所以我试图使用WebGL来卸载稍后图像所需的一些数据处理。
我有两个阶段,首先是我尝试渲染'对纹理的无符号整数。 在第二遍,我从这个纹理读取并渲染到画布。
如果我将纹理定义为RGBA而不是没有问题。但是当我将格式更改为RGBA32UI时,我不断得到:
RENDER WARNING: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering
我将着色器缩小为单个像素并仍然得到相同的错误。
纹理初始化如下:
var texture = gl.createTexture();
gl.activeTexture(gl.TEXTURE0 + 0);
gl.bindTexture(gl.TEXTURE_2D, texture);
{
var level = 0;
var internalFormat = gl.RGBA32UI;
var border = 0;
var format = gl.RGBA_INTEGER;
var type = gl.UNSIGNED_INT;
var data = null;
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
1, 1, border, format, type, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
}
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
var level = 0;
var attachmentPoint = gl.COLOR_ATTACHMENT1;
gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, texture, level);
在片段着色器中我有两种颜色类型:
layout(location = FLOAT_COLOR_LOCATION) out vec4 float_color;
layout(location = UINT_COLOR_LOCATION) out uvec4 uint_color;
感谢您的帮助!
答案 0 :(得分:0)
问题是您正在使用COLOR_ATTACHMENT1并跳过COLOR_ATTACHMENT0。
IIRC你需要从附件0开始并继续前进。
另外你应该检查帧缓冲是否已完成gl.checkFramebufferStatus
此外,整数纹理不可过滤,因此您需要将gl.LINEAR
更改为gl.NEAREST
const gl = document.createElement("canvas").getContext("webgl2");
testAttachment(gl.COLOR_ATTACHMENT1);
testAttachment(gl.COLOR_ATTACHMENT0);
function testAttachment(attachmentPoint) {
function createTexture() {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
var level = 0;
var internalFormat = gl.RGBA32UI;
var border = 0;
var format = gl.RGBA_INTEGER;
var type = gl.UNSIGNED_INT;
var data = null;
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat,
1, 1, border, format, type, data);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
return texture;
}
var texture = createTexture();
var fb = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
var level = 0;
gl.framebufferTexture2D(gl.FRAMEBUFFER, attachmentPoint, gl.TEXTURE_2D, texture, level);
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
console.log(glEnumToString(gl, attachmentPoint), glEnumToString(gl, status));
if (status !== gl.FRAMEBUFFER_COMPLETE) {
return;
}
const vs = `#version 300 es
void main() {
gl_Position = vec4(0,0,0,1);
gl_PointSize = 100.0;
}
`;
const fs = `#version 300 es
uniform highp usampler2D color;
out uvec4 outColor;
void main() {
outColor = texture(color, gl_PointCoord);
}
`;
const prg = twgl.createProgram(gl, [vs, fs]);
gl.useProgram(prg);
// need a different input texture than output texture
const inTex = createTexture();
// no need to set uniforms since they default to 0
// so using texture unit 0
gl.drawArrays(gl.POINTS, 0, 1);
// check that it rendered without error
console.log(glEnumToString(gl, gl.getError()));
}
function glEnumToString(gl, value) {
if (value === 0) {
return "NONE";
}
for (let key in gl) {
if (gl[key] === value) {
return key;
}
}
return "0x" + value.toString(16);
}

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