更新
@gman 已经回答了这个问题。启动时需要调用 gl.getExtension('EXT_color_buffer_float') 。
问题是在 WebGL2 下调用gl.checkFramebufferStatus(gl.FRAMEBUFFER)
不会返回。gl.FRAMEBUFFER_COMPLETE
我在打电话之前打了这个电话gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4)
。
以下是任一版本的常见顺序。区别在于createTexture()
和readTexture()
。这些特定于 WebGL 的版本。
一般流程:
gl.useProgram(program);
var texShape = getTextureShape(programInfo.outputTensor);
var outputTexture = this.textureManager.getOrCreateTexture(programInfo.outputTensor);
this.gpuContext.attachFramebuffer(outputTexture, texShape.width, texShape.height);
var inputTextures = this.createTextures(programInfo.textureData);
this.bindAttributes(buildArtifact.attribLocations);
this.bindUniforms(buildArtifact.uniformLocations, programInfo.uniformData);
this.bindTextures(buildArtifact.uniformLocations, inputTextures);
if (!this.gpuContext.isFramebufferReady()) {
throw new Error("Framebuffer is not ready");
}
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
this.copyToOutput(outputTexture, programInfo.outputTensor);
attachFramebuffer:普通
GpuContext.prototype.attachFramebuffer = function (texture, width, height) {
var gl = this.gl;
gl.activeTexture(gl.TEXTURE0 + (this.maxTextureImageUnits - 1));
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0);
gl.viewport(0, 0, width, height);
};
创建纹理:WebGL 1.0:
GpuContext.prototype.createTexture = function (width, height, data) {
var gl = this.gl;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
// TODO: remove this override
var type = gl.FLOAT;
var buffer = null;
if (data) {
buffer = new Float32Array(data.length * 4);
data.forEach(function (value, index) { return buffer[index * 4] = value; });
}
// Pixel format and data for the texture
gl.texImage2D(gl.TEXTURE_2D, // Target, matches bind above.
0,
gl.RGBA,
width,
height,
0,
gl.RGBA,
type,
buffer);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
};
读取纹理:WebGL 1.0:
GpuContext.prototype.readTexture = function (texture, width, height) {
var gl = this.gl;
var buffer = new Float32Array(width * height * 4);
var format = gl.RGBA;
var type = gl.FLOAT;
// bind texture to framebuffer
gl.framebufferTexture2D(gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0);
if (!this.isFramebufferReady()) {
throw new Error("Framebuffer is not ready after attaching texture");
}
gl.readPixels(0, // x-coord of lower left corner
0, // y-coord of lower left corner
width, // width of the block
height, // height of the block
format, // Format of pixel data.
type, // Data type of the pixel data, must match makeTexture
buffer); // Load pixel data into buffer
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return buffer.filter(function (value, index) { return index % 4 === 0; });
};
WebGL 2.0 覆盖:
WebGL2GpuContext.prototype.createTexture = function (width, height, data) {
var gl = this.gl;
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
var internalFormat = WebGL2RenderingContext.R32F;
var format = WebGL2RenderingContext.RED;
var type = gl.FLOAT;
gl.texImage2D(gl.TEXTURE_2D,
0,
internalFormat,
width,
height,
0,
format,
type,
data);
gl.bindTexture(gl.TEXTURE_2D, null);
return texture;
};
WebGL2GpuContext.prototype.readTexture = function (texture, width, height) {
var gl = this.gl;
var buffer = new Float32Array(width * height);
var format = WebGL2RenderingContext.RED;
var type = gl.FLOAT;
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER,
gl.COLOR_ATTACHMENT0,
gl.TEXTURE_2D,
texture,
0);
if (!this.isFramebufferReady()) {
throw new Error("Framebuffer is not ready after attaching texture");
}
gl.readPixels(0,
0,
width,
height,
format,
type,
buffer);
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
return buffer;
};