OpenGL texture terminology/conceptual confusion - opengl

I've found a lot of resources that tell you what to type to get a texture on screen, but would like a higher level conceptual understanding of what the openGL API is "doing" and what all of the differences in terminology "mean".
I'm going to do my best to explain what I've picked up, but would love any corrections/additions, or pointers to resources where I can read further (and just a note that I've found the documentation of the actual API calls to just reference themselves in circles and be conceptually lacking).
glGenTextures- this won't actually allocate any memory for the data of a texture on the graphics card (you just tell it "how many" textures you want it to generate, so it doesn't know anything about the size...), but instead sets kind of a "name" aside so you can reference given textures consistently (I've been thinking of it as kind of "allocating a pointer").
glBindTexture- use the "name" generated in glGenTexture to specify that "we're now talking about this texture for future API calls until further notice", and further, we're specifying some metadata about that "pointer" we've allocated saying whether the texture it points to (/will point to) is of type GL_TEXTURE_2D or ..._3D or whatever. (Is it just me, or is it weird that this call has those two seemingly totally different functionalities?)
glTexParameter- sets other specified metadata about the currently "bound" texture. (I like this API as it seems pretty self explanatory and lets you set metadata explicitly... but I wonder why letting OpenGL know that it's a GL_TEXTURE_2D isn't part of THIS call, and not the previous? Especially because you have to specify that it's a GL_TEXTURE_2D every time you call this anyways? And why do you have to do that?)
glTexImage2D- allocates the memory for the actual data for the texture on the graphics card (and optionally uploads it). It further specifies some metadata regarding how it ought be read: its width, height, formatting (GL_RGB, GL_RGBA, etc...). Now again, why do I again have to specify that it's a GL_TEXTURE_2D when I've done it in all the previous calls? Also, I guess I can understand why this includes some metadata (rather than offloading ALL the texture metadata calls to glTexParameter as these are pretty fundamental/non-optional bits of info, but there are also some weird parameters that seem like they oughtn't have made the cut? oh well...)
glActiveTexture- this is the bit that I really don't get... So I guess graphics cards are capable of having only a limited number of "texture units"... what is a texture unit? Is it that there can only be N texture buffers? Or only N texture pointers? Or (this is my best guess...) there can only be N pointers being actively read by a given draw call? And once I get that, where/how often to I have to specify the "Active Texture"? Does glBindTexture associate the bound texture with the currently active texture? Or is it the other way around (bind, then set active)? Or does uploading/allocating the graphics card memory do that?
sampler2D- now we're getting into glsl stuff... So, a sampler is a thing that can reference a texture from within a shader. I can get its location via glGetUniformLocation, so I can set which texture that sampler is referencing- does this correspond to the "Active Texture"? So if I want to talk about the texture I've specified as GL_TEXTURE0, I'd call glUniform1i(location_of_sampler_uniform,0)? Or are those two different things?
I think that's all I got... if I'm obviously missing some intuition or something, please let me know! Thanks!

