refactor: change ClientPublisher to accept camera streams instead of local USB
BREAKING CHANGE: ClientPublisher::open() signature changed from open(sl::InputType input, Trigger* ref, int sdk_gpu_id) to open(const std::string& ip, int port, Trigger* ref, int sdk_gpu_id) The ClientPublisher now receives camera streams over network using setFromStream() instead of opening local USB cameras. This allows the host to receive video from edge devices running enableStreaming(). Changes: - Use init_parameters.input.setFromStream(ip, port) for stream input - Keep body tracking and Fusion publishing (INTRA_PROCESS) unchanged - Add getSerialNumber() getter for logging/debugging - Improve error messages with context (ip:port) Co-authored-by: factory-droid[bot] <138933559+factory-droid[bot]@users.noreply.github.com>
This commit is contained in:
138
AGENTS.md
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138
AGENTS.md
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@ -0,0 +1,138 @@
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# Agent Context & Reminders
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|
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## ZED SDK Architecture
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|
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### Streaming API vs Fusion API
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The ZED SDK provides two distinct network APIs that are often confused:
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|
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| Feature | Streaming API | Fusion API |
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|---------|---------------|------------|
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| **Data Transmitted** | Compressed video (H264/H265) | Metadata only (bodies, objects, poses) |
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| **Bandwidth** | 10-40 Mbps | <100 Kbps |
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| **Edge Compute** | Video encoding only | Full depth NN + tracking + detection |
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| **Host Compute** | Full depth + tracking + detection | Lightweight fusion only |
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| **API Methods** | `enableStreaming()` / `setFromStream()` | `startPublishing()` / `subscribe()` |
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|
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### Key Insight
|
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|
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**There is NO built-in mode for streaming computed depth maps or point clouds.** The architecture forces a choice:
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|
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1. **Streaming API**: Edge sends video → Host computes everything (depth, tracking, detection)
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2. **Fusion API**: Edge computes everything → Sends only metadata (bodies/poses)
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|
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### Code Patterns
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#### Streaming Sender (Edge)
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```cpp
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sl::StreamingParameters stream_params;
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stream_params.codec = sl::STREAMING_CODEC::H265;
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stream_params.port = 30000;
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stream_params.bitrate = 12000;
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zed.enableStreaming(stream_params);
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```
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#### Streaming Receiver (Host)
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```cpp
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sl::InitParameters init_params;
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init_params.input.setFromStream("192.168.1.100", 30000);
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zed.open(init_params);
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// Full ZED SDK available - depth, tracking, etc.
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```
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|
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#### Fusion Publisher (Edge or Host)
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```cpp
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sl::CommunicationParameters comm_params;
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comm_params.setForLocalNetwork(30000);
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// or comm_params.setForIntraProcess(); for same-machine
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zed.startPublishing(comm_params);
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```
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#### Fusion Subscriber (Host)
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```cpp
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sl::Fusion fusion;
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fusion.init(init_params);
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sl::CameraIdentifier cam(serial_number);
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fusion.subscribe(cam, comm_params, pose);
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```
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## Project: Multi-Camera Body Tracking
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### Location
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`/workspaces/zed-playground/playground/body tracking/multi-camera/cpp/`
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### Architecture
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- **ClientPublisher**: Receives camera streams, runs body tracking, publishes to Fusion
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- **Fusion**: Subscribes to multiple ClientPublishers, fuses body data from all cameras
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- **GLViewer**: 3D visualization of fused bodies
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### Camera Configuration (Hard-coded)
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From `inside_network.json`:
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| Serial | IP | Streaming Port |
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|--------|-----|----------------|
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| 44289123 | 192.168.128.2 | 30000 |
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| 44435674 | 192.168.128.2 | 30002 |
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| 41831756 | 192.168.128.2 | 30004 |
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| 46195029 | 192.168.128.2 | 30006 |
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### Data Flow
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```
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Edge Camera (enableStreaming) → Network Stream
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↓
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ClientPublisher (setFromStream) → Body Tracking (host)
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↓
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startPublishing() → Fusion (INTRA_PROCESS)
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↓
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Fused Bodies → GLViewer
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```
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### Build
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```bash
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cd "/workspaces/zed-playground/playground/body tracking/multi-camera/cpp/build"
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cmake ..
