Difference between revisions of "Framebuffer"

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(Clear support. Also not a stub anymore.)
(Draw color buffers)
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   void {{apifunc|glDrawBuffers}}( GLsizei {{param|n}}, const GLenum *{{param|bufs}} );
   void {{apifunc|glDrawBuffers}}( GLsizei {{param|n}}, const GLenum *{{param|bufs}} );
This function sets the first {{param|n}} entries of the mapping table. The indices of the enumerators correspond to the output fragment colors from the fragment shader. Thus, {{param|n}} can only be as large as {{enum|GL_MAX_DRAW_BUFFERS}}. The entries in the {{param|bufs}} array are enumerators referring to buffer names in the framebuffer.
This function sets the first {{param|n}} entries of the mapping table. The indices of the enumerators correspond to the output fragment colors from the fragment shader. Thus, {{param|n}} can only be as large as {{enum|GL_MAX_DRAW_BUFFERS}}. The entries in the {{param|bufs}} array are enumerators referring to buffer names in the framebuffer. All entries after {{param|n}} are set to {{enum|GL_NONE}}.
The values in {{param|bufs}} must name specific color buffers in the framebuffer. For the default framebuffer, buffer names cannot be the [[Default_Framebuffer#Multiple_buffer_aliases|one of the multiple buffer aliases]]; you must use {{enum|GL_BACK_LEFT}} rather than {{enum|GL_BACK}}. [[Framebuffer Objects]] use {{enum|GL_COLOR_ATTACHMENT''i''}} buffer names. An entry in the list can be {{enum|GL_NONE}}, which means that the output (if the shader outputs a value for it at all) is discarded.
The values in {{param|bufs}} must name specific color buffers in the framebuffer. For the default framebuffer, buffer names cannot be the [[Default_Framebuffer#Multiple_buffer_aliases|one of the multiple buffer aliases]]; you must use {{enum|GL_BACK_LEFT}} rather than {{enum|GL_BACK}}. [[Framebuffer Objects]] use {{enum|GL_COLOR_ATTACHMENT''i''}} buffer names. An entry in the list can be {{enum|GL_NONE}}, which means that the output (if the shader outputs a value for it at all) is discarded.

Revision as of 23:35, 17 February 2013

A Framebuffer is a collection of buffers that can be used as the destination for rendering. OpenGL has two kinds of framebuffers: the Default Framebuffer, which is provided by the OpenGL Context; and user-created framebuffers called Framebuffer Objects (FBOs). The buffers for default framebuffers are part of the context and usually represent a window or display device. The buffers for FBOs reference images from either Textures or Renderbuffers; they are never directly visible.

Note that the term "buffer" here refers to a specific location in the framebuffer. An image may or may not be associated with a particular buffer in a framebuffer. Buffers in FBOs are also called "attachment points"; they're the locations where images can be attached.

Default framebuffers cannot change their buffer attachments, but a particular default framebuffer may not have an image associated with it. For example the GL_BACK_RIGHT buffer will only have an image if the default framebuffer is double-buffered and uses stereoscopic 3D.

The default framebuffer's buffer names are separate from framebuffer object buffer names.

Bind points

glBindFramebuffer is used to bind framebuffers to the context. They can be bound to one of two targets: GL_DRAW_FRAMEBUFFER and GL_READ_FRAMEBUFFER. The draw framebuffer is used as the destination for rendering, clearing, and other writing operations. The read framebuffer is used as the source for reading operations.

Binding to the GL_FRAMEBUFFER target is equivalent to binding that framebuffer to both GL_DRAW_FRAMEBUFFER and GL_READ_FRAMEBUFFER. Note that most other uses of GL_FRAMEBUFFER mean the draw framebuffer; this is the case when it means both.


Color Image Formats can be in a linear or sRGB colorspace. Normally, sRGB images perform color correction, such that texture reads from them will always convert them to linear RGB. However, when writing values from a Fragment Shader to the image, a question arises: in what colorspace are the values written by the shader?

When the output buffer is linear RGB, the answer is assumed to be linear. But if we are writing to an sRGB image, it is entirely reasonable for a shader to want to write linear values which will be automatically converted to sRGB for storage. And it is entirely reasonable for a shader to want to write sRGB values directly, and therefore want to store the written values without any conversion.

The fragment shader is not given the power to control this, as the controls for it depend partially on state external to the fragment shader (namely, the colorspace of the image buffer being written to). Instead, this is made a global state value.

When GL_FRAMEBUFFER_SRGB is disabled, the system assumes that the color written by the fragment shader is in whatever colorspace the image it is being written to is. Therefore, no colorspace correction is performed.

If GL_FRAMEBUFFER_SRGB is enabled however, then if the destination image is in the sRGB colorspace (as queried through glGetFramebufferAttachmentParameter(GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING)), then it will assume the shader's output is in the linear RGB colorspace. It will therefore convert the output from linear RGB to sRGB.

Note that Logical Operations are disabled for any sRGB buffer when GL_FRAMEBUFFER_SRGB is enabled.