Let me apologize for answering with what amounts to a giant wall of text. I could not figure out how to format this any less obnoxious way ;)
glGenTextures
this won't actually allocate any memory for the data of a texture on the graphics card (you just tell it "how many" textures you want it to generate, so it doesn't know anything about the size...), but instead sets kind of a "name" aside so you can reference given textures consistently (I've been thinking of it as kind of "allocating a pointer").
You can more or less think of it as "allocating a pointer." What it really does is reserve a name (handle) in the set of textures. Nothing is allocated at all at this point, basically it just flags GL to say "you can't hand out this name anymore." (more on this later).
glBindTexture
use the "name" generated in glGenTexture to specify that "we're now talking about this texture for future API calls until further notice", and further, we're specifying some metadata about that "pointer" we've allocated saying whether the texture it points to (/will point to) is of type GL_TEXTURE_2D or ..._3D or whatever. (Is it just me, or is it weird that this call has those two seemingly totally different functionalities?)
If you will recall, glGenTextures (...) only reserves a name. This function is what takes the reserved name and effectively finalizes it as a texture object (the first time it is called). The type you pass here is immutable, once you bind a name for the first time, it has to use the same type for every successive bind.
Now you have finally finished allocating a texture object, but it has no data store at this point -- it is just a set of states with no data.
glTexParameter
sets other specified metadata about the currently "bound" texture. (I like this API as it seems pretty self explanatory and lets you set metadata explicitly... but I wonder why letting OpenGL know that it's a GL_TEXTURE_2D isn't part of THIS call, and not the previous? Especially because you have to specify that it's a GL_TEXTURE_2D every time you call this anyways? And why do you have to do that?)
I am actually not quite clear what you are asking here -- maybe my explanation of the previous function call will help you? But you are right, this function sets the state associated with a texture object.
glTexImage2D
allocates the memory for the actual data for the texture on the graphics card (and optionally uploads it). It further specifies some metadata regarding how it ought be read: its width, height, formatting (GL_RGB, GL_RGBA, etc...). Now again, why do I again have to specify that it's a GL_TEXTURE_2D when I've done it in all the previous calls? Also, I guess I can understand why this includes some metadata (rather than offloading ALL the texture metadata calls to glTexParameter as these are pretty fundamental/non-optional bits of info, but there are also some weird parameters that seem like they oughtn't have made the cut? oh well...)
This is what allocates the data store and (optionally) uploads texture data (you can supply NULL for the data here and opt to finish the data upload later with glTexSubImage2D (...)).
You have to specify the texture target here because there are half a dozen different types of textures that use 2D data stores. The simplest way to illustrate this is a cubemap.
A cubemap has type GL_TEXTURE_CUBE_MAP, but you cannot upload its texture data using GL_TEXTURE_CUBE_MAP -- that is nonsensical. Instead, you call glTexImage2D (...) while the cubemap is bound to GL_TEXTURE_CUBE_MAP and then you pass something like GL_TEXTURE_CUBE_MAP_POSITIVE_X to indicate which of the 6 2D faces of the cubemap you are referencing.
glActiveTexture
this is the bit that I really don't get... So I guess graphics cards are capable of having only a limited number of "texture units"... what is a texture unit? Is it that there can only be N texture buffers? Or only N texture pointers? Or (this is my best guess...) there can only be N pointers being actively read by a given draw call? And once I get that, where/how often to I have to specify the "Active Texture"? Does glBindTexture associate the bound texture with the currently active texture? Or is it the other way around (bind, then set active)? Or does uploading/allocating the graphics card memory do that?
This is an additional level of indirection for texture binding (GL did not always have multiple texture units and you would have to do multiple render passes to apply multiple textures).
Once multi-texturing was introduced, binding a texture actually started to work this way:
glBindTexture (target, name) => ATIU.targets [target].bound = name
Where:
* ATIU is the active texture image unit
* targets is an array of all possible texture types that can be bound to this unit
* bound is the name of the texture bound to ATIU.targets [target]
The rules since OpenGL 3.0 have been, you get a minimum of 16 of these for every shader stage in the system.
This requirement allows you enough binding locations to maintain a set of 16 different textures for each stage of the programmable pipeline (vertex,geometry,fragment -- 3.x, tessellation control / evaluation -- 4.0). Most implementations can only use 16 textures in a single shader invocation (pass, basically), but you have a total of 48 (GL3) or 80 (GL4) places you can select from.
sampler2D
now we're getting into glsl stuff... So, a sampler is a thing that can reference a texture from within a shader. I can get its location via glGetUniformLocation, so I can set which texture that sampler is referencing- does this correspond to the "Active Texture"? So if I want to talk about the texture I've specified as GL_TEXTURE0, I'd call glUniform1i(location_of_sampler_uniform,0)? Or are those two different things?
Yes, the samplers in GLSL store indices that correspond to GL_TEXTUREn, where n is the value you have assigned to this uniform.
These are not regular uniforms, mind you, they are called opaque types (the value assigned cannot be changed/assigned from within a shader at run-time). You do not need to know that, but it might help to understand that if the question ever arises:
"Why can't I dynamically select a texture image unit for my sampler at run-time?" :)
In later versions of OpenGL, samplers actually became state objects of their own. They decouple some of the state that used to be tied directly to texture objects but had nothing to do with interpreting how the texture's data was stored. The decoupled state includes things like texture wrap mode, min/mag filter and mipmap levels. Sampler objects store no data.
This decoupling takes place whenever you bind a sampler object to a texture image unit - that will override the aforementioned states that are duplicated by every texture object.
So effectively, a GLSL sampler* references neither a texture nor a sampler; it references a texture image unit (which may have one or both of those things bound to it). GLSL will pull sampler state and texture data accordingly from that unit based on the declared sampler type.

