我有一个像这样的立方体贴图纹理:
uint32_t skyboxTextureUnfiltered = -1;
glGenTextures(1, &skyboxTextureUnfiltered);
glBindTexture(GL_TEXTURE_CUBE_MAP, skyboxTextureUnfiltered);
glTexStorage2D(GL_TEXTURE_CUBE_MAP, 6, GL_RGBA32F, m_SkyboxSize, m_SkyboxSize);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
我在上面运行一个计算着色器:
glBindImageTexture(0, skyboxTextureUnfiltered, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
glUseProgram(m_EquirectToCubeID);
glDispatchCompute(m_SkyboxSize, m_SkyboxSize, 6);
我的计算着色器看起来像:
layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in;
layout(binding = 0, rgba32f) uniform imageCube outputTexture;
void main(void)
{
imageStore(outputTexture, ivec3(gl_GlobalInvocationID), vec4(1.0f));
}
毕竟,当我尝试在 RenderDoc 中查看其内容时,我只看到 +X 面是白色的,其余都是黑色的。
为什么会这样?
glBindImageTexture(0, skyboxTextureUnfiltered, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RGBA32F);
在这里,您将
GL_FALSE
传递给layered
参数。这意味着只有一个层(这里是第 0 层)将被绑定。对于立方贴图纹理,每个面都是一个图层。
你应该通过
GL_TRUE
代替:
glBindImageTexture(0, skyboxTextureUnfiltered, 0, GL_TRUE, 0, GL_READ_WRITE, GL_RGBA32F);