SpriteKit auto-generated atlases sizes are not powers of 2 - opengl

So, I'm working on a project that has some big textures and recently I decided to split into different atlases by scene so that when navigating through scenes SpritKit can get actually rid of unused textures
(Since I cannot control memory usage manually I hope SpriteKit is smart enough to know when a texture atlas is not being used at all and release it if required).
Now, after doing this change i went to take a look at resulting atlases and to my surprise their size isn't a power of 2, which was one of the first things you learned in Cocos2D. (ie. a texture of 540x540 would actually end up being a 1024x1024 in OpenGL so that it makes more sense to be 1024x512 if possible or even fill as many sprites as possible to not waste memory)
If this the same in SpriteKit or any idea how it actually works? Maybe it'd make more sense to not split atlases since I'm going to end up maybe using the same or even more memory with the awful atlases that have been auto-generated...

This info is looooong outdated. Textures no longer need to be strictly POT (exception: PVR compressed textures have to be POT). NPOT was first supported by iPhone 3GS.
These days it is recommended not to use POT textures when you don't have to in order to conserve memory.

Related

drawing time series of millions of vertices using OpenGL

I'm working on a data visualisation application where I need to draw about 20 different time series overlayed in 2D, each consisting of a few million data points. I need to be able to zoom and pan the data left and right to look at it and need to be able to place cursors on the data for measuring time intervals and to inspect data points. It's very important that when zoomed out all the way, I can easily spot outliers in the data and zoom in to look at them. So averaging the data can be problematic.
I have a naive implementation using a standard GUI framework on linux which is way too slow to be practical. I'm thinking of using OpenGL instead (testing on a Radeon RX480 GPU), with orthogonal projection. I searched around and it seems VBOs to draw line strips might work, but I have no idea if this is the best solution (would give me the best frame rate).
What is the best way to send data sets consisting of millions of vertices to the GPU, assuming the data does not change, and will be redrawn each time the user interacts with it (pan/zoom/click on it)?
In modern OpenGL (versions 3/4 core profile) VBOs are the standard way to transfer geometric / non-image data to the GPU, so yes you will almost certainly end up using VBOs.
Alternatives would be uniform buffers, or texture buffer objects, but for the application you're describing I can't see any performance advantage in using them - might even be worse - and it would complicate the code.
The single biggest speedup will come from having all the data points stored on the GPU instead of being copied over each frame as a 2D GUI might be doing. So do the simplest thing that works and then worry about speed.
If you are new to OpenGL, I recommend the book "OpenGL SuperBible" 6th or 7th edition. There are many good online OpenGL guides and references, just make sure you avoid the older ones written for OpenGL 1/2.
Hope this helps.

SDL Basics: Textures vs. Images

I'm writing some code that uses SDL2 to display an image with moving markers layered on it, and I think I'd like to use the new (?) 2D hardware accelerated rendering. As I understand it, I have to load an image and convert it to a texture -- but what's the difference? Searching for 'image texture 2d sdl' only gets me tutorials on how to load textures and I'm looking for more of the background rather than the how-to.
So, some questions:
What's a texture versus an image? Aren't they the same thing?
Am I correct in assuming that I need to load the static background image as a texture if I want hardware accelerated rendering? In fact, it sounds like all the bits need to be textures for this to work.
Speaking of OpenGL, are SDL textures actually OpenGL textures?
I'm writing the main app for a single-purpose machine with limited resources (dual core ARM CPU, dual core Mali 400 GPU, 4GB RAM: Olimex A20 LIME2). All I need to do is render an 480x800 (yes, portrait layout) image and put markers on it. I expect the markers to have a single opaque and two transparency layers, to be updated at around 15 fps, and I expect about 125 of them, tops. Is it worth my while to use 2D hardware acceleration or should I just do it in software?
To understand the basics of textures, I advise you to have a look at a simpler library's documentation. Here, the term pixmap is used in the same way as SDL's texture. Essentially, those are already converted and uploaded into your GPU's memory, which makes operations quite a bit faster, but also more complex to deal with.
OpenGL textures are another beast, but we could basically say that they are the same, that is, images in video memory. When binding a texture in OpenGL, you need to upload it to the GPU memory, which is somewhat similar to this texture transformation.
At 125 objects, I think considering using the 2D acceleration becomes worth the hassle, especially if you have to move them around. If this is just a static image, I guess you could go for the regular image route.
As a general rule, I encourage you to use 2D acceleration (or just acceleration, for that matter) whenever possible, if only for the battery improvements. With that said, if the images are static, the outcome will exactly be the same, maybe just slightly different code-path wise. As such, I suppose you could load the static background image just as a regular image without any downsides (note that I am not a SDL professional, so this mixed approach might not work here, but it is worth trying since it will work on most 2D toolkits).
I hope I answered all of your questions :)

Resize openGL PBO's or recreate OGL context

I am creating a video player application and I was wondering what would be the optimize way to handle the media changing action.
For now I am using 2xPBOs as explain here: OpenGL Pixel Buffer Object (very awesome website by the way) and some textures. In order to keep perfect colour and aspect, I need my PBOs and my textures to be the same size as my video clip. (The resize is done only once during the shadder stage).
So basically, if the actual media is like 1920x1080 but the next one on the playlist is 1280x720 what should I do? I am thinking of 2 solutions right now:
Resizing PBOs and Textures on the fly
Recreating everything, my whole OpenGLPreviewWidget
I know the solution 1 is include in solution 2 but, should I recreate a openGL context, windows, etc. or, because it's too slow, just resizing would do it?
Creating a new context is a fairly heavy weight operation, at least compared to most other things you would do when you use OpenGL. So unless you have a good reason why you need a new context, I would avoid it.
Re-allocating the PBOs and objects is easy enough. As you already pointed out, you'll end up doing this in either case. If that alone is enough, I think that's the way to go.