Related

OpenGL Texture Usage

So recently I started reading through OpenGL wiki articles. This is how I picture OpenGL texturing described from here. Though, several points are not clear yet.
Will following statements be true, false or depends?
Binding two textures to same texture unit is impossible.
Binding two samplers to same texture unit is impossible.
Binding one texture to two different texture units is impossible.
Binding one sampler to two different texture units is impossible.
It is application's responsibility to be clear about what sampler type is passed to what uniform variable.
It is shader program's responsibility to make sure to take sampler as correct type of uniform variable.
number of texture units are large enough. Let each mesh loaded to application occupy as much texture unit as it please.
Some Sampler parameters are duplicate of texture parameters. They will override texture parameter setting.
Some Sampler parameters are duplicate of sampler description in shader program. Shader program's description will override samplers parameters.
I'm going through your statements in the following. Sometimes I will argue with quotes from the OpenGL 4.5 core profile specification. None of that is specific to GL 4.5, I just chose it because that is the most recent version.
1. Binding two textures to same texture unit is
impossible.
If I'd say "false", it would be probably misleading. The exact statement would be "Binding two textures to the same target of the same texture unit is impossible." Technically, you can say, bind a 2D texture and a 3D texture to the same unit. But you cannot use both in the same draw call. Note that this is a dynamic error condition which depends on what values you set the sampler uniforms to. Quote from section 7.10 "Samplers" of the GL spec:
It is not allowed to have variables of different sampler types
pointing to the same texture image unit within a program object. This
situation can only be detected at the next rendering command issued
which triggers shader invocations, and an INVALID_OPERATION error will
then be generated.
So the GL will detect this error condition as soon as you actually try to draw something (or otherwise trigger shader invocations) with that shaders while you configured it such that two sampler uniforms reference different targets of the same unit. But it is not an error before. If you temporarily set both uniforms to the same value but do not try to draw in that state, no error is ever generated.
2. Binding two samplers to same texture unit is impossible.
You probably mean Sampler Objects (as opposed to just "sampler" types in GLSL), so this is true.
3. Binding one texture to two different texture units is impossible.
False. You can bind the same texture object to as many units as there are available. However, that is quite a useless operation. Back in the days of the fixed-function pipeline, there were some corner cases where this was of limited use. For example, I've saw someone binding the same texture twice and use register combiners to multiply both together, because he needed some square operation. However, with shaders, you can sample the texture once and do anything you want with the result, so there is really no use case left for this.
4. Binding one sampler to two different texture units is impossible.
False. A single sampler object can be referenced by multiple texture units. You can just create a sampler object for each sampling state you need, no need to create redundant ones.
5. It is application's responsibility to be clear about what sampler type is passed to what uniform variable.
6. It is shader program's responsibility to make sure to take sampler as correct type of uniform variable.
I'm not really sure what exaclty you are asking here. The sampler variable in your shader selectes the texture target and must also match the internal data fromat of the texture object you want to use (i.e. for isampler or usampler, you'll need unnormalized integer texture formats otherwise results are undefined).
But I don't know what "what sampler type is passed to what uniform variable" is supposed to mean here. As far as the GL client side is concerned, the opaque sampler uniforms are just something which can be set to the index of the texture unit which is to be used, and that is done as an integer via glUniform1i or the like. There is no "sampler type" passed to a uniform variable.
7. number of texture units are large enough. Let each mesh loaded to application occupy as much texture unit as it please.
Not in the general case. The required GL_MAX_TEXTURE_IMAGE_UNITS (which defines how many different texture units a fragment shader can access) by the GL 4.5 spec is just 16. (There are separate limits per shder stage, so there is GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS, GL_MAX_GEOMETRY_TEXTURE_IMAGE_UNITS and so on. They are all required to be at least 16 in the current spec.)
Usually, you have to switch textures inbetween draw calls. The usage of array textures and texture atlasses might allow one to further reduce the number of necessary state switches (and, ultimately, draw calls).
Very modern GPUs also support GL_ARB_bindless_texture, which completely bypasses the "texture unit" layer of indirection and allows the shader to directly reference a texture object by some opaque handle (which basically boils down to referencing some virtual GPU memory address under the hood). However, that feature is not yet part of the OpenGL standard.
8. Some Sampler parameters are duplicate of texture parameters. They will override texture parameter setting.
Yes. Traditionally, there were no separate sampler objects in the GL. Instead, the sampler states like filtering or wrap modes were part of the texture object itself. But modern hardware does not operate this way, so the sampler objects API has been introduced as the GL_ARB_sampler_objects extension (nowadays, a core feature of GL). If a sampler object is bound to a texture unit, its settings will override the sampler state present in the texture object.
9. Some Sampler parameters are duplicate of sampler description in shader program. Shader program's description will override samplers parameters.
I'm not sure what you mean by that. What "sampler descripitons" does a shader program define? There is only the declaration of the uniform and possibly the initialization via layout(binding=...). However, that is just the initial value. The client can update that any time by setting the uniform to another value, so that is not really "overriding" anything. But I'm not sure if you mean that.

