I want to render an IOSurface
texture with mipmapping.
I am generating an OpenGL
texture from an IOSurface
like so:
let error = CGLTexImageIOSurface2D(context.cglContextObj!,
GLenum(GL_TEXTURE_RECTANGLE_ARB),GLenum(GL_RGBA), GLsizei(width), GLsizei(height),
GLenum(GL_BGRA), GLenum(GL_UNSIGNED_INT_8_8_8_8_REV), surface!, 0)
And rendering it with a simple fragment shader:
#version 120
uniform sampler2DRect texture;
varying vec2 texCoord;
uniform vec2 size;
void main(){
vec4 tex = texture2DRect(texture, texCoord*size);
gl_FragColor = tex;
}
This works fine. But unfortunately, the texture is not mipmapped and is very grainy/pixellated when viewed at a smaller size. Upon further research, it appears that not only are IOSurface
backed textures limited to a GL_TEXTURE_RECTANGLE_ARB
target, they also do not support mipmapping.
Allright. So my best alternative here seems to be to:
GL_TEXTURE_RECTANGLE_ARB
texture to a GL_TEXTURE_2D
textureDo note that I am developing on Mac, which does not support OpenGL 4.3, so I cannot use the convenient glCopyImageSubData
here. Instead I am basing my approach for Step 1 here on this answer: How to copy texture1 to texture2 efficiently?
My full code now looks like this:
if !hasCreatedTexture {
glGenTextures(1, &texture);
glGenTextures(1, &arbTexture);
glGenFramebuffers(1, &fbo)
hasCreatedTexture = true
}
glEnable(GLenum(GL_TEXTURE_RECTANGLE_ARB))
glBindTexture(GLenum(GL_TEXTURE_RECTANGLE_ARB), arbTexture)
let error = CGLTexImageIOSurface2D(context.cglContextObj!, GLenum(GL_TEXTURE_RECTANGLE_ARB), GLenum(GL_RGBA), GLsizei(width), GLsizei(height), GLenum(GL_BGRA), GLenum(GL_UNSIGNED_INT_8_8_8_8_REV), surface!, 0)
glBindFramebuffer(GLenum(GL_FRAMEBUFFER), fbo);
glFramebufferTexture2D(GLenum(GL_READ_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT0),
GLenum(GL_TEXTURE_RECTANGLE_ARB), arbTexture, 0);
glFramebufferTexture2D(GLenum(GL_DRAW_FRAMEBUFFER), GLenum(GL_COLOR_ATTACHMENT1),
GLenum(GL_TEXTURE_2D), texture, 0);
glDrawBuffer(GLenum(GL_COLOR_ATTACHMENT1));
glBlitFramebuffer(0, 0, GLint(width), GLint(height), 0, 0, GLint(width), GLint(height), GLbitfield(GL_COLOR_BUFFER_BIT), GLenum(GL_NEAREST));
glBindTexture(GLenum(GL_TEXTURE_2D), texture)
And I changed my shader to support GL_TEXTURE_2D
:
#version 120
uniform sampler2D texture;
varying vec2 texCoord;
void main(){
vec4 tex = texture2D(texture, texCoord);
gl_FragColor = tex;
}
And here is where I'm stuck. The image is all black and I have no clue why it's not working.
I tried looking at the pixel data like so:
var pixelData = UnsafeMutablePointer<GLubyte>(allocatingCapacity: Int(width * height * 4))
glGetTexImage(GLenum(GL_TEXTURE_2D), 0, GLenum(GL_BGRA),
GLenum(GL_UNSIGNED_INT_8_8_8_8_REV), pixelData)
print(NSData(bytes: pixelData, length: 50000).description)
And it's all zeroes. Is it something wrong with my approach or could the issue be specifically related to dealing with IOSurface
backed textures?
Finally got this working using the following:
func createMipTexture() {
guard let surface = self.surface else { return }
glBindTexture(GLenum(GL_TEXTURE_2D), texture);
glEnable(GLenum(GL_TEXTURE_2D))
guard let address = IOSurfaceGetBaseAddress(surface) as UnsafeMutableRawPointer? else { return }
IOSurfaceLock(surface, .readOnly, nil)
glTexImage2D(GLenum(GL_TEXTURE_2D), 0, GL_RGBA, GLsizei(width), GLsizei(height), 0, GLenum(GL_BGRA), GLenum(GL_UNSIGNED_INT_8_8_8_8_REV), address)
IOSurfaceUnlock(surface, .readOnly, nil);
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MAX_LEVEL), 100)
glHint(GLenum(GL_GENERATE_MIPMAP_HINT), GLenum(GL_NICEST));
glGenerateMipmap(GLenum(GL_TEXTURE_2D))
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_S), GL_REPEAT);
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_WRAP_T), GL_REPEAT);
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MAG_FILTER), GL_LINEAR);
glTexParameteri(GLenum(GL_TEXTURE_2D), GLenum(GL_TEXTURE_MIN_FILTER), GL_LINEAR_MIPMAP_LINEAR);
}