Opengl GL_QUADS产生错误0x506

Sam*_*yon 6 c++ opengl glsl

我在OpenGL中有一些代码将YUV图像渲染到OpenGL视口上.该程序在nvidia卡上运行时没有问题,但是当它运行在Intel HD 3000上时会产生错误,这可能是目标机器.生成错误的点在代码中标记.

着色器程序是

// Vertex Shader
#version 120
void main() {
  gl_TexCoord[0] = gl_MultiTexCoord0;
  gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}

// fragment shader
#version 120
uniform sampler2D texY;
uniform sampler2D texU;
uniform sampler2D texV;
void main() {
  vec4 color;
  float y = texture2D(texY, gl_TexCoord[0].st).r;
  float u = texture2D(texU, gl_TexCoord[0].st).r;
  float v = texture2D(texV, gl_TexCoord[0].st).r;
  color.r = (1.164 * (y - 0.0625)) + (1.596 * (v - 0.5));
  color.g = (1.164 * (y - 0.0625)) - (0.391 * (u - 0.5)) - (0.813 * (v - 0.5));
  color.b = (1.164 * (y - 0.0625)) + (2.018 * (u - 0.5));
  color.a = 1.0;
  gl_FragColor = color;
};
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然后我像这样运行程序:

GLuint textures[3];
glGenTextures(3, textures);

glBindTexture(GL_TEXTURE_2D, textures[YTEX]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glBindTexture(GL_TEXTURE_2D, textures[UTEX]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glBindTexture(GL_TEXTURE_2D, textures[VTEX]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glBindTexture(GL_TEXTURE_2D, 0);

GLsizei size = width * height;

GLvoid *y = yuv_buffer;
GLvoid *u = (GLubyte *)y + size;
GLvoid *v = (GLubyte *)u + (size >> 2);

glUseProgram(program_id);

glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, textures[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width, height, 0, GL_LUMINANCE,
            GL_UNSIGNED_BYTE, y);
glUniform1i(glGetUniformLocation(program_id, "texY"), 0);

glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, textures[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width >> 1, height >> 1, 0,
            GL_LUMINANCE, GL_UNSIGNED_BYTE, u);
glUniform1i(glGetUniformLocation(program_id, "texU"), 1);

glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, textures[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, width >> 1, height >> 1, 0,
            GL_LUMINANCE, GL_UNSIGNED_BYTE, u);
glUniform1i(glGetUniformLocation(program_id, "texV"), 2);

glBegin(GL_QUADS);
glTexCoord2f(texLeft, texTop);
glVertex2i(left, top);
glTexCoord2f(texLeft, texBottom);
glVertex2i(left, bottom);
glTexCoord2f(texRight, texBottom);
glVertex2i(right, bottom);
glTexCoord2f(texRight, texTop);
glVertex2i(right, top);
glEnd();

// glError() returns 0x506 here

glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);

glUseProgram(0);
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更新,因为帧缓冲区发生错误,我发现它们的使用方式如下:当程序实例化时,会创建一个帧缓冲区,如下所示:

glViewport(0, 0, (GLint)width, (GLint)height);

glGenFramebuffers(1, &fbo_id);
glGenTextures(1, &fbo_texture);
glGenRenderbuffers(1, &rbo_id);

glBindTexture(GL_TEXTURE_2D, fbo_texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0,
            GL_RGBA, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, 0);

glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbo_id);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);

glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
                          GL_TEXTURE_2D, fbo_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
                            GL_RENDERBUFFER_EXT, rbo_id);

GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);

glPushAttrib(GL_TEXTURE_BIT);

glBindTexture(GL_TEXTURE_2D, m_frameTexture->texture());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_MIRRORED_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glPopAttrib();
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YUV图像拼接在拼贴中,通过在此fbo中渲染来组合拼贴.每当帧开始时,执行以下操作:

glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glDrawBuffer(GL_BACK);

glViewport(0, 0, (GLint)width, (GLint)height);

glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0.0, (double)width, 0.0, (double)height, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();

glBindFramebuffer(GL_FRAMEBUFFER_EXT, fbo_id);
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然后执行上面的代码,并在所有的瓷砖组装在一起之后

glBindFramebuffer(GL_FRAMEBUFFER_EXT, 0);
glPushAttrib(GL_VIEWPORT_BIT | GL_TEXTURE_BIT | GL_ENABLE_BIT);
glViewport(0, 0, width, height);

glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);

glMatrixMode(GL_PROJECTION);
glPushMatrix();

glLoadIdentity();
glOrtho(0.0, (double)width, 0.0, (double)height, -1.0, 1.0);

glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();

glEnable(GL_TEXTURE_2D);
glDisable(GL_DEPTH_TEST);

glBindTexture(GL_TEXTURE_2D, fbo_texture);

glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2f(renderLeft, renderTop);
glTexCoord2i(0, 1);
glVertex2f(renderLeft, renderTop + renderHeight);
glTexCoord2i(1, 1);
glVertex2f(renderLeft + renderWidth, renderTop + renderHeight);
glTexCoord2i(1, 0);
glVertex2f(renderLeft + renderWidth, renderTop);
glEnd();

glPopMatrix();

glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
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luk*_*uke 7

什么是status后面的价值:

GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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如果值不是GL_FRAMEBUFFER_COMPLETE,则OpenGL在尝试从FBO读取时可能会窒息.

glCheckFramebufferStatus文档介绍的其他(错误)值可以返回,并是什么原因导致他们.

特别感兴趣的可能是:

如果当前绑定的帧缓冲区不是帧缓冲区完成,则尝试使用帧缓冲区进行写入或读取是错误的.这意味着渲染命令(glDrawArrays和glDrawElements)以及读取帧缓冲区(glReadPixels,glCopyTexImage2D和glCopyTexSubImage2D)的命令将在帧缓冲区未完成帧缓冲区时调用时生成错误GL_INVALID_FRAMEBUFFER_OPERATION.

(强调我的)

根据您的评论进行编辑:

用GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT来解释文档:

并非所有帧缓冲附加点都是帧缓冲附件完成.这意味着发生以下情况之一:

  • 附加渲染缓冲区或纹理的至少一个附着点的附加对象不再存在,或者具有宽度或高度为零的附加图像,
  • 颜色附着点附有不可颜色渲染的图像.颜色可渲染格式包括GL_RGBA4,GL_RGB5_A1和GL_RGB565.
  • 深度附着点附有非深度可渲染图像.GL_DEPTH_COMPONENT16是唯一可深度渲染的格式.
  • 模板连接点附有非模板可渲染图像.GL_STENCIL_INDEX8是唯一的模板可渲染格式.

我们可以排除最后2个子弹,因为你似乎没有使用深度或模板附件.这留下了两个要检查的电话:

glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, fbo_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, rbo_id);
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来自FBO上opengl.org wiki:

当任何附件"不完整"时,您将获得GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT.完整性标准是:

  • 图像的源对象仍然存在,并且与附加的类型相同.
  • 图像的宽度和高度均为非零.
  • 3D或阵列纹理附件的图层小于纹理的深度.
  • 如上所述,图像的格式必须与附着点的要求相匹配.用于颜色附件等的颜色可渲染格式

维基说GL_COLOR_ATTACHMENTi:

这些附着点只能使用颜色可渲染格式将图像绑定到它们.所有压缩图像格式都不可着色,因此无法附加到FBO.

仔细检查fbo_texture和rbo_id是否仍然有效,并且它们的高度/宽度不是0.最后,它可以是fbo_texture的格式.您已将其设置为GL_RGBA8,但文档说有效选项包括 GL_RGBA4,GL_RGB5_A1和GL_RGB565.我不确定是否排除所有其他格式(如GL_RGBA8).维基似乎暗示任何非压缩格式都应该有效.尝试将其切换到GL_RGBA4,看看是否有效.


Sam*_*yon 1

我解决了这个问题。这是一个扩展问题,导致渲染缓冲区对象消失。我基本上改变了这个

glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, rbo_id);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);

glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo_id);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
                          GL_TEXTURE_2D, fbo_texture, 0);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
                            GL_RENDERBUFFER_EXT, rbo_id);

GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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为了这

glBindRenderbuffer(GL_RENDERBUFFER, rbo_id);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT, width, height);
glBindRenderbuffer(GL_RENDERBUFFER, 0);

glBindFramebuffer(GL_FRAMEBUFFER, fbo_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
                          GL_TURE_2D, fbo_texture, 0);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
                            GL_RENDERBUFFER, rbo_id);

GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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然后就成功了。我仍然想知道问题到底是什么,但到目前为止我对结果很满意。特别感谢@luke,他的回答帮助我们找到了问题的确切点。