Drawing multiple objects with different textures

Do I understand correctly that the typical way to draw multiple objects that each have a different texture in OpenGL is to simply bind one texture at a time using glBindTexture and draw the objects that use it, then bind a different texture and do the same?
In other words, only one texture can be "active" for drawing at any particular time, and that is the last texture that was bound using glBindTexture. Is this correct?
bind one texture at a time using glBindTexture and draw the objects that use it, then bind a different texture and do the same?
In other words, only one texture can be "active" for drawing at any particular time
These two statements are not the same thing.
A single rendering operation can only use a single set of textures at any time. This set is defined by the textures currently bound to the various texture image units. The number of texture image units available is queryable through GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS.
So multiple textures can be "active" for a single rendering command.
However, that's not the same thing as binding a bunch of textures and then rendering several objects, where each object only uses some (or one, in your case) of the bound textures. You could do that, but really, there's not much point.
The association between a GLSL sampler and a texture image unit is part of the program object state. It's the value you set on the sampler uniform. Therefore, in order to do what you suggest, you would have to bind a bunch of textures, set the uniform to one of them, render, then set the uniform to the next, render, etc.
You are still incurring all of the cost of binding those textures. You're still incurring all of the overhead of changing uniforms. Indeed, it might be less efficient, since the normal way (bind, render, bind, render) doesn't involve changing uniform state.
Plus, it's just weird. Generally, you shouldn't be changing uniform sampler state dynamically. You define a simple convention (diffuse texture comes from unit 0, specular from unit 1, etc), and you stick to that convention. Any GL 3.x-class hardware is required to provide no less than 48 texture image units (16 per stage), so it's not like you're going to run out.
There are mechanisms to do things not entirely unlike what you're talking about. For example, array textures can be leveraged, though this requires explicit shader logic and support. That would almost certainly be faster than the "bind a bunch of textures" method, since you're only binding one. Also, the uniform you'd be changing is a regular data uniform rather than a sampler uniform, which is likely to be faster.
With the array texture mechanism, you can also leverage instancing, assuming you're rendering the same object with slightly different parameters.

