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Re: [Public WebGL] More driver bugs: Getting FRAMEBUFFER_INCOMPLETE for a texture that is not "texture complete" on some cards.

On Thu, Dec 16, 2010 at 3:09 PM, Gregg Tavares (wrk) <gman@google.com> wrote:
> So we were informed of a new issue.
> If you bind a texture to a framebuffer and that texture is not "texture
> complete" then on some (all?) nvidia drivers it wrongly return
> In other words,
>    // create a 32x32 texture
>    tex = gl.createTexture();
>    gl.bindTexture(gl.TEXTURE_2D, tex);
>    gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, 32, 32, 0, gl.RGBA,
> gl.UNSIGNED_BYTE, null);
>    // attach that texture to a framebuffer
>    fbo = gl.createFramebuffer();
>    gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
>    gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0,
> gl.TEXTURE_2D, tex, 0);
>    // check that it's complete
>    var status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
> This code will wrongly fail on some nvidia drivers.
> The issue is apparently that bad nvidia drivers require the textures to
> either have all their mips or be set to use filtering that does not require
> mips.
> The workaround is to add this line
>    // because the default for a texture is gl.NEAREST_MIPMAP_LINEAR
>    // we need to set it to something that doesn't need mips.
>    gl.texParameteriv(gl.TEXTURE_2D, TEXTURE_MIN_FILTER, gl.LINEAR);
> So, for WebGL what if anything should we do?
> 1) Ignore the issue
> You couldn't render with the texture without setting filtering anyway.
> Mostly like you just have to re-order your initialization to set the
> texParameter before setting up your FBO instead of after.
> 2) Try to fix it inside WebGL implementations
> I think you'd basically have to track if a texture is being used as an fbo.
> When it is (either on bindFramebuffer or framebufferTexture2D) you'd have to
> set its filtering to LINEAR or NEAREST while resetting any previously bound
> framebuffer texture back to it's original user specified filters. You'd also
> have to wrap texParameteriv and getTexParameter so that they shadowed the
> settings since if the texture is currently being used as a render target you
> can neither set or query its parameters and expect to get the correct
> result.
> 3) Change the WebGL spec to have the same requirements so the failure is
> consistent
> You'd again have track which textures are currently being rendered too.
> Before each draw call you'd have to see if the texture being rendered to
> meets the conditions above. If not generate GL_INVALID_FRAMEBUFFER_OPERATION
> on top of GL_FRAMEBUFFER_INCOMPLETE on checkFramebufferStatus.
> 4) ?

Personal preference: (1) (I have seen this issue for a long time in
many products, not just WebGL, and didn't think it was that big a deal
to just set up the texture properly before binding it to an FBO)
followed by (2). I don't support changing the WebGL spec to codify
this incorrect behavior.


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