Rendering to texture on iOS OpenGL ES—works on simulator, but not on device

﹥>﹥吖頭↗ 提交于 2019-11-29 06:36:35
Daniel Saner

I was using MSAA in my project, and have found out that the problem disappeared when I disabled it. This has lead me to discover this other question where the same problem is discussed (but not solved).

The problem seems to be that if multisampling is enabled for your main framebuffer, all of your custom FBOs have to use multisampling as well. You cannot render to a normal non-multisampled GL_TEXTURE_2D, and a multi-sampled GL_TEXTURE_2D_MULTISAMPLE is not available on OpenGL ES 2.

In order to fix the problem, I modified my render-to-texture code the same way I modified my main rendering code to enable multisampling. In addition to the three buffer objects created in the code from the question, I create three more for the multi-sampled rendering:

glGenFramebuffersOES(1, &wmBuffer);
glGenRenderbuffersOES(1, &wmColor);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, wmBuffer);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, wmColor);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_RGBA8_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, GL_RENDERBUFFER_OES, wmColor);
glGenRenderbuffersOES(1, &wmDepth);
glBindRenderbufferOES(GL_RENDERBUFFER_OES, wmDepth);
glRenderbufferStorageMultisampleAPPLE(GL_RENDERBUFFER_OES, 4, GL_DEPTH_COMPONENT16_OES, width, height);
glFramebufferRenderbufferOES(GL_FRAMEBUFFER_OES, GL_DEPTH_ATTACHMENT_OES, GL_RENDERBUFFER_OES, wmDepth);

Before rendering to the texture, I bind the new MSAA buffer:

glBindFramebufferOES(GL_FRAMEBUFFER_OES, wmBuffer);

Finally, after rendering, I resolve the MSAA FBO into the texture FBO the same way I do for my main rendering framebuffer:

glBindFramebufferOES(GL_READ_FRAMEBUFFER_APPLE, wmBuffer);
glBindFramebufferOES(GL_DRAW_FRAMEBUFFER_APPLE, wBuffer);
glResolveMultisampleFramebufferAPPLE();
GLenum attachments[] = {GL_DEPTH_ATTACHMENT_OES, GL_COLOR_ATTACHMENT0_OES, GL_STENCIL_ATTACHMENT_OES};
glDiscardFramebufferEXT(GL_READ_FRAMEBUFFER_APPLE, 3, attachments);
glBindFramebufferOES(GL_FRAMEBUFFER_OES, 0);

The textures are now rendered correctly (and the performance is great!)

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