How to determine the width and height of a GL framebuffer object given only the corresponding id

I want to determine the size (width, height) of a framebuffer object.
I created a framebuffer object via
// create the FBO.
glGenFramebuffers(1, &fboId);
How can I get the size of the first color attachment given only the framebuffer object id (fboId)?
Is this possible or do I have tor store the size of the color attachment in an external variable to know later the size of the FBO?
Your question is somewhat confused, as you ask for two different things.
Here's the easy question:
How can I get the size of the first color attachment given only the framebuffer object id (fboId)?
That's simple: get the texture/renderbuffer attached to that attachment, get what mipmap level and array layer is attached, then query the texture/renderbuffer for how big it is.
The first two steps are done with glGetFramebufferAttachmentParameter (note the key word "Attachment") for GL_COLOR_ATTACHMENT0. You query the GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE to get whether it's a renderbuffer or a texture. You can get the renderbuffer/texture name with GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME.
If the object is a renderbuffer, you can then bind the renderbuffer and use glGetRenderbufferParameter to fetch the renderbuffer's GL_RENDERBUFFER_WIDTH and GL_RENDERBUFFER_HEIGHT.
If the object is a texture, you'll need to do more work. You need to query the attachment parameter GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL to get the mipmap level.
Of course, now you need to know how to bind it. If you're using OpenGL versions before 4.4 or without certain extensions, then this is complicated. See, you need to know which texture target type to use. Silly and annoying as this may seem, the only way to determine the target from just the texture object name is to... try everything. Go through each target and check glGetError. The one for which GL_INVALID_OPERATION isn't returned is the right one.
If you have GL 4.4 or ARB_multi_bind available, you can just use glBindTextures (note the "s"), which does not require that you specify the target. And if you have 4.5 or ARB_direct_state_access, you don't need to bind the texture at all. The DSA-style functions don't need the texture target, and it also provides glBindTextureUnit, which binds a texture to its natural internal target.
Once you have the texture bound and it's mipmap level, you use glGetTexLevelParameter to query the GL_TEXTURE_WIDTH and GL_TEXTURE_HEIGHT for that level.
Now, that's the easy problem. The hard problem is what your title asks:
I want to determine the size (width, height) of a framebuffer object.
The size of the renderable area of an FBO is not the same as the size of GL_COLOR_ATTACHMENT0. The renderable area of an FBO is the intersection of all of the sizes of all of the images attached to the FBO.
Unless you have special knowledge of this FBO, you can't assume that the FBO contains only one image or that all of the images have the same size (and if you have special knowledge of the FBO, then quite frankly you should also have special knowledge of how big it is). So you'll need to repeat the above procedure for every attachment (if the type is GL_NONE, then nothing is attached). Then take the intersection of the returned values (ie: the smallest width and height).
In general, you shouldn't have to ask an FBO that you created how big it is. Just as you don't have to ask textures how big they are. You made them; by definition, you know how big they are. You put them in the FBO, so again you know how big it is.

OpenGL textures: why does order matter?

