I am not sure whether it is a driver bug but following happens:
compute-shader.glsl:
#version 320 es
precision mediump float;
layout(local_size_x = 16, local_size_y = 8, local_size_z = 1) in;
layout(rgba8ui, binding = 0) writeonly uniform mediump uimage2D image;
layout(binding = 1) uniform mediump usampler3D grid;
void main() {
uint i = gl_GlobalInvocationID.y;
uint j = gl_GlobalInvocationID.x;
uvec4 val = texture(grid, vec3(float(i)/480.0,float(j)/640.0,0.5));
imageStore(image, ivec2(j,i), val);
}
The color channels of val
are completely scrambled:
main.cpp:
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_3D);
glBindTexture(GL_TEXTURE_3D, grid_tex_id);
glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 256, 256, 256);
glTexSubImage3D(GL_TEXTURE_3D, 0, 0, 0, 0, 256, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, grid.data);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
Is there any reasonable explanation for this? Note: I do not want to use the hack val.ragb
(if that even exists).
layout(binding = 1) uniform mediump usampler3D grid; ... glTexStorage3D(GL_TEXTURE_3D, 1, GL_RGBA8, 256, 256, 256);
GL_RGBA8
is not an integer format; it's a normalized format. That means it is equivalent to a floating-point format. So you should use sampler3D
, not usampler3D
. Or you should upload your data to an integer format like GL_RGBA8UI
, using the GL_RGBA_INTEGER
pixel transfer format.
You probably got away with it using Image Load/Store by re-specifying the format in the shader itself. You can't do that with textures.