我有一个简单的函数,它应该接受OpenGL中现有的纹理,并将其调整大小/缩小到给定的宽度和高度,并返回新纹理ID的ID。
它第一次运行时非常好,代码可以在同一源纹理甚至生成的纹理上多次运行(在循环中)。然而,一旦一个帧通过,代码就不再工作了。一旦函数被破坏,结果是具有正确宽度和高度输入的纹理,但是它根本不使用输入纹理,并且输出像素是使用的清晰颜色glClearColor(0, 1, 1, 1);
的像素。使用传统的OpenGL代码显示彩色四边形也可以工作一次,然后停止工作,这让我认为问题不在于输入纹理,而是FBO中没有绘制几何体。
GLuint Texture::Downsample(int width, int height, GLuint source)
{
// Use the largest values
width = Max(16, width);
height = Max(16, height);
// Create a frame buffer object
GLuint fbo, rbo, target_texture;
glGenFramebuffers(1, &fbo);
glBindFramebuffer(GL_FRAMEBUFFER, fbo);
glGenTextures(1, &target_texture); // Create the target texture
GLenum status;
// : Target Texture :
glBindTexture(GL_TEXTURE_2D, target_texture); // Bind the texture position unit to be used as a buffer
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT, NULL);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, target_texture, 0); // Setup the Framebuffer
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) throw;
glGenRenderbuffers(1, &rbo);
glBindRenderbuffer(GL_RENDERBUFFER, rbo);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, rbo);
status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE) throw;
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
// Use the FBO to draw to the color attachment
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbo);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
glPushAttrib(GL_VIEWPORT_BIT | GL_COLOR_BUFFER_BIT);
glViewport(0, 0, width, height);
glClearColor(0, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
// : Draw the original texture
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
//this->Bind(GL_TEXTURE0);
glEnable(GL_TEXTURE_2D);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, source);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glDisable(GL_DEPTH_TEST); // Disable Depth Testing
glDisable(GL_CULL_FACE);
// Geometry Data
const float uvdata[] = { 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f };
const float geometrydata[] = { -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f, -1.0f, 1.0f, 0.0f };
const unsigned char indices[] = { 0, 1, 2, 2, 3, 0 };
glEnableClientState(GL_VERTEX_ARRAY); // Enable Client Vertex Arrays
glEnableClientState(GL_TEXTURE_COORD_ARRAY); // Enable Client Texture Coordinate Arrays
glVertexPointer(3, GL_FLOAT, 0, &geometrydata[0]); // Pass the geometry data into the Vertex Array
glTexCoordPointer(2, GL_FLOAT, 0, &uvdata[0]); // Pass the UV data into the Texture Coordinate Array
// Draw the geometry using the indices
glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_BYTE, indices);
glDisableClientState(GL_TEXTURE_COORD_ARRAY); // Disable Client Texture Coordinate Arrays
glDisableClientState(GL_VERTEX_ARRAY); // Disable Client Vertex Arrays
glPopAttrib();
glDeleteTextures(1, &source); // Delete the old texture
glDrawBuffer(GL_NONE);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
glBindTexture(GL_TEXTURE_2D, 0);
glDeleteFramebuffers(1, &fbo);
glDeleteRenderbuffers(1, &rbo);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, target_texture);
int w, h;
int miplevel = 0;
glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_HEIGHT, &h);
return target_texture;
}
找到答案(按照惯例,在我提出问题后10分钟)。我正在运行OpenGL的多上下文实现。因此,在函数返回后立即使用输入纹理ID,但GPU尚未完成处理。
只要在返回之前添加一个glFinish()
并创建一个互斥锁场景就很有魅力。然后,当访问纹理时,对互斥体进行try锁定,以确定它是否在使用中。
例如。
Mutex.Instance.lock();
TextureID_Internal = Downsample(128,128, TextureID_Internal);
Mutex.Instance.unlock();