilder_add_library(GLIS GLESv3) testBuilder_add_library(GLIS android) testBuilder_add_library(GLIS log)elseif(UNIX) testBuilder_add_source(GLIS src/glis/internal/xdg-shell-protocol.c) testBuilder_add_library(GLIS GLESv2) testBuilder_add_library(GLIS pthread) testBuilder_add_library(GLIS X11) testBuilder_add_library(GLIS wayland-client) testBuilder_add_library(GLIS wayland-egl)endif()testBuilder_add_library(GLIS Magnum::Magnum)testBuilder_add_library(GLIS Magnum::GL)testBuilder_add_library(GLIS freetype)testBuilder_add_library(GLIS glm)testBuilder_add_library(GLIS EGL)testBuilder_add_library(GLIS WinKernel)testBuilder_build_shared_library(GLIS)
in linux (Ubuntu 20.4), this usually takesfor the Default Framebuffer, around 20ms to 30msfor an FBO+Texture, around 10ms to 14 ms
in Android, this usually takesfor the Default Framebuffer i get around 500ms to 700ms (averaging between 590ms and 610ms)for FBO+texture, around 9ms to 14ms
this performance on desktop is reasonable i think (tho i assume i would get around 10 to 5 fps with this as i am only testing single one off transfers and not, for example, a constant transfer such as rendering a rotating cube)
how could i improve pixel transfer from the Default Framebuffer?
this is my code for texture transfer
void GLIS::GLIS_upload_texture(GLIS_CLASS &GLIS, size_t &window_id, GLuint &texture_id, GLint texture_width, GLint texture_height) { LOG_INFO("uploading texture"); GLIS_SwapBuffers(GLIS); GLIS_Sync_GPU(); GLIS_INTERNAL_SHARED_MEMORY.slot.command.store_int8_t(GLIS_SERVER_COMMANDS.texture); GLIS_INTERNAL_SHARED_MEMORY.slot.additional_data_0.type_int64_t.store_int64_t(texture_width); GLIS_INTERNAL_SHARED_MEMORY.slot.additional_data_1.type_int64_t.store_int64_t(texture_height); GLIS_INTERNAL_SHARED_MEMORY.slot.additional_data_2.type_size_t.store_size_t(window_id); auto s2 = now_ms(); glReadPixels(0, 0, texture_width, texture_height, GL_RGBA, GL_UNSIGNED_BYTE, GLIS_INTERNAL_SHARED_MEMORY.slot.texture.load_ptr()); auto e2 = now_ms(); LOG_INFO("glReadPixels completed in %ld milliseconds", e2-s2); GLIS_error_to_string_GL("glReadPixels"); GLIS_sync_server("GLIS_upload_texture", window_id); LOG_INFO("uploaded texture");}
and this is a simple client application that uses the default framebuffer for rendering
//// Created by konek on 8/18/2019.//#include <glis/glis.hpp>GLIS_CLASS G;GLIS glis;int main() { int W = GLIS_COMMON_WIDTH; int H = GLIS_COMMON_HEIGHT; if (glis.GLIS_setupOffScreenRendering(G, W, H)) { glClearColor(1.0f, 0.0f, 1.0f, 1.0f); glClear(GL_COLOR_BUFFER_BIT); LOG_INFO("creating window %d", 0); size_t win_id1 = glis.GLIS_new_window(0, 0, W, H); LOG_INFO("window id: %zu", win_id1); SERVER_LOG_TRANSFER_INFO = true; glis.GLIS_upload_texture(G, win_id1, W, H); LOG_INFO("created window %d", 0); LOG_INFO("Cleaning up"); glis.GLIS_destroy_GLIS(G); LOG_INFO("Destroyed sub Compositor GLIS"); LOG_INFO("Cleaned up"); } return 0;}
and this is the log of my application output
