Reputation: 11424
I am doing a layered rendering to an offscreen FBO using OpenGL 4.3.I used GL_TEXTURE_3D with several layers as COLOR attachment.Then I use geometry shader to index into different layers when writing the output.It works ok.Now I need also stencil attachment for stencil test I am performing during the rendering.First I tried just to attach a render buffer as in the case with 2D attachments.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, _stencilBuffer)
In this case,when checking FBO for completeness I am getting frame buffer error:
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB
Then I assumed that if the color attachment is 3D so the stencil attachment also must be 3D.And because there is no 3D render buffer I tried to attach a 3D texture for depth stencil slot of the FBO.
glTexImage3D(GL_TEXTURE_3D, 0, GL_DEPTH24_STENCIL8, width, height, depth,
0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
Where width - texture width,height-texture height,depth-number of layers inside texture 3D.
//Attach to FBO:
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, texId, 0));
Doing it this way I am getting:
GL_FRAMEBUFFER_INCOMPLETEINVALID_OPERATION
I have searched any possible example to find how such a setup should be done,but found nothing.
(for some reason this actually fixed the problem which persisted in my earlier tests)I also tried to use GL_TEXTURE_2D_ARRAY instead,but same problem.
UPDATE
My fault as got confused with some of my findings during the debug.Basically half of what I wrote above can be discarded.But because other people may get into the same issues I will explain what happened.
At first,when I attached a 3d texture to COLOR attachment of FBO I created a render buffer for GL_DEPTH_STENCIL attachment.And yes,on completeness check I got:
GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS_ARB
Next,I tried instead:
glTexImage3D(GL_TEXTURE_3D, 0, GL_DEPTH24_STENCIL8, width, height, depth,
0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8);
which thrown:
INVALID_OPERATION
Now,instead of GL_TEXTURE_3D target I tried GL_TEXTURE_2D_ARRAY which finally caused the FBO to be complete.So,while I would still like to understand why GL_TEXTURE_3D causes INVALID_OPERATION(feel free to post an answer),this change has solved the problem.
Upvotes: 2
Views: 577
Reputation: 54592
Based on the spec, GL_FRAMEBUFFER_INCOMPLETE_LAYER_TARGETS
means (quoted from OpenGL 4.5 spec):
If any framebuffer attachment is layered, all populated attachments must be layered. Additionally, all populated color attachments must be from textures of the same target (three-dimensional, one- or two-dimensional array, cube map, or cube map array textures).
Based on the first part of this, your initial attempt of using a single layer stencil attachment with a layered 3D texture color attachment was clearly illegal.
The second part sounds somewhat unclear to me. Since it only talks about "color attachments", it suggests that using a GL_TEXTURE_3D
color attachment and a GL_TEXTURE_2D_ARRAY
stencil attachment would be legal. But I'm not convinced that this is actually the intention. Unfortunately I couldn't find additional confirmation of this in the rest of the spec.
Using GL_TEXTURE_3D
for a stencil or depth/stencil texture is a non-starter. There's no such thing as a 3D stencil texture. From the 4.5 spec, pages 191-192 in section "8.5 Texture Image Specification"
Textures with a base internal format of DEPTH_COMPONENT, DEPTH_STENCIL, or STENCIL_INDEX are supported by texture image specification commands only if target is TEXTURE_1D, TEXTURE_2D, TEXTURE_2D_MULTISAMPLE, TEXTURE_1D_ARRAY, TEXTURE_2D_ARRAY, TEXTURE_2D_MULTISAMPLE_ARRAY, TEXTURE_RECTANGLE, TEXTURE_CUBE_MAP, TEXTURE_CUBE_MAP_ARRAY, PROXY_TEXTURE_1D, PROXY_TEXTURE_2D, PROXY_TEXTURE_2D_MULTISAMPLE, PROXY_TEXTURE_1D_ARRAY, PROXY_TEXTURE_2D_ARRAY, PROXY_TEXTURE_2D_MULTISAMPLE_ARRAY, PROXY_TEXTURE_RECTANGLE, PROXY_TEXTURE_CUBE_MAP, or PROXY_TEXTURE_CUBE_MAP_ARRAY.
That's a long list, but TEXTURE_3D
is not in it.
Based on this, I believe that what you found to be working is the only option. You need to use textures with target GL_TEXTURE_2D_ARRAY
for both the color and stencil attachment.
Upvotes: 3