对于某些纹理尺寸,glFramebufferTexture2D 在 iPhone 上失败

发布于 2024-11-04 10:41:41 字数 1840 浏览 7 评论 0原文

当我尝试将纹理附加到帧缓冲区时,glCheckFramebufferStatus 报告某些纹理大小的 GL_FRAMEBUFFER_UNSUPPORTED。我已经在第二代和第四代 iPod Touch 上进行了测试。两个模型之间失败的纹理尺寸并不相同。

以下是一些有趣的结果:

第二代 - 8x8 失败,16x8 失败,但 8x16 成功!

第四代——8x8成功,8x16成功,但16x8失败!

下面是我用来测试附加不同尺寸的纹理的一些代码:

void TestFBOTextureSize(int width, int height)
{
    GLuint framebuffer, texture;

    // Create framebuffer
    glGenFramebuffersOES(1, &framebuffer);
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);

    // Create texture
    glGenTextures(1,&texture);
    glBindTexture(GL_TEXTURE_2D,texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glBindTexture(GL_TEXTURE_2D,0);

    // Attach texture to framebuffer
    glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, texture, 0);
    GLenum error = glGetError();
    GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
    if (status==GL_FRAMEBUFFER_COMPLETE_OES)
        NSLog(@"%dx%d Succeeded!",width,height,status);
    else
        NSLog(@"%dx%d Failed: %x %x %d %d",width,height,status,error,texture,framebuffer);

    // Cleanup
    glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, 0, 0);
    glDeleteTextures(1, &texture);
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
    glDeleteFramebuffersOES(1, &framebuffer);   
}

void TestFBOTextureSizes()
{
    int width,height;
    for (width=1; width<=1024; width<<=1)
    {
        for (height=1; height<=1024; height<<=1)
            TestFBOTextureSize(width,height);
    }
}

似乎只要两个尺寸至少为 16 像素,那么一切都可以在两个设备上正常工作。但令我困扰的是,我还没有看到任何关于附加到帧缓冲区对象的纹理大小要求的文章。目前,一种解决方案是将我的纹理大小限制为至少 16 像素,但这可能会在将来被破坏,或者已经在我尚未尝试过的某些设备上被破坏?我还可以在启动时执行此测试代码,以便动态找出允许的纹理大小,但这似乎有点做作。

When I try to attach a texture to a framebuffer, glCheckFramebufferStatus reports GL_FRAMEBUFFER_UNSUPPORTED for certain texture sizes. I've tested on both a 2nd and 4th generation iPod Touch. The sizes of texture that fail are not identical between the two models.

Here are some interesting results:

2nd generation - 8x8 failed, 16x8 failed, but 8x16 succeeded!

4th generation - 8x8 succeeded, 8x16 succeeded, but 16x8 failed!

Here's some code I used to test attaching textures of different sizes:

void TestFBOTextureSize(int width, int height)
{
    GLuint framebuffer, texture;

    // Create framebuffer
    glGenFramebuffersOES(1, &framebuffer);
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, framebuffer);

    // Create texture
    glGenTextures(1,&texture);
    glBindTexture(GL_TEXTURE_2D,texture);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
    glBindTexture(GL_TEXTURE_2D,0);

    // Attach texture to framebuffer
    glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, texture, 0);
    GLenum error = glGetError();
    GLenum status = glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
    if (status==GL_FRAMEBUFFER_COMPLETE_OES)
        NSLog(@"%dx%d Succeeded!",width,height,status);
    else
        NSLog(@"%dx%d Failed: %x %x %d %d",width,height,status,error,texture,framebuffer);

    // Cleanup
    glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_TEXTURE_2D, 0, 0);
    glDeleteTextures(1, &texture);
    glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);
    glDeleteFramebuffersOES(1, &framebuffer);   
}

void TestFBOTextureSizes()
{
    int width,height;
    for (width=1; width<=1024; width<<=1)
    {
        for (height=1; height<=1024; height<<=1)
            TestFBOTextureSize(width,height);
    }
}

It seems that as long as both dimensions are at least 16 pixels then everything works ok on both devices. The thing that bothers me, though, is that I haven't seen anything written about texture size requirements for attaching to a framebuffer object. One solution, for now, would be to restrict my texture sizes to be at least 16 pixels, but might this break in the future or already be broken on some device I haven't tried? I could also perform this test code at startup in order to dynamically figure out which texture sizes are allowed, but that seems a bit hokey.

如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。

扫码二维码加入Web技术交流群

发布评论

需要 登录 才能够评论, 你可以免费 注册 一个本站的账号。

评论(1

风渺 2024-11-11 10:41:41

当我尝试在 iPod touch 4 上渲染尺寸为 480x320(全屏,无分辨率比例)的纹理时,我遇到了类似的问题。当我调用 glCheckFramebufferStatus() 时,它返回 GL_FRAMEBUFFER_UNSUPPORTED。我的代码:

glGenTextures(1, &texture);    
glBindTexture(GL_TEXTURE_2D, texture);        
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 480, 320, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
glBindTexture(GL_TEXTURE_2D, 0);

glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);

glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
    // report error
}

调查这个问题我发现如果我们希望在渲染到纹理机制中使用GL_TEXTURE_2D,它必须是一个有效的OpenGL ES对象。这意味着纹理应该准备好绑定和使用。因此,要修复错误,我必须设置一些纹理参数。因为我使用非 POT 纹理,所以必须将 GL_TEXTURE_WRAP_ 设置为 GL_CLAMP_TO_EDGE(默认值为 GL_REPEAT)和 GL_TEXTURE_MIN_FILTERGL_NEARESTGL_LINEAR(默认值为GL_NEAREST_MIPMAP_LINEAR)来使用此纹理。

我找不到 16x8 的问题,但如果设置了此参数,16x9 和 17x8 就可以正常工作。我希望这些信息对您有所帮助。

I have experienced similar problem, when I'm trying to render to texture with size 480x320 (full screen w/o resolution scale) on iPod touch 4. When I call glCheckFramebufferStatus() it returns GL_FRAMEBUFFER_UNSUPPORTED. My code:

glGenTextures(1, &texture);    
glBindTexture(GL_TEXTURE_2D, texture);        
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 480, 320, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
glBindTexture(GL_TEXTURE_2D, 0);

glGenFramebuffers(1, &frameBuffer);
glBindFramebuffer(GL_FRAMEBUFFER, frameBuffer);

glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) {
    // report error
}

Investigating this problem I have found that GL_TEXTURE_2D has to be a valid OpenGL ES object if we want it to use in render-to-texture mechanism. This means texture should be ready for bound and use. So to fix an error I have to set some texture parameters. Because I use non-POT texture I have to set GL_TEXTURE_WRAP_ to GL_CLAMP_TO_EDGE (default value is GL_REPEAT) and GL_TEXTURE_MIN_FILTER to GL_NEAREST or GL_LINEAR (default value is GL_NEAREST_MIPMAP_LINEAR) to use this texture.

I couldn't find what's the problem with 16x8, but 16x9 and 17x8 works fine if this parameters are set. I hope this information will be helpful for you.

~没有更多了~
我们使用 Cookies 和其他技术来定制您的体验包括您的登录状态等。通过阅读我们的 隐私政策 了解更多相关信息。 单击 接受 或继续使用网站,即表示您同意使用 Cookies 和您的相关数据。
原文