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make -j4
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```
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|
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### Run
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```bash
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./ZED_BodyFusion <config_file.json>
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```
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|
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## Related Samples
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|
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### Camera Streaming Receiver
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`/workspaces/zed-playground/playground/camera streaming/receiver/cpp/`
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- Simple streaming receiver sample
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- Shows basic `setFromStream()` usage with OpenCV display
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|
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## Important Paths
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|
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### ZED SDK Installation
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- **Root**: `/usr/local/zed/`
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- **Headers**: `/usr/local/zed/include/sl/`
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- `Camera.hpp` - Main camera API
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- `Fusion.hpp` - Fusion module API
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- `CameraOne.hpp` - Single camera utilities
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- **Libraries**: `/usr/local/zed/lib/`
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- **CMake config**: `/usr/local/zed/zed-config.cmake`
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- **Tools**: `/usr/local/zed/tools/`
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- **Settings**: `/usr/local/zed/settings/`
|
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|
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### Project Structure
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```
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/workspaces/zed-playground/
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├── playground/
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│ ├── body tracking/multi-camera/cpp/ # This project
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│ │ ├── src/ClientPublisher.cpp
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│ │ ├── src/main.cpp
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│ │ ├── include/ClientPublisher.hpp
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│ │ └── build/
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│ └── camera streaming/receiver/cpp/ # Streaming receiver sample
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└── zed_settings/
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└── inside_network.json # Camera network config
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```
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|
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### Configuration Files
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- **Camera network config**: `/workspaces/zed-playground/zed_settings/inside_network.json`
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- **Fusion config** (for ZED360 tool): Generated JSON with camera poses and communication params
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185
CUDA_OPENGL_INTEROP_RESEARCH.md
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185
CUDA_OPENGL_INTEROP_RESEARCH.md
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# CUDA-OpenGL Interop: Jetson vs Desktop GPU Differences
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|
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## Summary
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|
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The CUDA-OpenGL interop issue where `cudaGraphicsMapResources` is required every frame on modern desktop GPUs (RTX 3090/5070Ti with CUDA 12.8) but works with permanent mapping on Jetson (JetPack 5.1.2) is rooted in fundamental architectural differences between integrated GPUs (iGPU) and discrete GPUs (dGPU).
|
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|
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## Root Cause: Memory Architecture Differences
|
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|
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### Jetson (Tegra/iGPU) - Unified Memory Architecture
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|
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```
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┌─────────────────────────────────────────┐
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│ Jetson SoC │
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│ ┌─────────┐ ┌─────────┐ │
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│ │ CPU │◄────►│ GPU │ │
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│ │ (ARM) │ │ (iGPU) │ │
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│ └────┬────┘ └────┬────┘ │
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│ │ │ │
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│ └───────┬────────┘ │
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│ ▼ │
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│ ┌──────────┐ │
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│ │ Shared │ Unified Memory │
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│ │ DRAM │ (Zero Copy) │
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│ └──────────┘ │
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└─────────────────────────────────────────┘
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```
|
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|
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**Characteristics:**
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- CPU and GPU share the **same physical memory** (SoC DRAM)
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- **Unified Memory** - same pointer value works for both CPU and GPU
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- **Zero-copy** possible - no data transfer needed
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- OpenGL and CUDA can access the same memory without mapping/unmapping
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- Memory is always "mapped" because there's only one memory space
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|
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### Desktop GPU (dGPU) - Separate Memory Architecture