smallville7123@smallville7123-MacBookPro:~/AndroidCompositor$ ./test_GLIS.sh DefaultFramebufferSERVER: SOCKET_SERVER : name was not supplied, conflicts are likely to happenrequesting 8778472 bytes (8.37 Megabytes) of memorycreating a new memfdfd 5 is valid and should be able to be openedregion created with 8778472 sizeCLIENT: SOCKET_SERVER : connecting to serverCLIENT: SOCKET_SERVER : connected to serverCLIENT: SOCKET_SERVER : writing message to fd 6CLIENT: SOCKET_SERVER : send 8/8 sizeCLIENT: SOCKET_SERVER : Wrote 8 bytes of data in 0 milliseconds (Total sent: 8 bytes of data)CLIENT: SOCKET_SERVER : writing message to fd 6CLIENT: SOCKET_SERVER : send 73/73 sizeCLIENT: SOCKET_SERVER : Wrote 73 bytes of data in 0 milliseconds (Total sent: 81 bytes of data)CLIENT: SOCKET_SERVER : reading message from fd 6CLIENT: SOCKET_SERVER : reading message from fd 6CLIENT: SOCKET_SERVER : recv 8/8 sizeCLIENT: SOCKET_SERVER : Obtained 8 bytes of data in 8 milliseconds (Total obtained: 89 bytes of data)CLIENT: SOCKET_SERVER : reading message from fd 6CLIENT: SOCKET_SERVER : reading message from fd 6CLIENT: SOCKET_SERVER : recv 126/126 sizeCLIENT: SOCKET_SERVER : Obtained 126 bytes of data in 1 milliseconds (Total obtained: 215 bytes of data)CLIENT: SOCKET_SERVER : closing connection to serverCLIENT: SOCKET_SERVER : closed connection to serverCLIENT: SOCKET_SERVER : Returning responseCLIENT: SOCKET_SERVER : setting name to 0CLIENT: 0 : set name to 0connecting to keep alive serverCLIENT: 0 : connecting to serverCLIENT: 0 : connected to serverwaiting for GLIS_INIT_SHARED_MEMORY (for window id 18446744073709551615) to complete on server sideGLIS_INIT_SHARED_MEMORY (for window id 18446744073709551615) has completed on server sideInitializingInitializing displayEGL initialized with version 1.4EGL_CLIENT_APIS: OpenGL_ESEGL_VENDOR: AndroidEGL_VERSION: 1.4 Android META-EGLEGL_EXTENSIONS: EGL_KHR_get_all_proc_addresses EGL_ANDROID_presentation_time EGL_KHR_swap_buffers_with_damage EGL_ANDROID_get_native_client_buffer EGL_ANDROID_front_buffer_auto_refresh EGL_ANDROID_get_frame_timestamps EGL_EXT_surface_SMPTE2086_metadata EGL_EXT_surface_CTA861_3_metadata EGL_KHR_image EGL_KHR_image_base EGL_EXT_image_gl_colorspace EGL_KHR_gl_colorspace EGL_KHR_gl_texture_2D_image EGL_KHR_gl_texture_cubemap_image EGL_KHR_gl_renderbuffer_image EGL_KHR_fence_sync EGL_KHR_create_context EGL_KHR_config_attribs EGL_KHR_surfaceless_context EGL_EXT_create_context_robustness EGL_ANDROID_image_native_buffer EGL_KHR_wait_sync EGL_ANDROID_recordable EGL_KHR_partial_update EGL_EXT_pixel_format_float EGL_KHR_mutable_render_buffer EGL_EXT_protected_content EGL_IMG_context_priority EGL_KHR_no_config_context Initialized displayDebug mode enabledInitializing configurationInitialized configurationInitializing surfacecreating pixel buffer surfaceInitialized surfaceInitializing contextInitialized contextSwitching to contextGL_VENDOR: ARMGL_RENDERER: Mali-G71GL_VERSION: OpenGL ES 3.2 v1.r16p0-01rel0.###other-sha0123456789ABCDEF0###GL_SHADING_LANGUAGE_VERSION: OpenGL ES GLSL ES 3.20GL_EXTENSIONS: GL_EXT_debug_marker GL_ARM_rgba8 GL_ARM_mali_shader_binary GL_OES_depth24 GL_OES_depth_texture GL_OES_depth_texture_cube_map GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_EXT_read_format_bgra GL_OES_compressed_paletted_texture GL_OES_compressed_ETC1_RGB8_texture GL_OES_standard_derivatives GL_OES_EGL_image GL_OES_EGL_image_external GL_OES_EGL_image_external_essl3 GL_OES_EGL_sync GL_OES_texture_npot GL_OES_vertex_half_float GL_OES_required_internalformat GL_OES_vertex_array_object