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我想一個OpenGL的紋理傳遞到OpenCL的在Python 所以我創建使用對應的FrameBuffer在OpenGL紋理:的OpenGL紋理針對OpenCL在Python
fbo =glGenFramebuffersEXT(1))
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo)
depthbuffer = glGenRenderbuffersEXT(1)
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depthbuffer)
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, width, height)
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, depthbuffer)
texture = glGenTextures(1))
glBindTexture(GL_TEXTURE_2D, texture)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_NEAREST)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_NEAREST)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, None);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D,texture, 0);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
RENDERSCENE()
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
之後,我創建OpenCL上下文,並試圖通過從OpenGL的到OpenCL的紋理像這樣
self.context = pyopencl.create_some_context()
self.queue = pyopencl.CommandQueue(self.context)
if pyopencl.have_gl():
self.image = pyopencl.GLTexture(self.context, pyopencl.mem_flags.READ_WRITE,GL_TEXTURE_2D, 0, texture, 2)
質地正常工作,如果我用它在OpenGL,但whehn我試圖用它來與OpenCL的崩潰:
Traceback (most recent call last):
File "/home/jul*/*/*er/FBOtest2.py", line 250, in <module>
fbo.mainGameLoop()
File "/home/jul*/*/*er/FBOtest2.py", line 223, in mainGameLoop
self.transformTexturesForOpenCL()
File "/home/jul*/*/*er/FBOtest2.py", line 63, in transformTexturesForOpenCL
self.image = pyopencl.GLTexture(self.context, pyopencl.mem_flags.READ_WRITE,GL_TEXTURE_2D, 0, texture, 2)
pyopencl.LogicError: clCreateFromGLTexture2D failed: invalid context