|
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|
||||
```
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┌─────────────┐ PCIe Bus ┌─────────────┐
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│ Host PC │◄───────────────────────►│ Discrete │
|
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│ │ (High bandwidth but │ GPU │
|
||||
│ ┌───────┐ │ with latency) │ ┌───────┐ │
|
||||
│ │ CPU │ │ │ │ GPU │ │
|
||||
│ └───┬───┘ │ │ └───┬───┘ │
|
||||
│ │ │ │ │ │
|
||||
│ ┌───▼───┐ │ │ ┌───▼───┐ │
|
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│ │ RAM │ │ │ │ VRAM │ │
|
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│ │(Host) │ │ │ │(Device│ │
|
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│ └───────┘ │ │ │Memory)│ │
|
||||
└─────────────┘ │ └───────┘ │
|
||||
└─────────────┘
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```
|
||||
|
||||
**Characteristics:**
|
||||
- CPU and GPU have **separate physical memories** (Host RAM vs VRAM)
|
||||
- Data must be **transferred** between host and device memory
|
||||
- OpenGL texture/buffer lives in GPU memory
|
||||
- CUDA must **explicitly map** the resource to get a device pointer
|
||||
- **Mapping/Unmapping** is required to synchronize access between OpenGL and CUDA
|
||||
|
||||
## Why the Fix is Required on Desktop GPUs
|
||||
|
||||
### The Problem with Permanent Mapping on dGPU
|
||||
|
||||
When a resource is permanently mapped on desktop GPUs:
|
||||
|
||||
1. **CUDA holds the mapping** - thinks it owns the memory
|
||||
2. **OpenGL tries to use the texture/buffer** for rendering
|
||||
3. **Memory coherency issues** - CUDA writes may not be visible to OpenGL
|
||||
4. **Synchronization race conditions** - undefined behavior, corruption, or crashes
|
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|
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### Why It Works on Jetson
|
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|
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On Jetson with unified memory:
|
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|
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1. **Same physical memory** - both CUDA and OpenGL access the same location
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2. **No data transfer needed** - writes are immediately visible
|
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3. **Cache coherency handled by hardware** - no explicit synchronization required
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4. **Mapping is essentially a no-op** - just gives a pointer to shared memory
|
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|
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## The Correct Pattern (Applied in Our Fix)
|
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|
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```cpp
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// Every frame:
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|
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// 1. Map resource for CUDA access
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// - On dGPU: Sets up memory mapping, ensures coherency
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// - On Jetson: Lightweight operation (already unified)
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cudaGraphicsMapResources(1, &resource, stream);
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|
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// 2. Get pointer/array for CUDA to use
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cudaGraphicsResourceGetMappedPointer(&ptr, &size, resource);
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// or
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cudaGraphicsSubResourceGetMappedArray(&arr, resource, 0, 0);
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|
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// 3. Copy/process data with CUDA
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cudaMemcpy(ptr, data, size, cudaMemcpyHostToDevice);
|
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|
||||
// 4. Synchronize to ensure copy completes
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cudaStreamSynchronize(stream);
|
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|
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// 5. Unmap so OpenGL can use it
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// - On dGPU: Releases mapping, makes data available to OpenGL
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// - On Jetson: Still good practice, minimal overhead
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cudaGraphicsUnmapResources(1, &resource, stream);
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|
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// 6. OpenGL rendering can now safely use the resource
|
||||
// glBindTexture(GL_TEXTURE_2D, texture);
|
||||
// glDrawArrays(...);
|
||||
```
|
||||
|
||||
## CUDA Version and Driver Changes
|
||||
|
||||
### CUDA 12.8 Behavior Changes
|
||||
|
||||
According to NVIDIA Developer Forums (2025):
|
||||
|
||||
> "CUDA randomly freezes when using cudaStreamSynchronize with OpenGL interop... `cudaGraphicsMapResources` needs to be called every frame"
|
||||
|
||||
This suggests that newer CUDA versions and drivers have **tightened synchronization requirements**:
|
||||
|
||||
- **Older CUDA/drivers** may have been more lenient with permanent mapping
|
||||
- **CUDA 12.8+** enforces proper map/unmap cycles for correctness
|
||||
- **Stricter memory ordering** between CUDA and OpenGL contexts
|
||||
|
||||
### Why JetPack 5.1.2 Still Works
|
||||
|
||||
- **Older driver branch** - Jetson drivers lag behind desktop
|
||||
- **Unified memory hides the issue** - no actual data movement needed
|
||||
- **Different driver implementation** - Tegra drivers optimized for unified memory path
|
||||
|
||||
## Performance Considerations
|
||||
|
||||
### Desktop GPU (dGPU)
|
||||
|
||||
| Approach | Overhead | Correctness |
|
||||
|----------|----------|-------------|
|
||||
| Permanent mapping | Low | **Broken on CUDA 12.8+** |
|
||||
| Map/unmap per frame | Higher | **Correct** |
|
||||
|
||||
**Optimization for dGPU:**
|
||||
- Use `cudaStreamSynchronize(0)` or explicit events
|
||||
- Batch multiple copies if possible
|
||||
- Consider using CUDA arrays directly if no OpenGL needed
|
||||
|
||||
### Jetson (iGPU)
|
||||
|
||||
| Approach | Overhead | Correctness |
|
||||
|----------|----------|-------------|
|
||||
| Permanent mapping | Minimal | Works (unified memory) |
|
||||
| Map/unmap per frame | Minimal | Works (good practice) |
|
||||
|
||||
**Recommendation:** Use the same map/unmap pattern on both platforms for code portability, even though Jetson is more forgiving.