Blending may interact with sRGB colorspace destination images. The sRGB colorspace is non-linear, and linearly interpolating between non-linear colorspaces generally leads to colors that are not accurate, compared to linearizing each color, doing the blending in linear RGB, then converting back to sRGB.

However, if GL_FRAMEBUFFER_SRGB is not enabled, then it is assumed that the user knows what they are doing. Therefore, blending against an sRGB image when GL_FRAMEBUFFER_SRGB is not enabled will cause linear interpolation between the values, with no sRGB correction at any point.

If GL_FRAMEBUFFER_SRGB is enabled, then the appropriate correction will be done. That is, destination value will be converted to linear RGB, blended with the source value via the appropriate blending setup, and the result will be converted back to sRGB for writing.

Read color buffer

Certain operations, like pixel reads or blits, will read from a particular color buffer of the framebuffer. Which color buffer they read from is defined by the current read buffer. The framebuffer's read buffer is specified by:

void glReadBuffer(GLenum mode​);
Warning: This sets the read buffer for the framebuffer currently bound to GL_READ_FRAMEBUFFER. So make sure that the framebuffer you want is bound to that buffer.

The read buffer is part of the framebuffer's state, so each framebuffer will remember its previously set read buffer.

If the GL_READ_FRAMEBUFFER is the default framebuffer, then mode​ must be the name of a color buffer name. It may be one of the multiple buffer aliases, which degrades as specified. If the read framebuffer is an FBO, then mode​ must be GL_COLOR_ATTACHMENTi.

mode​ may also be GL_NONE, which indicates that no reading can be performed from color buffers on this framebuffer.

Draw color buffers

Much as with the read buffer, framebuffers have a set of draw buffers where writing operations write to. Unlike the read buffer, there are multiple draw buffers, which allow writing operations to write values to different buffers in the framebuffer at the same time. Fragment shader color outputs allow a fragment shader to define fragment color ouputs, for example.

The framebuffer therefore has a table of draw buffers, which are indexed on the half-open range [0, GL_MAX_DRAW_BUFFERS). The framebuffer's table maps from these indices to named color buffers in the framebuffer. To set this mapping table, use this function:

  void glDrawBuffers( GLsizei n​, const GLenum *bufs​ );

This function sets the first n​ entries of the mapping table. The indices of the enumerators correspond to the output fragment colors from the fragment shader. Thus, n​ can only be as large as GL_MAX_DRAW_BUFFERS. The entries in the bufs​ array are enumerators referring to buffer names in the framebuffer. All entries after n​ are set to GL_NONE.

The values in bufs​ must name specific color buffers in the framebuffer. For the default framebuffer, buffer names cannot be the one of the multiple buffer aliases; you must use GL_BACK_LEFT rather than GL_BACK. Framebuffer Objects use GL_COLOR_ATTACHMENTi buffer names. An entry in the list can be GL_NONE, which means that the output (if the shader outputs a value for it at all) is discarded.

If you are only setting up one draw buffer, you may use glDrawBuffer. It takes one enumeration value and sets the fragment color 0 to draw to that buffer. All other draw buffer indices are set to GL_NONE. For the default framebuffer, the multiple buffer aliases can be used (though it is not advised to do so). They will cause drawing operations to write to all of the specified buffers.

The state set by glDrawBuffers is part of the state of the framebuffer. So you can generally set this up once and leave it set.

Buffer clearing

Images in a framebuffer may be cleared to a particular value. Clearing is affected by the following state:

  • The Write Mask. Only unmasked components will be changed by a clear call.
  • The Pixel Ownership Test, which matters only for the Default Framebuffer. Pixels that are not owned will have undefined values.
  • The Scissor Test. If the scissor test is enabled, then the clear region is bounded by the scissor rectangle.

Clearing can be done in one of two ways. The old way can clear multiple buffers in a single call:

void glClear(GLbitfield mask​);

This will clear the current GL_DRAW_FRAMEBUFFER. The mask​ field is a bitmask that defines which kinds of buffers to clear. It can be a combination of GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT. When GL_COLOR_BUFFER_BIT is cleared, all of the active draw buffers are cleared.

The values that the given buffers are cleared to are set beforehand via OpenGL state functions:

void glClearColor(GLfloat red​, GLfloat green​, GLfloat blue​, GLfloat alpha​);
void glClearDepth(GLdouble depth​);
void glClearStencil(GLint s​);

These functions set the values that will be used to clear the appropriate buffers. Note that you must call these before calling glClear. depth​ will be clamped to the range [0, 1]. s​, the stencil index, will be clamped to the valid integer range for the stencil buffer.

Note that glClearColor takes floating-point values. Yet it is perfectly legal to use integer image formats for images in framebuffers. Attempting to clear integer buffers with floating-point data will not work.

Instead, you must clear each buffer individually with this suite of functions:

void glClearBufferiv(GLenum buffer​, GLint drawBuffer​, const GLint * value​);
void glClearBufferuiv(GLenum buffer​, GLint drawBuffer​, const GLuint * value​);
void glClearBufferfv(GLenum buffer​, GLint drawBuffer​, const GLfloat * value​);
void glClearBufferfi(GLenum buffer​, GLint drawBuffer​, GLfloat depth​, GLint stencil​);

This will clear a buffer in the current GL_DRAW_FRAMEBUFFER. buffer​ is either GL_COLOR, GL_DEPTH, GL_DEPTH_STENCIL, or GL_STENCIL.

