首页
学习
活动
专区
圈层
工具
发布
社区首页 >问答首页 >-[EAGLContext呈现缓冲区存储:来自fromDrawable:]第二次失败?

-[EAGLContext呈现缓冲区存储:来自fromDrawable:]第二次失败?
EN

Stack Overflow用户
提问于 2013-08-20 03:39:54
回答 3查看 5.9K关注 0票数 8

我正在开发一个iOS openGL ES应用程序。

我正在做通常的EAGLView / ES2Render的事情。

在启动时,使用以下代码成功创建框架缓冲区:

代码语言:javascript
复制
- (BOOL) createFramebuffers
{
    [EAGLContext setCurrentContext:_mainContext];

    // [ A ] On-screen  

    // 1. Framebuffer
    glGenFramebuffers(1, &_mainFramebuffer);
    bindFramebuffer(_mainFramebuffer);

    // 2. Color buffer
    glGenRenderbuffers(1, &_mainColorbuffer);
    bindRenderbuffer(_mainColorbuffer);

    // Adjust size to view's layer:
    CAEAGLLayer* layer = (CAEAGLLayer*)[_view layer];

    if (![_mainContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer]) {
        // something went horribly wrong
        NSLog(@"-[ES2Renderer createFramebuffers]: Failed to obtain renderbuffer storage from layer!");
        return NO;
    }

    // Query new size:
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,  &_backingWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_backingHeight);

    // Attach to color:
    glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, _mainColorbuffer);

    // 3. Depth buffer
    glGenRenderbuffers(1, &_depthBuffer);
    bindRenderbuffer(_depthBuffer);

    if (_useStencilBuffer) {
        // Depth + Stencil

        // Allocate storage:
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, _backingWidth, _backingHeight);

        // Attach to depth:
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);

        // Attach to stencil:
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);
    }
    else{
        // Depth only

        // Allocate storage:
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, _backingWidth, _backingHeight);

        // Attachto depth:
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _depthBuffer);

    }

    // 4. Validate the set:
    GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);

    if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE) {
        // Something went wrong!

        NSLog(@"-[ES2Renderer createFramebuffers]: Failed to make complete framebuffer object: %@",
              [self stringFromFramebufferStauts:framebufferStatus]);

        return NO;
    }

    // [ B ] Off-screen (Render-to-texture)

    // 1. Framebuffer
    glGenFramebuffers(1, &_transFramebuffer);
    bindFramebuffer(_transFramebuffer);

    // 2. Depth buffer
    glGenRenderbuffers(1, &_transDepthBuffer);
    bindRenderbuffer(_transDepthBuffer);

    if (_useStencilBuffer) {
        // Allocate storage:
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, _backingWidth, _backingHeight);

        // Attach to depth:
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _transDepthBuffer);

        // Attach to stencil:
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, _transDepthBuffer);
    }
    else{
        // Allocate storage
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, _backingWidth, _backingHeight);

        // Attach to depth:
        glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, _transDepthBuffer);
   }


    // 3. Textures (color buffers)

    GLuint* texPtrs[2] = {&_transTexture1, &_transTexture2};

    for (NSUInteger i=0; i < 2; i++) {

        GLuint* texPtr = texPtrs[i];

        // Create:
        glGenTextures(1, texPtr);

        // Bind:
        bindTexture2D(*texPtr);

        // Configure for pixel-aligned use:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

        // Allocate storage:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _backingWidth, _backingHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);

        // Attach:
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *texPtr, 0);

        framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);

        // Validate:
        if ( framebufferStatus != GL_FRAMEBUFFER_COMPLETE) {
            // Something went wrong!

            NSLog(@"-[ES2Renderer createFramebuffers]: Failed to make complete framebuffer object: %@",
                  [self stringFromFramebufferStauts:framebufferStatus]);

            return NO;
        }
    }

    // Final State:

    bindFramebuffer(_mainFramebuffer);
    bindRenderbuffer(_mainColorbuffer);
    bindTexture2D(0);


    NSLog(@"-[ES2Renderer createFramebuffers] Succeeded.");
    return YES;
}

不久,UIView-layoutSubviews就会被调用,而我又会执行-resizeFromLayer:

代码语言:javascript
复制
- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer
{
    // [ A ] On screen framebuffer

    bindFramebuffer(_mainFramebuffer);

    // 1. Resize color buffer
    bindRenderbuffer(_mainColorbuffer);

    if (![_mainContext renderbufferStorage:GL_RENDERBUFFER fromDrawable:layer]) {
        // Something went wrong
        return NO; // <-- SECOND TIME ON, THIS HAPPENS
    }

    // Query new size:
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_WIDTH,  &_backingWidth);
    glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_HEIGHT, &_backingHeight);

    // 2. Resize depth buffer
    bindRenderbuffer(_depthBuffer);

    if (_useStencilBuffer) {
        // (Depth & Stencil)

        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, _backingWidth, _backingHeight);
    }
    else{
        // (Depth only)

        glRenderbufferStorage(GL_FRAMEBUFFER, GL_DEPTH_COMPONENT24_OES, _backingWidth, _backingHeight);
    }

    // ...Validate:
    GLenum framebufferStatus = glCheckFramebufferStatus(GL_FRAMEBUFFER);

    if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE) {
        // Something went wrong!

