这是我的纹理类:
struct GPUAllocation {
uint ID,VectorType,DataType,Width,Height,Format,IntFormat;
//ID is the output from glGen* and Format is the format of the texture and IntFormat
//is the Internal Format of this texture. (Width and height and too obvious)
//DataType is like GL_FLOAT...
bool isFinalized;
GPUAllocation(uint vectorType,uint dataType,uint width,uint height);
void SetSlot(int n);
void Finalize();
~GPUAllocation();
};
将此纹理复制到 RAM 的代码:
void memcpy(GPUAllocation src,void* dst) {
glBindTexture(GL_TEXTURE_2D,src.ID); //ID is the output from glGen*
glTexSubImage2D(GL_TEXTURE_2D,0,0,0,src.Width,src.Height,src.Format,src.DataType,dst);
}
运行这个函数的代码是:
GPUAllocation gpu_alloc(PCPU_Vector1,PCPU_Float,4096,4096); //I generate Format and IntFormat here.
//The generated format is correct because when I copied from GPU to CPU I didn't got any error
float *cpu_alloc=new float[4096*4096];
memcpy(gpu_alloc,cpu_alloc); //The error occurred here!
发生的错误是1281
。
编辑:我发现当我从 GPU 复制到 CPU,然后从 CPU 复制到 GPU 时,我得到了那个错误。如果我首先从 GPU 复制到 CPU,我没有收到任何错误。从 CPU 复制到 GPU 的函数是:
void memcpy(void* src,GPUAllocation dst) {
glBindTexture(GL_TEXTURE_2D,dst.ID);
glGetTexImage(GL_TEXTURE_2D,0,dst.Format,dst.DataType,src);
}