GL_OES_mapbuffer GL_EXT_texture_format_BGRA8888 GL_EXT_texture_rg GL_EXT_texture_type_2_10_10_10_REV GL_OES_fbo_render_mipmap GL_OES_element_index_uint GL_EXT_shadow_samplers GL_OES_texture_compression_astc GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_hdr GL_KHR_texture_compression_astc_sliced_3d GL_KHR_debug GL_EXT_occlusion_query_boolean GL_EXT_disjoint_timer_query GL_EXT_blend_minmax GL_EXT_discard_framebuffer GL_OES_get_program_binary GL_OES_texture_3D GL_EXT_texture_storage GL_EXT_multisampled_render_to_texture GL_EXT_multisampled_render_to_texture2 GL_OES_surfaceless_context GL_OES_texture_stencil8 GL_EXT_shader_pixel_local_storage GL_ARM_shader_framebuffer_fetch GL_ARM_shader_framebuffer_fetch_depth_stencil GL_ARM_mali_program_binary GL_EXT_sRGB GL_EXT_sRGB_write_control GL_EXT_texture_sRGB_decode GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OES_texture_storage_multisample_2d_array GL_OES_shader_image_atomic GL_EXT_robustness GL_EXT_draw_buffers_indexed GL_OES_draw_buffers_indexed GL_EXT_texture_border_clamp GL_OES_texture_border_clamp GL_EXT_texture_cube_map_array GL_OES_texture_cube_map_array GL_OES_sample_variables GL_OES_sample_shading GL_OES_shader_multisample_interpolation GL_EXT_shader_io_blocks GL_OES_shader_io_blocks GL_EXT_tessellation_shader GL_OES_tessellation_shader GL_EXT_primitive_bounding_box GL_OES_primitive_bounding_box GL_EXT_geometry_shader GL_OES_geometry_shader GL_ANDROID_extension_pack_es31a GL_EXT_gpu_shader5 GL_OES_gpu_shader5 GL_EXT_texture_buffer GL_OES_texture_buffer GL_EXT_copy_image GL_OES_copy_image GL_EXT_shader_non_constant_global_initializers GL_EXT_color_buffer_half_float GL_EXT_color_buffer_float GL_EXT_YUV_target GL_OVR_multiview GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_KHR_robustness GL_KHR_robust_buffer_access_behavior GL_EXT_draw_elements_base_vertex GL_OES_draw_elements_base_vertex GL_EXT_protected_textures GL_EXT_buffer_storage GL_EXT_external_buffer GL_EXT_EGL_image_array Switched to contextEnabling debug callbacksEnabled debug callbacksObtaining surface width and heightObtained surface width and heightInitializedcreating window 0waiting for GLIS_new_window (for window id 18446744073709551615) to complete on server sideGLIS_new_window (for window id 18446744073709551615) has completed on server sidewindow id: 3uploading textureglReadPixels completed in 631 millisecondswaiting for GLIS_upload_texture (for window id 3) to complete on server sideuploaded texturecreated window 0Cleaning upUninitializingDisabling debug callbacksDisabled debug callbacksSwitching context to no contextUninitializing contextGLIS_upload_texture (for window id 3) has completed on server sideUninitializing surfaceUninitializing displaySetting display to no displayUninitializedDestroyed sub Compositor GLISCleaned upsmallville7123@smallville7123-MacBookPro:~/AndroidCompositor$
I think it's going to be hard to provide any specific recommendations here without more information and/or a reproducer. Something is definitely "wrong" with a glReadPixels call taking almost a second.
* What platform are you running on?
* Have you tried profiling with something like our Streamline profiler to see where the time is going (CPU, GPU, thread synchronization?).
Kind regards, Pete