        NSLog(@"-[ES2Renderer resizeFromLayer:]: Failed to make complete framebuffer object: %@",
              [self stringFromFramebufferStauts:glCheckFramebufferStatus(GL_FRAMEBUFFER)]);

        return NO;
    }

    // [ B ] Off screen (render-to-terxture) framebuffer

    bindFramebuffer(_transFramebuffer);

    // 1. Resize depth buffer

    bindRenderbuffer(_transDepthBuffer);

    if (_useStencilBuffer) {
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8_OES, _backingWidth, _backingHeight);
    }
    else{
        glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT24_OES, _backingWidth, _backingHeight);        
    }


    // 2. Resize textures

    GLuint* texPtrs[2] = {&_transTexture1, &_transTexture2};

    for (NSUInteger i=0; i < 2; i++) {

        GLuint* texPtr = texPtrs[i];

        // Bind:
        bindTexture2D(*texPtr);

        // Configure for pixel-aligned use:
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

        // Allocate storage:
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, _backingWidth, _backingHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);

        // Attach:
        glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, *texPtr, 0);


        // Validate:
        if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
            // Something went wrong!
            NSString* statusString = [self stringFromFramebufferStauts:glCheckFramebufferStatus(GL_FRAMEBUFFER)];
            NSLog(@"-[ES2Renderer resizeFromLayer:]: Failed to make complete framebuffer object: %@", statusString);
            return NO;
        }
    }

    bindFramebuffer(_mainFramebuffer);
    bindRenderbuffer(_mainColorbuffer);


    // Pass new ortho projection to shaders
    [self initializeModelViewMatrix];
    [self initializeSpriteProgram];

    // Set new viewport
    glViewport(0, 0, _backingWidth, _backingHeight);

    NSLog(@"-[ES2Renderer resizeFromLayer:]: Succeeded.");

    return YES;
}

我所做的一切都不是特别的。我有一个单独的框架缓冲区来呈现场景转换,两个纹理附加到颜色和深度。

第二次调用-renderbufferStorage:fromDrawable: (-layoutSubviews -> resizeFromLayer:)时,它总是失败(返回NO);在此之前调用glGetError()不会导致错误,但在返回GL_INVALID_OPERATION后立即调用。如果我忽略了这一点并继续,glGetRenderbufferParameteriv()仍然给我正确的宽度和高度(在iPhone 5上分别为640和1136 ),但是glCheckFramebufferStatus()将返回GL_FRAMEBUFFER_UNSUPPORTED

或者,我跳过了上面的resizeFromLayer:并将其替换为:

代码语言:javascript
复制
- (BOOL) resizeFromLayer:(CAEAGLLayer *)layer
{
    [self destroyFramebuffers];

    return [self createFramebuffers];
}

...but仍然存在相同的错误(-renderStorage:fromDrawable:失败;这一次在-createFramebuffers中)。

现在,我只返回YES (我的应用程序只支持肖像画,所以屏幕大小的变化从来没有发生过),但我真的想修复它,因为有一天我需要支持景观,等等……

EN

回答 3

Stack Overflow用户

回答已采纳

发布于 2015-01-31 10:17:12

renderbufferStorage:fromDrawable:失败的一个可能原因是_mainContext不是当时的当前上下文。尽管似乎没有其他上下文能够窃取“当前”状态,但我建议在对与该上下文关联的对象(例如,在[EAGLContext setCurrentContext:_mainContext]方法的开头)进行操作的任何glEAGL代码之前调用resizeFromLayer:

票数 1
EN

Stack Overflow用户

发布于 2018-02-05 23:03:43

另一个可能的原因是你的层太大了。此外,请确保每次都使用新的框架缓冲区和呈现缓冲区。在创造新的之前你已经摧毁了你的旧的。

你可以这样删除它们

代码语言:javascript
复制
if let displayFramebuffer = self.displayFramebuffer {
    var temporaryFramebuffer = displayFramebuffer
    glDeleteFramebuffers(1, &temporaryFramebuffer)
    self.displayFramebuffer = nil
}

if let displayRenderbuffer = self.displayRenderbuffer {
    var temporaryRenderbuffer = displayRenderbuffer
    glDeleteRenderbuffers(1, &temporaryRenderbuffer)
    self.displayRenderbuffer = nil
}
票数 2
EN

Stack Overflow用户

发布于 2018-05-14 08:24:07

Josh Bernfeld的回答启发了我。我检查了MyView的大小,它的边界是CGRect.zeroCAEAGLLayer也是如此。对我来说,init MyView使用非零的CGRect解决了这个问题。

希望它对你有用。

票数 1
EN
页面原文内容由Stack Overflow提供。腾讯云小微IT领域专用引擎提供翻译支持
原文链接:

https://stackoverflow.com/questions/18326594

复制
相关文章

相似问题

领券
问题归档专栏文章快讯文章归档关键词归档开发者手册归档开发者手册 Section 归档