Firstly, I have msaa working good, like this(abstract):
sceneFramebuffer = new MultisampleRenderbuffer({
msaa: 8,
internalFormat: "RGBA8"
});
blitFramebuffer = new Framebuffer({
internalFormat: "RGBA8",
format: "RGBA",
type: "UNSIGNED_INT"
});
Draw scene with sceneFramebuffer;
sceneFramebuffer.blit(blitFramebuffer);
Draw blitFramebuffer on the screen quad;
Now, I want to render sceneFramebuffer to RGBA32F for HDR purpose, and when I try this configuration:
sceneFramebuffer = new MultisampleRenderbuffer({
msaa: 8
internalFormat: "RGBA32F"
});
blitFramebuffer = new Framebuffer({
internalFormat: "RGBA32F",
format: "RGBA",
type: "FLOAT"
});
I get this: GL ERROR :GL_INVALID_OPERATION : glBlitFramebufferCHROMIUM: src and dst formats differ for color
But, when I set msaa: 0 for sceneFramebuffer it shows my scene but no msaa antialiasing ofcourse.
Is it possible somehow to combine multisampling and float output, which I'd use for hdr?
Thanks!
Seem to work for me
function main() {
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) {
return alert('need webgl2');
}
// without this we can't render to RGBA32F
if (!gl.getExtension('EXT_color_buffer_float')) {
return alert('need EXT_color_buffer_float');
}
// just guessing without this we can't downsample
if (!gl.getExtension('OES_texture_float_linear')) {
return alert('need OES_texture_float_linear');
}
const msFB = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, msFB);
const msRB = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, msRB);
const samples = 4;
const internalFormat = gl.RGBA32F;
const width = 16;
const height = 16;
gl.renderbufferStorageMultisample(
gl.RENDERBUFFER, samples, internalFormat, width, height);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msRB);
checkFramebuffer(gl);
gl.clearColor(1,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
const texFB = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, texFB);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
const levels = 1;
gl.texStorage2D(gl.TEXTURE_2D, levels, internalFormat, width, height);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
checkFramebuffer(gl);
// check before
checkPixel(gl, 'before blit')
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, msFB);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texFB);
gl.blitFramebuffer(
0, 0, width, height,
0, 0, width, height,
gl.COLOR_BUFFER_BIT, gl.LINEAR);
console.log('ERROR?:', glEnumToString(gl, gl.getError()));
gl.bindFramebuffer(gl.FRAMEBUFFER, texFB);
checkPixel(gl, 'after blit:');
}
function checkFramebuffer(gl) {
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.error(glEnumToString(gl, status));
}
}
function checkPixel(gl, msg) {
const pixel = new Float32Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.FLOAT, pixel);
console.log(msg, Array.from(pixel).join(', '));
}
function glEnumToString(gl, v) {
const hits = [];
for (const key in gl) {
if (gl[key] === v) {
hits.push(key);
}
}
return hits.length ? hits.join(' | ') : `0x${v.toString(16)}`;
}
main();
<canvas></canvas>
Just to make it clear it has nothing to do with texStorage2D
function main() {
const gl = document.querySelector('canvas').getContext('webgl2');
if (!gl) {
return alert('need webgl2');
}
// without this we can't render to RGBA32F
if (!gl.getExtension('EXT_color_buffer_float')) {
return alert('need EXT_color_buffer_float');
}
// just guessing without this we can't downsample
if (!gl.getExtension('OES_texture_float_linear')) {
return alert('need OES_texture_float_linear');
}
const msFB = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, msFB);
const msRB = gl.createRenderbuffer();
gl.bindRenderbuffer(gl.RENDERBUFFER, msRB);
const samples = 4;
const internalFormat = gl.RGBA32F;
const width = 16;
const height = 16;
gl.renderbufferStorageMultisample(
gl.RENDERBUFFER, samples, internalFormat, width, height);
gl.framebufferRenderbuffer(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.RENDERBUFFER, msRB);
checkFramebuffer(gl);
gl.clearColor(1,0,0,1);
gl.clear(gl.COLOR_BUFFER_BIT);
const texFB = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, texFB);
const tex = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, tex);
const level = 0;
gl.texImage2D(gl.TEXTURE_2D, level, internalFormat, width, height, 0,
gl.RGBA, gl.FLOAT, null);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, tex, 0);
checkFramebuffer(gl);
// check before
checkPixel(gl, 'before blit')
gl.bindFramebuffer(gl.READ_FRAMEBUFFER, msFB);
gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, texFB);
gl.blitFramebuffer(
0, 0, width, height,
0, 0, width, height,
gl.COLOR_BUFFER_BIT, gl.LINEAR);
console.log('ERROR?:', glEnumToString(gl, gl.getError()));
gl.bindFramebuffer(gl.FRAMEBUFFER, texFB);
checkPixel(gl, 'after blit:');
}
function checkFramebuffer(gl) {
const status = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
if (status !== gl.FRAMEBUFFER_COMPLETE) {
console.error(glEnumToString(gl, status));
}
}
function checkPixel(gl, msg) {
const pixel = new Float32Array(4);
gl.readPixels(0, 0, 1, 1, gl.RGBA, gl.FLOAT, pixel);
console.log(msg, Array.from(pixel).join(', '));
}
function glEnumToString(gl, v) {
const hits = [];
for (const key in gl) {
if (gl[key] === v) {
hits.push(key);
}
}
return hits.length ? hits.join(' | ') : `0x${v.toString(16)}`;
}
main();
<canvas></canvas>