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Screen Dark working with FBOs

Note: This was originally posted on 7th November 2010 at http://forums.arm.com

Hi Guys,

Trying to port an akready well running Sw from Fedora PC to the Mali400 on ST7108 chip, with GLES-2.0, I got a problem working with Framebuffer Objects.
Everything is ok, debugging ok, framebuffer objects completes, no errors, but the screen remains completely dark.
My environment on Mali/ST7108 is OK, other applications can run nicely.

But I think to have not completely understood (or better: not understood at all) how to set display and surfaces while working woth FBOs (maybe the problem could be also found somewhere else)

Basic setting is more or less as below, where I have put only the relevant setting and call for Display and Surfaces.

In does seem that the eglSwapBuffers does't work at all while working with FBOs
(even a monocolor screen cannot be seen...).
In contrast, while working out of FBOs, everything seems to be ok.

After binding with glBindFramebuffer(GL_FRAMEBUFFER,0), then everything is working and can be displayed.

In contrast, after glBindFramebuffer(GL_FRAMEBUFFER, framebuffer), I cannot see anything after he eglSwapBuffers, even if the debug seems to be ok.

Could someone pls help me in giving me suggestions on how to properly set Display and Surfaces?
Does there is a running examples while using FBOs on ST7108 chip?
Thanks a lot in advance for this
(here below I have just put a rough skeleton of the used code)

"
EGLDisplay eglDisplay = 0;
EGLSurface eglSurface = 0;
EGLint major, minor, num_configs;

..........
eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY));

eglInitialize(eglDisplay, &major, &minor);
eglBindAPI(EGL_OPENGL_ES_API);

eglChooseConfig(eglDisplay, configAttribs, &eglConfig, 1, &num_configs);

eglSurface = eglCreateWindowSurface(eglDisplay, eglConfig, NULL, NULL);
eglContext = eglCreateContext(eglDisplay, eglConfig, NULL, contextAttribs)));
eglMakeCurrent(eglDisplay, eglSurface, eglSurface, eglContext);
...........
...........


egl_setup(&eglDisplay,&eglSurface);


GLuint framebuffer;
GLuint depthRenderbuffer;
GLuint texture;

.....

glGenFramebuffers(1, &framebuffer);
glGenRenderbuffers(1, &depthRenderbuffer);
glGenTextures(1, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texWidth, texHeight, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, NULL);


glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);

glBindRenderbuffer(GL_RENDERBUFFER, depthRenderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_COMPONENT16, texWidth, texHeight);

glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);

glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);

glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, depthRenderbuffer);

Switch (glCheckFramebufferStatus(GL_FRAMEBUFFER))
{
case GL_FRAMEBUFFER_COMPLETE:
fprintf(stdout, "\n o Framebuffer Complete");
break;
......
}


GLCheckError(glClearColor(1.0f, 0.0f, 0.0f, 1.0f));
.....
eglSwapBuffers(eglDisplay, eglSurface);


// glBindFramebuffer(GL_FRAMEBUFFER,0);
.........

eglSwapBuffers(eglDisplay, eglSurface);
""


Many Thanks
Parents
  • Note: This was originally posted on 10th November 2010 at http://forums.arm.com

    The algorithm uses the FBOs to render-to-textures the intermediate results of the pipeline, in a multi-pass fashion, so that each step saves its output into a texture by an FBO and the next reads and processes it again.

    The code compiles and seems to run completely on the Mali, but there are then problems in viewing to the screen.


    Does this mean you have a number of FBOs, each bound to a different texture, and the final pass renders all those textures into the scene? Or does each pass render the last result onto the next texture, and only the final pass is drawn to the screen?

    Either way, your final pass has to be drawn to the egl surface, not a frame buffer object.

    If you still have a frame buffer object bound when you do your final pass, all the drawcalls will render to that FBO, which won't go to the screen when you swap buffers.

    -Stacy
Reply
  • Note: This was originally posted on 10th November 2010 at http://forums.arm.com

    The algorithm uses the FBOs to render-to-textures the intermediate results of the pipeline, in a multi-pass fashion, so that each step saves its output into a texture by an FBO and the next reads and processes it again.

    The code compiles and seems to run completely on the Mali, but there are then problems in viewing to the screen.


    Does this mean you have a number of FBOs, each bound to a different texture, and the final pass renders all those textures into the scene? Or does each pass render the last result onto the next texture, and only the final pass is drawn to the screen?

    Either way, your final pass has to be drawn to the egl surface, not a frame buffer object.

    If you still have a frame buffer object bound when you do your final pass, all the drawcalls will render to that FBO, which won't go to the screen when you swap buffers.

    -Stacy
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