Bind new texture to existing FBO - opengl

I am looking to bind a new texture to an existing FBO. But at the moment it decreases my speed significantly.
int holdTextureId = glGenTextures();
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, panoramaModelsFboId);
glBindTexture(GL_TEXTURE_2D, holdTextureId);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, SAVE_WIDTH, SAVE_HEIGHT, 0,GL_RGBA, GL_INT, (java.nio.ByteBuffer) null);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT,GL_COLOR_ATTACHMENT0_EXT,GL_TEXTURE_2D, holdTextureId, 0);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, panoramaModelsDepthRenderBufferId);
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, SAVE_WIDTH, SAVE_HEIGHT);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT,GL_DEPTH_ATTACHMENT_EXT,GL_RENDERBUFFER_EXT, panoramaModelsDepthRenderBufferId);
//Rendering starts here..
// After which I unbind the FBO and use the texture
I have a feeling glTexImage2D is the perpetrator, so perhaps creating the textures before this process starts is an idea?
Also, I probably don't need to create the renderbuffer each time, but you can save me some time and tell me if it is needed :)

The performance hit lies in the call glTexImage2D which is a very expensive call. If you just want to bind a already existing texture, you don't have to create a new texture object, and also don't need to re-initialize it.
Just calling glFramebufferTexture2D is enough. No need to bind the texture in advance; in fact the texture must not be bound to be used as a framebuffer target.

Related

Setting up GL_TEXTURE_2D_ARRAY, framebuffer incomplete

For cascaded shadow mapping I'm trying to use a GL_TEXTURE_2D_ARRAY for the individual shadow maps. However following tutorials found online and even looking up things in a textbook I can't seem to create a working framebuffer, as it always errors with GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT.
The code:
glGenFramebuffers(1, &m_DepthMap.m_FrameBuffer);
glGenTextures(1, &m_DepthMap.m_DepthTexture);
glBindTexture(GL_TEXTURE_2D_ARRAY, m_DepthMap.m_DepthTexture);
glTexImage3D(
GL_TEXTURE_2D_ARRAY,
0,
GL_DEPTH_COMPONENT32F,
Renderer::m_ShadowMapResolution,
Renderer::m_ShadowMapResolution,
3,
0,
GL_DEPTH_COMPONENT,
GL_FLOAT,
nullptr);
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_BORDER);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glBindFramebuffer(GL_FRAMEBUFFER, m_DepthMap.m_FrameBuffer);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_DepthMap.m_DepthTexture, 0);
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
const int status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
std::cout << "ERROR::FRAMEBUFFER:: Framebuffer is not complete!";
throw 0;
}
Sources that tell me that this should be correct:
https://people.inf.elte.hu/plisaai/pdf/OpenGL%20Insights.pdf , page 264
https://johanmedestrom.wordpress.com/2016/03/18/opengl-cascaded-shadow-maps/
What am I doing wrong here? Why is the framebuffer incomplete?
The tutorial you cited has led you astray.
A 2D texture is not the same thing as a 2D array texture. You can either attach a specific array layer (of a specific mipmap level) to a framebuffer, or attach all of the array images in a mipmap. In neither of these cases can you call glFramebufferTexture2D to do this for an array texture (which is why you should be checking for OpenGL errors in one way or another, as this function should have errored out).
In any case, if you want to attach a specific array layer to the framebuffer, then you want to use glFramebufferTextureLayer. If you want to attach it as a layered attachment (because you're doing layered rendering), then you'd use glFramebufferTexture.

Does glGenTextures and glBindTexture needs to be called before doing glTexImage2D and glTexSubImage2D

Hi I have 35 images to draw in a display. I am drawing it in 7X5 grid. The images are downloaded from internet. Each time an image is downloaded I try to draw the whole 35 images. But some of them are not downloaded yet. So I draw some default tile for them instead. The problem is every time an image is downloaded I am drawing the previously drawn images again too. I want to reduce it. So I was thinking about doing something like Texture Atlas. I am trying to do it manually. I am doing it by making a big image with glTexImage2D and adding subimages to it with glTexSubImage2D.
glGenTextures(1, tex);
glBindTexture(GL_TEXTURE_2D, (*tex));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, textureImageInfo->format, textureImageInfo->texWidth, textureImageInfo->texHeight, 0, textureImageInfo->format, GL_UNSIGNED_BYTE, NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, textureImageInfo->imageWidth, textureImageInfo->imageHeight, textureImageInfo->format, GL_UNSIGNED_BYTE, textureImageInfo->image);
I call 35 glTexSubImage2D to add all 35 images to a big glTexImage2D. Here I wrote only one for easier explanation. Then finally I do
glEnable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, this->tileCoordList);
glTexCoordPointer(3, GL_FLOAT, 0, this->tileTextureCoordList);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisable(GL_TEXTURE_2D);
Now what I am confused with is do I need to generate and bind textures 35 times too for 35 call of glTexSubImage2D ?? Or just doing once is enough. The actual problem I don't understand whats binding the texture has got to do anything with it. Thanks.
There is no such thing as a "subimage" in a texture. There are only images in a texture. glTexImage2D allocates storage for a particular image in the texture, and optionally uploads data to that image. glTexSubImage2D only uploads data to an image. The "sub" means that you can update part of the image, not necessarily all of it.
glTexImage2D is like malloc followed by memcpy. glTexSubImage2D is just a memcpy. That's why you have to call glTexImage2D first.

how to manage memory with texture in opengl?