|
||||
|
||||
## References
|
||||
|
||||
### NVIDIA Documentation
|
||||
|
||||
1. **CUDA for Tegra** - https://docs.nvidia.com/cuda/cuda-for-tegra-appnote/index.html
|
||||
> "Tegra's integrated GPU (iGPU) shares the same SoC DRAM with CPU... contrasting with dGPUs that have separate memory"
|
||||
|
||||
2. **CUDA Runtime API - OpenGL Interop** - https://docs.nvidia.com/cuda/cuda-runtime-api/group__CUDART__OPENGL.html
|
||||
|
||||
3. **Unified Memory on Jetson** - https://forums.developer.nvidia.com/t/unified-memory-on-jetson-platforms/187448
|
||||
|
||||
### Community Discussions
|
||||
|
||||
1. **NVIDIA Developer Forums** (2023-2025)
|
||||
- "cudaGraphicsMapResources each frame or just once"
|
||||
- Users report CUDA 12.8 requires per-frame mapping
|
||||
- Jetson works with permanent mapping due to unified memory
|
||||
|
||||
2. **CUDA Random Freezes with OpenGL** (2025)
|
||||
- https://forums.developer.nvidia.com/t/cuda-randomly-freezes-when-using-cudastreamsynchronize-with-opengl-interop/318514
|
||||
- Confirms stricter synchronization in newer CUDA versions
|
||||
|
||||
## Conclusion
|
||||
|
||||
The fix applied to `GLViewer.cpp` (map/unmap every frame) is **required for correctness on desktop GPUs** and is **good practice on Jetson**:
|
||||
|
||||
1. **Desktop RTX GPUs** - Separate VRAM requires explicit synchronization between CUDA and OpenGL
|
||||
2. **Jetson iGPU** - Unified memory is more forgiving, but same pattern works
|
||||
3. **CUDA 12.8+** - Stricter driver requirements enforce proper resource management
|
||||
4. **Code portability** - Same code works correctly on both platforms
|
||||
|
||||
The architectural difference explains why the original code worked on Jetson but failed on your RTX 3090/5070Ti with CUDA 12.8.
|
||||
127
GLVIEWER_FIX.md
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127
GLVIEWER_FIX.md
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|
||||
# GLViewer CUDA-OpenGL Interop Fix
|
||||
|
||||
## Problem
|
||||
|
||||
The GLViewer had CUDA-OpenGL interop issues where the application would crash or display corrupted graphics when rendering point clouds and camera views. This was caused by improper resource mapping between CUDA and OpenGL.
|
||||
|
||||
## Root Cause
|
||||
|
||||
The original code kept CUDA graphics resources permanently mapped:
|
||||
- Resources were mapped once during initialization
|
||||
- Never unmapped until cleanup/resize
|
||||
- CUDA and OpenGL were competing for the same memory resources
|
||||
|
||||
This violates CUDA-OpenGL interop best practices which require:
|
||||
1. **Map** resource before CUDA operations
|
||||
2. **Use** the mapped pointer/array
|
||||
3. **Unmap** resource before OpenGL uses it
|
||||
|
||||
## Solution Applied
|
||||
|
||||
### 1. PointCloud::pushNewPC() Fix
|
||||
|
||||
**Before:**
|
||||
```cpp
|
||||
void PointCloud::pushNewPC() {
|
||||
// ... initialization code ...
|
||||
// Resource mapped once, never unmapped
|
||||
cudaMemcpy(xyzrgbaMappedBuf_, refMat.getPtr<sl::float4>(sl::MEM::CPU),
|
||||
numBytes_, cudaMemcpyHostToDevice);
|
||||
}
|
||||
```
|
||||
|
||||
**After:**
|
||||
```cpp
|
||||
void PointCloud::pushNewPC() {
|
||||
// ... initialization code ...
