尝试创建多采样帧缓冲区时获取FramebufferIncompleteMultisample

pix*_*ist 2 opengl multisampling framebuffer opentk

我使用以下代码创建纹理+帧缓冲区(在C#中使用openTK):

    public void Create(int width, int height, SurfaceFormat format)
    {
        bool multisample = format.Multisample > 1;
        int samples = Math.Max(1, Math.Min(format.Multisample, 4));
        TextureTarget target = multisample ? TextureTarget.Texture2DMultisample : TextureTarget.Texture2D;
        Width = width;
        Height = height;
        textureHandle = GL.GenTexture();
        //bind texture

        GL.BindTexture(target, textureHandle);
        Log.Error("Bound Texture: " + GL.GetError());
        GL.TexParameter(target, TextureParameterName.TextureMinFilter, (int)TextureMinFilter.Nearest);
        GL.TexParameter(target, TextureParameterName.TextureMagFilter, (int)TextureMagFilter.Nearest);
        GL.TexParameter(target, TextureParameterName.TextureWrapS, (int)format.WrapMode);
        GL.TexParameter(target, TextureParameterName.TextureWrapT, (int)format.WrapMode);

        Log.Error("Created Texture Parameters: " + GL.GetError());
        if (format.Multisample < 2)
            GL.TexImage2D(target, 0, format.InternalFormat, Width, Height, 0, format.PixelFormat, format.SourceType, format.Pixels);
        else
            GL.TexImage2DMultisample(TextureTargetMultisample.Texture2DMultisample, samples, format.InternalFormat, Width, Height, false);
        Log.Error("Created Image: " + GL.GetError());
        //unbind texture
        GL.BindTexture(target, 0);
        //create depthbuffer
        if (format.DepthBuffer)
        {
            GL.GenRenderbuffers(1, out dbHandle);
            GL.BindRenderbuffer(RenderbufferTarget.RenderbufferExt, dbHandle);

            if(multisample)
                GL.RenderbufferStorageMultisample(RenderbufferTarget.RenderbufferExt, samples, RenderbufferStorage.Depth24Stencil8, Width, Height);
            else
                GL.RenderbufferStorage(RenderbufferTarget.RenderbufferExt, RenderbufferStorage.DepthComponent24, Width, Height);
        }

        //create fbo
        fboHandle = GL.GenFramebuffer();
        GL.BindFramebuffer(FramebufferTarget.FramebufferExt, fboHandle);
        GL.FramebufferTexture2D(FramebufferTarget.FramebufferExt, FramebufferAttachment.ColorAttachment0Ext, target, textureHandle, 0);

        if(format.DepthBuffer)
            GL.FramebufferRenderbuffer(FramebufferTarget.FramebufferExt, FramebufferAttachment.DepthAttachmentExt, RenderbufferTarget.RenderbufferExt, dbHandle);
        Log.Debug("Framebuffer status: " + GL.CheckFramebufferStatus(FramebufferTarget.FramebufferExt));
        Log.Error("Created Framebuffer: " + GL.GetError());
        GL.BindFramebuffer(FramebufferTarget.FramebufferExt, 0);
    }
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我收到以下错误:

[错误]:创建的纹理参数:InvalidEnum

[LOG]:帧缓冲状态:FramebufferIncompleteMultisample

当我尝试使用多重采样创建曲面时(2)

任何想法出了什么问题?该代码适用于ms <2的情况。

Ret*_*adi 6

GL_INVALID_ENUM触发错误,因为GL_TEXTURE_2D_MULTISAMPLE不像的第一个参数有效TexParameter()的调用。

带有该texelFetch()功能的多样本纹理只能在着色器中访问。它们不支持mipmap,线性采样或任何其他采样属性。因此,GL_TEXTURE_2D_MULTISAMPLE不是的有效目标glTexParameteri()

对于GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE错误,这很可能是由该调用的最后一个参数引起的:

GL.TexImage2DMultisample(TextureTargetMultisample.Texture2DMultisample, samples,
                         format.InternalFormat, Width, Height, false);
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最后一个参数是fixedsamplelocations,因此调用将禁用固定的样本位置。

OpenGL规范的帧缓冲区完整性部分包括以下错误情况:

对于所有附加纹理,TEXTURE_FIXED_SAMPLE_LOCATIONS的值都相同;并且,如果附加的图像是渲染缓冲区和纹理的混合,则所有附加的纹理的TEXTURE_FIXED_SAMPLE_LOCATIONS的值都必须为TRUE。{FRAMEBUFFER_INCOMPLETE_MULTISAMPLE}

这正是您所拥有的条件。FBO的附件是纹理和渲染缓冲区的混合。为避免此错误,纹理必须使用固定的样本位置。这可以通过将上面调用中的最后一个参数更改为true来完成:

GL.TexImage2DMultisample(TextureTargetMultisample.Texture2DMultisample, samples,
                         format.InternalFormat, Width, Height, true);
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