Proper Implementation of Texture Atlas

I'm currently working alongside a piece of software that generates game maps by taking several images and then tiling them into a game map. Right now I'm working with OpenGL to draw these maps. As you know, switching states in OpenGL and making multiple draw calls is costly. I've decided to implement a texture atlas system, which would allow me to draw the entire map in a single draw call with no state switching. However, I'm having a problem with implementing the texture atlas. Firstly, would it be better to store each TILE in the texture atlas, or the images themselves? Secondly, not all of the images are guaranteed to be square, or even powers of two. Do I pad them to the nearest power of two, a square, or both? Another thing that concerns me is that the images can get quite large, and I'm worried about exceeding the OpenGL size limitation for textures, which would force me to split the map up, ruining the entire concept.
Here's what I have so far, conceptually:
-Generate texture
-Bind texture
-Generate image large enough to hold textures (Take padding into account?)
-Sort textures?
-Upload subtexture to blank texture, store offsets
-Unbind texture
This is not so much a direct answer, but I can't really answer directly since you are asking many questions at once. I'll simply try to give you as much info as I can on the related subjects.
The following is a list of considerations for you, allowing you to rethink exactly what your priorities are and how you wish to execute them.
First of all, in my experience (!!), using texture arrays is much easier than using a texture atlas, and the performance is about equal. Texture arrays do exactly what you think they would do, you can sample them in shaders based on a variable name and an index, instead of just a name (ie: mytexarray[0]). One of the big drawbacks include having the same texture size for all textures in the array, advantages being: easy indexing of subtextures and binding in one draw call.
Second of all, always use powers of 2. I don't know if some recent systems allow for non-power of 2 textures totally without problems, but (again in my experience) it is best to use powers of 2 everywhere. One of the problems I had in a 500*500 texture was black lines when drawing textured quads, these black lines were exactly the size needed to pad to a nearest power of two (12 pixels on x and y). So OpenGL somewhat creates this problem for you even on recent hardware.
Third of all (is this even english?), concerning size. All your problems seem to handle images, textures. You might want to look at texturebuffers, they allow for large amounts of data to be streamed to your GC and are updated easier than textures (this allows for LOD map systems). This is mostly nice if you use textures but only need the data in them represented in their colors, not the colors directly.
Finally you might want to look at "texture splatting", this is a way to increase detail without increasing data. I don't know exactly what you are making so I don't know if you can use it, but it's easy and it's being used in the game industry alot. You create a set of textures (rock, sand, grass, etc) you use everywhere, and one big texture keeping track of which smaller texture is applied where.
I hope at least one of the things I wrote here will help you out,
Good luck!
PS: openGL texture size limitations depend on the graphics card of the user, so be careful with sizes greater than 2048*2048, even if your computer runs fine others might have serious issues. Safe values are anything upto 1024*1024.
PSS: excuse any grammer mistakes, ask for clarification if needed. Also, this is my first answer ever, excuse my lack of protocol.

Reducing RAM usage with regard to Textures

Currently, My app is using a large amount of memory after loading textures (~200Mb)
I am loading the textures into a char buffer, passing it along to OpenGL and then killing the buffer.
It would seem that this memory is used by OpenGL, which is doing its own texture management internally.
What measures could I take to reduce this?
Is it possible to prevent OpenGL from managing textures internally?
One typical solution is to keep track of which textures you are needing at a given position of your camera or time-frame, and only load those when you need (opposed to load every single texture at the loading the app). You will have to have a "manager" which controls the loading-unloading and bounding of the respective texture number (e.g. a container which associates a string, name of the texture, with an integer) assigned by the glBindTexture)
Other option is to reduce the overall quality/size of the textures you are using.
It would seem that this memory is used by OpenGL,
Yes
which is doing its own texture management internally.
No, not texture management. It just need to keep the data somewhere. On modern systems the GPU is shared by several processes running simultanously. And not all of the data may fit into fast GPU memory. So the OpenGL implementation must be able to swap data out. The GPU fast memory is not storage, it's just another cache level. Just like the system memory is cache for system storage.
Also GPUs may crash and modern drivers reset them in situ, without the user noticing. For this they need a full copy of the data as well.
Is it possible to prevent OpenGL from managing textures internally?
No, because this would either be tedious to do, or break things. But what you can do, is loading only the textures you really need for drawing a given scene.
If you look through my writings about OpenGL, you'll notice that for years I tell people not to writing silly things like "initGL" functions. Put everything into your drawing code. You'll go through a drawing scheduling phase anyway (you must sort translucent objects far-to-near, frustum culling, etc.). That gives you the opportunity to check which textures you need, and to load them. You can even go as far and load only lower resolution mipmap levels so that when a scene is initially shown it has low detail, and load the higher resolution mipmaps in the background; this of course requires appropriate setting of minimum and maximum mip levels to be set as either texture or sampler parameter.