I am trying to setup a simple function which will make it a lot easier for me to texture map geometry in OpenGL, but for some reason when I'm trying to make a skybox, I am getting a white box instead of the texture mapped geometry. I think that the problemed code lies within the following:
void MapTexture (char *File, int TextNum) {
if (!TextureImage[TextNum]){
TextureImage[TextNum]=auxDIBImageLoad(File);
glGenTextures(1, &texture[TextNum]);
glBindTexture(GL_TEXTURE_2D, texture[TextNum]);
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[TextNum]->sizeX, TextureImage[TextNum]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[TextNum]->data);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
}
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture[TextNum]);
//glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureImage[TextNum]->sizeX, TextureImage[TextNum]->sizeY, 0, GL_RGB, GL_UNSIGNED_BYTE, TextureImage[TextNum]->data);
//glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
}
The big thing I don't understand is for some reason the glBindTexture() must come between glGenTextures() and glTexImage2D. If I place it anywhere else, it screws everything up. What could be causing this problem? Sorry if it's something simple, I'm brand new to openGL.
Below is a screenshot of the whitebox I am talking about:
+++++++++++++++++++++++++++++++
EDIT
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After playing around with the code a bit more, i realized that if I added glTexImage2D() and glTexParameteri()after the last glBindTexture() then all the textures load. Why is it that without these two lines most textures would load, and yet there are a few that would not, and why do I have to call glTexImage() for every frame, but only for a few textures?
Yes, order is definitely important.
glGenTexture creates a texture name.
glBindTexture takes the texture name generated by glGenTexture, so it can't be run before glGenTexture.
glTexImage2D uploads data to the currently bound texture, so it can't be run before glBindTexture.
The client-side interface to OpenGL is a Big Giant Squggly State Machine. There are an enormous number of parameters and flags that you can change, and you have to be scrupulous to always leave OpenGL in the right state. This usually means popping matrices you push and restoring flags that you modify (at least in OpenGL 1.x).
OpenGL is a state machine, which means that you can pull its levers, turn its knobs, and it will keep those settings, until you change them actively.
However it also manages it's persistent data in objects. Such objects are something abstract, and must not be confused with objects seen on the screen!
Now to the outside OpenGL identifies objects by their so called name, a numerical ID. You create a (list of) name(s) – but not the object(s)! – with glGenTextures for texture objects, which are such a kind of OpenGL object.
To maniupulate such an object, OpenGL must first be put into a state that all the following calls to manipulate such objects of that type happen to one particular object. This is done with glBindTexture. After calling glBindTexture all the following calls that manipulate textures happen to that one texture object you've just bound. If the object didn't exist previously, it is created if a new assigned object name is bound for the first time.
Now OpenGL uses that particular object.
glTexImage2D is just one of several functions to maniuplate the data of the currently bound textures.
Otherwise your function points into the right direction. OpenGL has no real initialization phase, you just do things as you go along. And it makes sense to defer loading of data until you need it. But it also makes sense to have multiple iterations over the lists of objects before you actually draw a frame. One of the preparations should be, that you iterate over all objects (now not OpenGL but your's) to test if the data's already loaded. If a significant amount of data's still missing, draw a loading screen instead, so that the user doesn't get the impression your program hangs. Maybe even carry out lengthy loading operations in a separate thread, but with OpenGL this requires some precautions.

How to read a 3D texture from GPU memory with Pixel Buffer Objects

I'm writing data into a 3D texture from within a fragment shader, and I need to asynchronously read back said data into system memory. The only means of asynchronously initiating the packing operation into the buffer object seems to be calling glReadPixels() with a NULL pointer. But this function insists on getting passed a rectangle defining the region to read back. Now I don't know if these parameters are ignored when using PBOs, but I assume not. In this case, I have no idea what to pass to this function in order to obtain the whole 3D texture.
Even if have to read back individual slices (which would be kind of stupid IMO), I still have no idea how to communicate to OpenGL which slice to read from. Am I missing something?
BTW, I could use individual 2D textures for every slice, but that would screw up (3D-)mipmapping if I'm not mistaken. I wanted to use the 3D mipmaps in order to efficiently find regions of interest in the resulting 3D texture.
P.S. Sorry for the sub-optimal tags, apparently no one ever asked about 3d textures before and since I'm not allowed to create new tags...
Who says that glReadPixels is the only way to read image data? Maybe in OpenGL ES it is, but if you're using ES, you should say so. The rest of this answer will be assuming you're talking about desktop GL.
If you have a texture, and you want to read its contents, you should use glGetTexImage. The switch that controls whether it reads into a buffer object or not is the same switch that controls it for glReadPixels: whether a buffer is bound to GL_PIXEL_PACK_BUFFER.
Note that glGetTexImage will retrieve the entire texture (for a given mipmap level).