我试图将多个目标附加到帧缓冲对象。我有以下问题:
使用浮动纹理附件和深度附件时没有错误。
使用浮动纹理附件和整数纹理附件时也没有错误。虽然这些组合起作用,但我不能同时使用float,integer和depth附件。这会导致GL_FRAMEBUFFER_UNSUPPORTED
状态。
这是我的代码:
//working:
Framebuffer fb = Framebuffer(
1280,720,
{
//AttachmentInfo(GL_DEPTH_COMPONENT16,GL_DEPTH_ATTACHMENT),
AttachmentInfo(GL_RG32F,GL_COLOR_ATTACHMENT0),
AttachmentInfo(GL_RGB16UI,GL_COLOR_ATTACHMENT1),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT2),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT3),
AttachmentInfo(GL_RGBA16F,GL_COLOR_ATTACHMENT4),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT5),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT6),
}
);
//working:
Framebuffer fb = Framebuffer(
1280,720,
{
AttachmentInfo(GL_DEPTH_COMPONENT16,GL_DEPTH_ATTACHMENT),
AttachmentInfo(GL_RG32F,GL_COLOR_ATTACHMENT0),
//AttachmentInfo(GL_RGB16UI,GL_COLOR_ATTACHMENT1),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT2),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT3),
AttachmentInfo(GL_RGBA16F,GL_COLOR_ATTACHMENT4),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT5),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT6),
}
);
//NOT working:
Framebuffer fb = Framebuffer(
1280,720,
{
AttachmentInfo(GL_DEPTH_COMPONENT16,GL_DEPTH_ATTACHMENT),
AttachmentInfo(GL_RG32F,GL_COLOR_ATTACHMENT0),
AttachmentInfo(GL_RGB16UI,GL_COLOR_ATTACHMENT1),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT2),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT3),
AttachmentInfo(GL_RGBA16F,GL_COLOR_ATTACHMENT4),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT5),
AttachmentInfo(GL_RGB32F,GL_COLOR_ATTACHMENT6),
}
);
注意:我在使用NVidia GTX 970显卡时才会出现此错误。在较旧的ATI卡上没有发生错误。
我在每次glbinding
函数调用后使用glGetError
来调用gl*
,所以我知道没有发生其他错误。
这是Framebuffer
对象的构造函数代码:
Framebuffer::Framebuffer(uint width,uint height,initializer_list<AttachmentInfo> attachments)
:width(width),height(height)
{
glGenFramebuffers(1,&fbID);
glBindFramebuffer(GL_FRAMEBUFFER,fbID);
if(std::none_of(attachments.begin(),attachments.end(),[](const AttachmentInfo& a){
return a.attachment == GL_DEPTH_ATTACHMENT;
})){
//depth test needs either a depth renderbuffer or depth attachment.
unsigned int rboID=0;
glGenRenderbuffers(1, &rboID);
glBindRenderbuffer(GL_RENDERBUFFER, rboID);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_DEPTH_ATTACHMENT,GL_RENDERBUFFER,rboID);
}
vector<GLenum> buffers;
glActiveTexture(GL_TEXTURE0);
for(AttachmentInfo attachment:attachments){
GLuint tID;
glGenTextures(1, &tID);
glBindTexture(GL_TEXTURE_2D,tID);
GLint param;
glGetInternalformativ(GL_TEXTURE_2D, attachment.internalFormat, GL_FRAMEBUFFER_RENDERABLE, 1, ¶m);
if(param != GL_FULL_SUPPORT){
_log(WARNING,"Internal format " << attachment.internalFormat << " support is " << GLenum(param) << ".");
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GLint(GL_LINEAR));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GLint(GL_LINEAR));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GLint(GL_CLAMP_TO_EDGE));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GLint(GL_CLAMP_TO_EDGE));
if(attachment.attachment == GL_DEPTH_ATTACHMENT){
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GLint(GL_COMPARE_REF_TO_TEXTURE));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GLint(GL_LESS));
}
glTexStorage2D(GL_TEXTURE_2D,1,attachment.internalFormat,width,height);
glFramebufferTexture(GL_FRAMEBUFFER, attachment.attachment, tID, 0);
if(Tools::startsWith(glbinding::Meta::getString(attachment.attachment),"GL_COLOR_ATTACHMENT")){
buffers.push_back(attachment.attachment);
}
texMap[attachment.attachment]=new Texture(tID,GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D,0);
}
if(buffers.empty()){
buffers.push_back(GL_NONE);
}
glDrawBuffers(buffers.size(),buffers.data());
GLenum error=glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(error != GL_FRAMEBUFFER_COMPLETE){
_log(ERROR,"Framebuffer error: " << error);
}
unbind();
}
我真的没有想法,我能做些什么才能让它发挥作用......
答案 0 :(得分:4)
我真的没有想法,我能做些什么才能让它发挥作用......
您的OpenGL实现告诉您,您选择的配置不受支持。你必须接受这一点。 OpenGL规范不要求所有实现都支持特定的格式组合,因此如果您想要编程为可移植且健壮,如果您收到GL_FRAMEBUFFER_UNSUPPORTED错误,则必须逐步降低格式要求,直到找到了一个可行的组合。
对支持的内容的一个非常好的提示是枚举支持创建OpenGL上下文的所有FBConfigs;通常这是允许的FBO配置的子集。
答案 1 :(得分:2)
以防其他人像我一样遇到这个问题。支持的格式的确切组合因 OpenGL 实现而异,但任何实现都必须支持一组格式。如果你坚持这些,你就不必担心便携性。 OpenGL wiki Framebuffer Completeness 和 Required Image Formats 中描述了这些要求。