This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion

glReadPixels failed use FBO on Mali-T628

I want to i to implement offescreen render in my project with FBO;It works on Other manufacturers‘ GPU,but get glReadPixels error 502 on  Mali-T628.I am very confused. Then I try to directly glReadPixels without FBO,no error happened,but i get a white screen.Could any one know this problem?

here is my code to readpixel

 getbuffer(uint8_t *dst_buf)
{
    int framesize=g_width * g_height * 4;
   glBindFramebuffer( GL_FRAMEBUFFER, g_framebuffer );
   checkGlError( "glBindFramebuffer" );

    GLenum status = glCheckFramebufferStatus( GL_FRAMEBUFFER );
    checkGlError( "glCheckFramebufferStatus" );
    switch( status ){
        case GL_FRAMEBUFFER_COMPLETE:
            log_debug("FBO good %d",status);
            break;
        case GL_FRAMEBUFFER_UNSUPPORTED:
            log_debug("FBO wrong %d",status);
            break;
        default:
            break;
    }

    glReadBuffer(GL_COLOR_ATTACHMENT0);
    if( g_asyncReadingIndex == 0 ){
        g_asyncReadingIndex = 1;
        g_asyncCopyingIndex = 0;
    }
    else{
        g_asyncReadingIndex = 0;
        g_asyncCopyingIndex = 1;
    }

    glBindBuffer( GL_PIXEL_PACK_BUFFER, g_pboID[g_asyncReadingIndex] );
    checkGlError( "glBindBuffer" );
    glFinish();
    checkGlError( "glFinish" );
    pj_get_timestamp(&ts_begin);
    glReadPixels( 0, 0,g_width,g_height, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    checkGlError( "glReadPixels" );
    glBindBuffer( GL_PIXEL_PACK_BUFFER, g_pboID[g_asyncCopyingIndex] );
    checkGlError( "glBindBuffer" );

    GLubyte* bufferData = NULL;
    bufferData = (GLubyte*)glMapBufferRange( GL_PIXEL_PACK_BUFFER,0,
                                             framesize, GL_MAP_READ_BIT );
    checkGlError( "glMapBufferRange" );

    if( bufferData != NULL ){
        memcpy(dst_buf, bufferData, framesize);
        glUnmapBuffer( GL_PIXEL_PACK_BUFFER );
        checkGlError( "glUnmapBuffer" );
    }
    glBindBuffer( GL_PIXEL_PACK_BUFFER, 0 );
    checkGlError( "glBindBuffer" );
    glBindFramebuffer( GL_FRAMEBUFFER, 0 );
    checkGlError( "glBindFramebuffer");
}
  • Hi ,

    Looking at the code I can see some issues. The first one is that you call glReadBuffer to setup the color attachment but there is no call to glBindFramebuffer(GL_READ_FRAMEBUFFER, "framebuffer used to render to texture"). Without that ReadPixels doesn't know which framebuffer to read from.

    The other issue I see is that you setup "glBindBuffer( GL_PIXEL_PACK_BUFFER, g_pboID[g_asyncReadingIndex] );". This will set g_pboID[g_asyncReadingIndex] as destination of your glReadPixels operation but then you map g_pboID[g_asyncCopyingIndex] and return it's data.

    To make the code work you should map the pbo with index g_asyncReadingIndex and return that data instead.

    Hope it helps,

    Daniele