|
||||
|
||||
// Map the resource for CUDA access
|
||||
cudaError_t err = cudaGraphicsMapResources(1, &bufferCudaID_, 0);
|
||||
|
||||
err = cudaGraphicsResourceGetMappedPointer((void**)&xyzrgbaMappedBuf_,
|
||||
&numBytes_, bufferCudaID_);
|
||||
|
||||
// Copy data from ZED SDK to mapped OpenGL buffer
|
||||
cudaMemcpy(xyzrgbaMappedBuf_, refMat.getPtr<sl::float4>(sl::MEM::CPU),
|
||||
numBytes_, cudaMemcpyHostToDevice);
|
||||
|
||||
// Synchronize to ensure copy completes
|
||||
cudaStreamSynchronize(0);
|
||||
|
||||
// Unmap so OpenGL can use it
|
||||
err = cudaGraphicsUnmapResources(1, &bufferCudaID_, 0);
|
||||
}
|
||||
```
|
||||
|
||||
### 2. CameraViewer::pushNewImage() Fix
|
||||
|
||||
**Before:**
|
||||
```cpp
|
||||
void CameraViewer::pushNewImage() {
|
||||
if (!ref.isInit()) return;
|
||||
// ArrIm was permanently mapped, direct copy
|
||||
cudaMemcpy2DToArray(ArrIm, 0, 0, ref.getPtr<sl::uchar1>(sl::MEM::CPU),
|
||||
ref.getStepBytes(sl::MEM::CPU),
|
||||
ref.getPixelBytes() * ref.getWidth(),
|
||||
ref.getHeight(), cudaMemcpyHostToDevice);
|
||||
}
|
||||
```
|
||||
|
||||
**After:**
|
||||
```cpp
|
||||
void CameraViewer::pushNewImage() {
|
||||
if (!ref.isInit()) return;
|
||||
|
||||
// Map the resource for CUDA access
|
||||
auto err = cudaGraphicsMapResources(1, &cuda_gl_ressource, 0);
|
||||
|
||||
err = cudaGraphicsSubResourceGetMappedArray(&ArrIm, cuda_gl_ressource, 0, 0);
|
||||
|
||||
// Copy data to mapped array
|
||||
err = cudaMemcpy2DToArray(ArrIm, 0, 0, ref.getPtr<sl::uchar1>(sl::MEM::CPU),
|
||||
ref.getStepBytes(sl::MEM::CPU),
|
||||
ref.getPixelBytes() * ref.getWidth(),
|
||||
ref.getHeight(), cudaMemcpyHostToDevice);
|
||||
|
||||
// Synchronize to ensure copy completes
|
||||
cudaStreamSynchronize(0);
|
||||
|
||||
// Unmap so OpenGL can use it
|
||||
err = cudaGraphicsUnmapResources(1, &cuda_gl_ressource, 0);
|
||||
}
|
||||
```
|
||||
|
||||
### 3. CameraViewer Initialization Cleanup
|
||||
|
||||
Removed permanent mapping from initialization:
|
||||
|
||||
**Before:**
|
||||
```cpp
|
||||
// In CameraViewer::initialize():
|
||||
cudaGraphicsGLRegisterImage(&cuda_gl_ressource, texture, GL_TEXTURE_2D,
|
||||
cudaGraphicsRegisterFlagsWriteDiscard);
|
||||
cudaGraphicsMapResources(1, &cuda_gl_ressource, 0); // REMOVED
|
||||
cudaGraphicsSubResourceGetMappedArray(&ArrIm, cuda_gl_ressource, 0, 0); // REMOVED
|
||||
```
|
||||
|
||||
**After:**
|
||||
```cpp
|
||||
// In CameraViewer::initialize():
|
||||
cudaGraphicsGLRegisterImage(&cuda_gl_ressource, texture, GL_TEXTURE_2D,
|
||||
cudaGraphicsRegisterFlagsWriteDiscard);
|
||||
// Mapping now done in pushNewImage()
|
||||
```
|
||||
|
||||
## Key CUDA-OpenGL Interop Rules
|
||||
|
||||
1. **Register once** - `cudaGraphicsGLRegisterBuffer/RegisterImage`
|
||||
2. **Map before CUDA** - `cudaGraphicsMapResources`
|
||||
3. **Get pointer/array** - `cudaGraphicsResourceGetMappedPointer/SubResourceGetMappedArray`
|
||||
4. **Copy data** - `cudaMemcpy/cudaMemcpy2DToArray`
|
||||
5. **Synchronize** - `cudaStreamSynchronize` (ensures copy completes)
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6. **Unmap before GL** - `cudaGraphicsUnmapResources`
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7. **Unregister on cleanup** - `cudaGraphicsUnregisterResource`
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## Reference
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This fix is based on commit `45fcb88e9dcc7a1b1fb86b928b884bfcdc1da0f2` in the zed-sdk repository which applied the same fix to the depth sensing sample.
