So I'm trying to create a Multisampled depth texture and I'm seeing some oddities.
First off, this GLES2-like call works :
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL );
But then I can't use it for the multisampled texture :
glTexStorage2DMultisample( GL_TEXTURE_2D_MULTISAMPLE, 4, GL_DEPTH_COMPONENT, Width, Height, GL_TRUE );
It throws GL_INVALID_ENUM and reading the docs it can only be from texture target which is ok so the next wrong thing is GL_DEPTH_COMPONENT .
Then I tried creating GL_DEPTH_COMPONENT16,24 and 32 textures
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT16, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_SHORT, NULL );
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, Width, Height, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, NULL );
glTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT32F, Width, Height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL );
And while they all work I don't see my depth buffer based effects like depth of field so I can only assume the values are either not being saved (all 0s) or the format is wrong, like I would need an integer sampler. I am expecting in these scenarios to use a standard sampler2D and get a .r-only texture with values from 0..1 . I have the exact same issue with Qualcomm's Adreno 320, but I don't have it with Apple's A7 GPU or my AMD R9 280X.
Am I doing something wrong ?
So, after these edits, where are you now at?
Have you successfully bound the buffer but can't write into it?
Or is it drawing to them without error but simply showing nothing in the associated texture?
Just trying to figure out what the next step is.
-Stacy
I can bind the depth buffer to be used in a framebuffer, the color buffer looks ok as in depth testing/writting is performed but accessing the buffer as a texture in a fragment shader results in black being returned.