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View Full Version : Array Textures - Support 32bit integer formats?



ahcox
12-16-2009, 02:54 PM
Dear All,

After generating an object, and binding the GL_TEXTURE_2D_ARRAY_EXT target I run a loop around the call below and do a glGetError() in order to find out which RBGA image formats are supported for array textures on my machine[1].

glTexImage3D(GL_TEXTURE_2D_ARRAY_EXT, 0, *p_format, width, height, depth, 0, GL_RGBA, GL_UNSIGNED_INT, NULL);

What I get is the list below, but that has no entry for the GL_RGBA32UI format that I want to use.

Image format good for 2d texture array: 6408 (GL_RGBA)
Image format good for 2d texture array: 32853 (GL_RGBA2)
Image format good for 2d texture array: 32854 (GL_RGBA4)
Image format good for 2d texture array: 32856 (GL_RGBA8)
Image format good for 2d texture array: 32858 (GL_RGBA12)
Image format good for 2d texture array: 32859 (GL_RGBA16)
Image format good for 2d texture array: 34030 (GL_COMPRESSED_RGBA)
Image format good for 2d texture array: 34836 (GL_RGBA32F)
Image format good for 2d texture array: 34842 (GL_RGBA16F)
Image format good for 2d texture array: 34836 (GL_RGBA_FLOAT32_APPLE)
Image format good for 2d texture array: 34842 (GL_RGBA_FLOAT16_APPLE)
Image format good for 2d texture array: 34030 (GL_COMPRESSED_RGBA_ARB)
Image format good for 2d texture array: 34836 (GL_RGBA32F_ARB)
Image format good for 2d texture array: 34842 (GL_RGBA16F_ARB)
Image format good for 2d texture array: 34836 (GL_RGBA_FLOAT32_ATI)
Image format good for 2d texture array: 34842 (GL_RGBA_FLOAT16_ATI)
Image format good for 2d texture array: 32853 (GL_RGBA2_EXT)
Image format good for 2d texture array: 32854 (GL_RGBA4_EXT)
Image format good for 2d texture array: 32856 (GL_RGBA8_EXT)
Image format good for 2d texture array: 32858 (GL_RGBA12_EXT)
Image format good for 2d texture array: 32859 (GL_RGBA16_EXT)
Image format good for 2d texture array: 33777 (GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
Image format good for 2d texture array: 33777 (GL_COMPRESSED_RGBA_S3TC_DXT1_EXT)
Image format good for 2d texture array: 33778 (GL_COMPRESSED_RGBA_S3TC_DXT3_EXT)
Image format good for 2d texture array: 33779 (GL_COMPRESSED_RGBA_S3TC_DXT5_EXT)
Image format good for 2d texture array: 34555 (GL_SIGNED_RGBA_NV)
Image format good for 2d texture array: 34556 (GL_SIGNED_RGBA8_NV)
Image format good for 2d texture array: 34555 (GL_SIGNED_RGBA_NV)
Image format good for 2d texture array: 34556 (GL_SIGNED_RGBA8_NV)

Has anyone used unsigned integer formats with texture arrays (array textures)? If so, how did you get them to work?

Best,
Andrew

1.
Application Log
Start: Wed Dec 16 20:54:46 2009
numTextureCoords = 8
numTextures = 32
numTextureUnits = 4
glGet(GL_MAX_TEXTURE_UNITS_ARB) = 4
glGet(GL_MAX_TEXTURE_IMAGE_UNITS_ARB) = 32
Operating System: Windows 6.0 build 6000 Platform 2
Processor Architecture: 4 x 32-bit Intel processor

GL Vendor: NVIDIA Corporation
GL Renderer: Quadro FX 5800/PCI/SSE2
GL Version: 3.2.0
Driver version: 8.16.11.9100

GL extensions: "GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_video_capture GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control "

Supported Formats:
Format Texture RenderBuffer
L8 Yes Yes
L16 Yes Yes
L16F Yes Yes
L32F Yes Yes
A8 Yes Yes
A16 Yes Yes
A16F Yes Yes
A32F Yes Yes
LA4 Yes Yes
LA8 Yes Yes
LA16 Yes Yes
LA16F Yes Yes
LA32F Yes Yes
RGB5 Yes Yes
RGB5A1 Yes Yes
RGB8 Yes Yes
RGB10 Yes Yes
RGB10A2 Yes Yes
RGB16 Yes Yes
RGB16F Yes Yes
RGB32F Yes Yes
RGBA8 Yes Yes
RGBA16 Yes Yes
RGB16F Yes Yes
RGBA32F Yes Yes
RGBA32UI Yes Yes
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
RGB_DXT1 Yes No
YUV420_PLANAR No No
YUV422 No No
YUV444 No No
RGB_DXT1 Yes No
RGBA_DXT1 Yes No
RGBA_DXT3 Yes No
RGBA_DXT5 Yes No
DEPTH16 Yes Yes
DEPTH24 Yes Yes
DEPTH32 Yes Yes
DEPTH32F Yes Yes
STENCIL1 No Yes
STENCIL4 No Yes
STENCIL8 No Yes
STENCIL16 No Yes
DEPTH24_STENCIL8 No Yes

Capability Minimum Desired Received Ok?
-------------------------------------------------
* RENDER DEVICE
Depth 16 bits 24 bits 24 bits ok
Stencil 8 bits 8 bits 8 bits ok
Alpha 0 bits ok
Red 8 bits ok
Green 8 bits ok
Blue 8 bits ok
FSAA 0 0 ok
Width 960 pixels ok
Height 600 pixels ok
Mode Windowed ok

Done initializing RenderDevice.

G3D {
Link version = 80002
Compile version = "G3D 8.00 beta 2"
}

GPU {
Chipset = "Quadro FX 5800/PCI/SSE2"
Vendor = "NVIDIA Corporation"
Driver = "8.16.11.9100"
OpenGL version = "3.2.0"
Textures = 32
Texture coordinates = 8
Texture units = 4
GL_MAX_TEXTURE_SIZE = 8192
GL_MAX_CUBE_MAP_TEXTURE_SIZE = 8192
GL_MAX_COLOR_ATTACHMENTS_EXT = 8
}

arekkusu
12-16-2009, 03:15 PM
"GL_RGBA" is not a valid client format for integer internal formats.
Use GL_RGBA_INTEGER instead.

ahcox
12-16-2009, 03:28 PM
Thanks for the reply. That sorted out my problem. I now have this much more useful (for me) list:

Image format good for 2d texture array: 36208 (GL_RGBA32UI)
Image format good for 2d texture array: 36214 (GL_RGBA16UI)
Image format good for 2d texture array: 36220 (GL_RGBA8UI)
Image format good for 2d texture array: 36226 (GL_RGBA32I)
Image format good for 2d texture array: 36232 (GL_RGBA16I)
Image format good for 2d texture array: 36238 (GL_RGBA8I)
Image format good for 2d texture array: 36208 (GL_RGBA32UI_EXT)
Image format good for 2d texture array: 36214 (GL_RGBA16UI_EXT)
Image format good for 2d texture array: 36220 (GL_RGBA8UI_EXT)
Image format good for 2d texture array: 36226 (GL_RGBA32I_EXT)
Image format good for 2d texture array: 36232 (GL_RGBA16I_EXT)
Image format good for 2d texture array: 36238 (GL_RGBA8I_EXT)

Best,
Andrew