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@ -12,7 +12,7 @@ bool ClientPublisher::open(const std::string& ip, int port, Trigger* ref, int sd
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p_trigger = ref;
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sl::InitParameters init_parameters;
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init_parameters.depth_mode = sl::DEPTH_MODE::NEURAL_PLUS;
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init_parameters.depth_mode = sl::DEPTH_MODE::NEURAL;
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// Use stream input instead of local camera
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init_parameters.input.setFromStream(sl::String(ip.c_str()), port);
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init_parameters.coordinate_units = sl::UNIT::METER;
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@ -827,7 +827,22 @@ void PointCloud::pushNewPC() {
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if (err) std::cerr << "Error CUDA " << cudaGetErrorString(err) << std::endl;
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}
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// Map the resource for CUDA access
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cudaError_t err = cudaGraphicsMapResources(1, &bufferCudaID_, 0);
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if (err) std::cerr << "Error CUDA map " << cudaGetErrorString(err) << std::endl;
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err = cudaGraphicsResourceGetMappedPointer((void**)&xyzrgbaMappedBuf_, &numBytes_, bufferCudaID_);
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if (err) std::cerr << "Error CUDA get pointer " << cudaGetErrorString(err) << std::endl;
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// Copy data from ZED SDK to mapped OpenGL buffer
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cudaMemcpy(xyzrgbaMappedBuf_, refMat.getPtr<sl::float4>(sl::MEM::CPU), numBytes_, cudaMemcpyHostToDevice);
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// Synchronize to ensure copy completes
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cudaStreamSynchronize(0);
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// Unmap so OpenGL can use it
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err = cudaGraphicsUnmapResources(1, &bufferCudaID_, 0);
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if (err) std::cerr << "Error CUDA unmap " << cudaGetErrorString(err) << std::endl;
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}
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}
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@ -987,18 +1002,29 @@ bool CameraViewer::initialize(sl::Mat &im, sl::float3 clr) {
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if (err) std::cout << "err alloc " << err << " " << cudaGetErrorString(err) << "\n";
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glDisable(GL_TEXTURE_2D);
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err = cudaGraphicsMapResources(1, &cuda_gl_ressource, 0);
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if (err) std::cout << "err 0 " << err << " " << cudaGetErrorString(err) << "\n";
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err = cudaGraphicsSubResourceGetMappedArray(&ArrIm, cuda_gl_ressource, 0, 0);
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if (err) std::cout << "err 1 " << err << " " << cudaGetErrorString(err) << "\n";
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return (err == cudaSuccess);
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}
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void CameraViewer::pushNewImage() {
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if (!ref.isInit()) return;
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auto err = cudaMemcpy2DToArray(ArrIm, 0, 0, ref.getPtr<sl::uchar1>(sl::MEM::CPU), ref.getStepBytes(sl::MEM::CPU), ref.getPixelBytes() * ref.getWidth(), ref.getHeight(), cudaMemcpyHostToDevice);
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if (err) std::cout << "err 2 " << err << " " << cudaGetErrorString(err) << "\n";
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// Map the resource for CUDA access
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auto err = cudaGraphicsMapResources(1, &cuda_gl_ressource, 0);
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if (err) std::cout << "err map " << err << " " << cudaGetErrorString(err) << "\n";
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err = cudaGraphicsSubResourceGetMappedArray(&ArrIm, cuda_gl_ressource, 0, 0);
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if (err) std::cout << "err get array " << err << " " << cudaGetErrorString(err) << "\n";
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// Copy data to mapped array
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err = cudaMemcpy2DToArray(ArrIm, 0, 0, ref.getPtr<sl::uchar1>(sl::MEM::CPU), ref.getStepBytes(sl::MEM::CPU), ref.getPixelBytes() * ref.getWidth(), ref.getHeight(), cudaMemcpyHostToDevice);
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if (err) std::cout << "err copy " << err << " " << cudaGetErrorString(err) << "\n";
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||||
// Synchronize to ensure copy completes
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cudaStreamSynchronize(0);
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// Unmap so OpenGL can use it
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||||
err = cudaGraphicsUnmapResources(1, &cuda_gl_ressource, 0);
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||||
if (err) std::cout << "err unmap " << err << " " << cudaGetErrorString(err) << "\n";
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||||
}
|
||||
|
||||
void CameraViewer::draw(sl::Transform vpMatrix) {
|
||||
|
||||
Reference in New Issue
Block a user