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我想在 Python 中将 OpenGL 纹理传递给 OpenCL 因此我使用帧缓冲区在 OpenGL 中创建纹理:

        fbo =glGenFramebuffersEXT(1))
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
        depthbuffer = glGenRenderbuffersEXT(1)
        glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer)
        glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height)
        glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer)       

        texture = glGenTextures(1))
        glBindTexture(GL_TEXTURE_2D, texture)
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST)
        glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST)
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8,  width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None);
        glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,  GL_TEXTURE_2D,texture, 0);
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
        RENDERSCENE()
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);

之后,我创建 OpenCL 上下文并尝试像这样将纹理从 OpenGL 传递到 OpenCL

        self.context = pyopencl.create_some_context()
        self.queue = pyopencl.CommandQueue(self.context)
        if pyopencl.have_gl():
              self.image = pyopencl.GLTexture(self.context, pyopencl.mem_flags.READ_WRITE,GL_TEXTURE_2D, 0, texture, 2)

纹理工作正常,如果我在 OpenGL 中使用它,但是当我尝试将它与 OpenCL 一起使用时,它会崩溃:

Traceback (most recent call last):
  File "/home/jul*/*/*er/FBOtest2.py", line 250, in <module>
    fbo.mainGameLoop()
  File "/home/jul*/*/*er/FBOtest2.py", line 223, in mainGameLoop
    self.transformTexturesForOpenCL()  
  File "/home/jul*/*/*er/FBOtest2.py", line 63, in transformTexturesForOpenCL
    self.image = pyopencl.GLTexture(self.context, pyopencl.mem_flags.READ_WRITE,GL_TEXTURE_2D, 0, texture, 2)
pyopencl.LogicError: clCreateFromGLTexture2D failed: invalid context
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1 回答 1

3

我不确定您是否可以创建“某些上下文”。您需要在了解 OpenGL 上下文的情况下创建 OpenCL 上下文。在此处查看有关 CL-GL 互操作的更多信息。

于 2012-07-30T15:51:38.893 回答