In my application I am using extensively glTexImage2D. I copy some image of an image and render it as a texture, I do it frequently at every mouse click. I give it as a byte array for rendering. The memory is being eaten up and the swap memory is also allocated. Is it a memory leak? or is it due to the fact that glTexImage2D holds any references or anything else.
Edit:
//I allocate the memory once
GLuint texName;
texture_data = new GLubyte[width*height];
// Each time user click I repeat the following code (this code in in callback)
// Before this code the texture_data is modified to reflect the changes
glGenTextures(3, &texname);
glBindTexture(GL_TEXTURE_2D, texname);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB, GL_UNSIGNED_BYTE,texture_data);
I hope your close requests and down voting would stop now!
Assuming you're generating a new texture with glGenTextures every time you call glTexImage2D, you are wasting memory, and leaking it if you don't keep track of all the textures you generate. glTexImage2D takes the input data and stores it video card memory. The texture name that you bind before calling glTexImage2D - the one you generate with glGenTextures is a handle to that chunk of video card memory.
If your texture is large and you're allocating new memory to store more and more copies of it every time you use it, then you will quickly run out of memory. The solution is to call glTexImage2D once during your application's initialization and only call glBindTexture when you want to use it. If you want to change the texture itself when you click, only call glBindTexture and glTexImage2D. If your new image is the same size as the previous image, you can call glTexSubImage2D to tell OpenGL to overwrite the old image data instead of deleting it and uploading the new one.
UPDATE
In response to your new code, I'm updating my answer with a more specific answer. You're dealing with OpenGL textures in the wrong way entirely The output of glGenTextures is a GLuint[] and not a String or char[]. For every texture you generate with glGenTextures, OpenGL gives you back a handle (as an unsigned integer) to a texture. This handle stores the state you give it with glTexParameteri as well a chunk of memory on the graphics card if you give it data with glTexImage[1/2/3]D. It's up to you to store the handle and send it new data when you want to update it. If you overwrite the handle or forget about it, the data still stays on the graphics card but you can't access it. You're also telling OpenGL to generate 3 textures when you only need 1.
Seeing as texture_data is of a fixed size, you can update the texture with glTexSubImage2D instead of glTexImage2D. Here is your code modified to avoid the memory leak from this issue:
texture_data = new GLubyte[width*height]();
GLuint texname; //handle to a texture
glGenTextures(1, &texname); //Gen a new texture and store the handle in texname
//These settings stick with the texture that's bound. You only need to set them
//once.
glBindTexture(GL_TEXTURE_2D, texname);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
//allocate memory on the graphics card for the texture. It's fine if
//texture_data doesn't have any data in it, the texture will just appear black
//until you update it.
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, texture_data);
...
//bind the texture again when you want to update it.
glBindTexture(GL_TEXTURE_2D, texname);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, 0, GL_RGB,
GL_UNSIGNED_BYTE, texture_data);
...
//When you're done using the texture, delete it. This will set texname to 0 and
//delete all of the graphics card memory associated with the texture. If you
//don't call this method, the texture will stay in graphics card memory until you
//close the application.
glDeleteTextures(1, &texname);

How to copy depth buffer to a texture on the GPU?

I want to get the current depth buffer to a texture, to access it in a shader. For various reasons I can't do a separate depth pass, but would need to copy the already-rendered depth.
glReadPixels would involve the CPU and potentially kill performance, and as far as I know glBlitFramebuffer can't blit depth-to-color, only depth-to-depth.
How to do this on the GPU?
The modern way of doing this would be to use a FBO. Attach a color and depth texture to it, render, then disable the FBO and use the textures as inputs to a shader that will render to the default framebuffer.
All the details you need about FBO can be found here.
Copying the depth buffer to a texture is pretty simple. If you have created a new texture that you haven't called glTexImage* on, you can use glCopyTexImage2D. This will copy pixels from the framebuffer to the texture. To copy depth pixels, you use a GL_DEPTH_COMPONENT format. I'd suggest GL_DEPTH_COMPONENT24.
If you have previously created a texture with a depth component format (ie: anytime after the first frame), then you can copy directly into this image data with glCopyTexSubImage2D.
It also seems as though you're having trouble accessing depth component textures in your shader, since you want to copy depth-to-color (which is not allowed). If you are, then that is a problem you should get fixed.
In any case, copying should be the method of last resort. You should use framebuffer objects whenever possible. Just render directly to your texture.
Best way would be using FBOs, for better performance and some coding style issues whatsoever.
If you are not interested take a look at this code. It is from the days when I was much younger!(and didn't know FBOs exist)
int shadowMapWidth = 512;
int shadowMapHeight = 512;
glGenTextures(1, &m_depthTexture);
glBindTexture(GL_TEXTURE_2D, m_depthTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, shadowMapWidth, shadowMapHeight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 512,512);

OpenGL - Copy texture from screen smaller than that screen

I'm trying to capture the screen to a texture with a lower resolution than the screen itself (to render back onto the screen and create a blur/bloom effect), and it doesn't work quite well. I understand mipmaps can be used to do this, but I just can't get the correct sequence of commands to work.
My current code:
width=1024;
height=1024;
glGenTextures(1, &texture);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glEnable (GL_BLEND);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP );
glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, width, height, 0);
// code for rendering the screen back on goes here
You can't capture and downfilter in one go. You have to capture the full screen to a larger texture first, then mipmaps should be created if auto-create mipmaps are enabled, then you can render one using that texture again, makig sure you adjust the mipmap level suitably.
However, that will look ugly, as the auto mipmapgeneration usually uses a box filter.
What I'd do is to set up some FBOs (Frame Buffer Objects) and GLSL shaders instead. That gives you finer control over all steps:
create the original image in a texture
apply some nice gaussian low-pass filtering
blend the filtering with the original image to the frame buffer