When clearing the GL_DEPTH buffer, you must use glClearBufferfv, and the depth value (a single float) will be clamped. When using GL_STENCIL, you must use glClearBufferiv, and the stencil value (a single integer) will be clamped. When using GL_DEPTH_STENCIL, you must use glClearBufferfi, and depth​ and stencil​ will be clamped as appropriate.

The drawbuffer​ specifies the draw buffer index for the buffer to clear. This is only relevant if the buffer​ is GL_COLOR; in all other cases it must be 0. Note that this is the draw buffer index, not one of the GL_COLOR_ATTACHMENTi values. So 0 represents whatever the first buffer named by glDrawBuffers is.

Note: Confusingly, buffer​ may also be one of the default framebuffer's multiple buffer aliases. In this case, drawbuffer​ specifies an additional draw buffer to clear, and all of the buffers will be cleared. You should probably avoid using them.

Buffer reading

Pixel data can be read from a framebuffer and stored into CPU memory (or a buffer object). The framebuffer being read from is the framebuffer bound to GL_READ_FRAMEBUFFER; remember that binding to GL_FRAMEBUFFER binds to both the read and the draw.

To begin reading pixels, use this command:

void glReadPixels(GLint x​, GLint y​, GLsizei width​, GLsizei height​, GLenum format​, GLenum type​, GLvoid * data​)

This performs a Pixel Transfer read operation; as such, the destination data​ can be an offset into a Pixel Buffer Object if you so desire.

Framebuffers have many buffers to read from. Which buffer is read from depends in part on the format​ parameter. If format​ is GL_DEPTH_COMPONENT, then the depth buffer is read from. If it is GL_STENCIL_INDEX, then the stencil buffer is read from. If it is GL_DEPTH_STENCIL then both the depth and stencil buffers are read from.

If format​ is a color format, then the current #Read color buffer is used. If the current read buffer is GL_NONE, then a GL_INVALID_OPERATION error will occur.


Framebuffers can be bound to two separate targets with glBindFramebuffer: GL_DRAW_FRAMEBUFFER and GL_READ_FRAMEBUFFER. Binding to GL_FRAMEBUFFER is equivalent to binding the framebuffer to both.

The reason for the separation of these targets is to allow data in one framebuffer to be blitted to another framebuffer.

A blit operation is a special form of copy operation; it copies a rectangular area of pixels from one framebuffer to another. This function also has some very specific properties with regard to multisampling.

You bind the source framebuffer to GL_READ_FRAMEBUFFER, then bind the destination framebuffer to GL_DRAW_FRAMEBUFFER. The read framebuffer is the source of the blit, and the draw framebuffer is the destination. The read and draw framebuffers can be the same.

After binding the framebuffers, you call this function:

void glBlitFramebuffer(
     GLint srcX0​, GLint srcY0​, GLint srcX1​, GLint srcY1​,
     GLint dstX0​, GLint dstY0​, GLint dstX1​, GLint dstY1​,
     GLbitfield mask​, GLenum filter​);

The pixels in the rectangular area specified by the src​ values are copied to the rectangular area specified by the dst​ values. The mask​ parameter is a bitfield that specifies which kinds of buffers you want copied: GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT, GL_STENCIL_BUFFER_BIT, or some combination. The filter​ parameter specifies how you want filtering performed if the two rectangles are not the same size.

One thing to keep in mind is this: blit operations only read from the color buffer specified by glReadBuffer in the read FBO and will only write to the color buffers specified by glDrawBuffers in the write FBO. If multiple draw buffers are specified, then multiple color buffers are updated. This assumes that mask​ included the color buffer. The depth and stencil buffers of the source framebuffers are blitted to the destination if the mask​ specifies them.

The glReadBuffer state is stored with the FBO/default framebuffer, just like the glDrawBuffers state.

Note that it is perfectly valid to read from the default framebuffer and write to an FBO, or vice-versa.

Format Considerations

Blitting is not the same as performing a pixel transfer operation. The conversion between source and destination format is more limited. Blitting depth and stencil buffers works as expected: values are converted from one bitdepth to the other as needed. Conversion between color formats is different.

A blit operation can only convert between formats within 3 groups. Signed integral and unsigned integral formats make up two groups, with all normalized and floating-point formats making up the third. Thus, it is legal to blit from an GL_RGB8 buffer to a GL_RGB32F and vice versa. But it is not legal to blit a GL_RGB8 from or to a GL_RGBI8 format image.

The data during blitting is converted according to simple rules. Blitting from a floating-point format to a normalized integer format will cause clamping, either to [0, 1] for unsigned normalized or [-1, 1] for signed normalized.

Multisampling Considerations

Multisampling is supported with the Default Framebuffer (through WGL/GLX_multisample) and/or Framebuffer Objects (through multisampled renderbuffers or textures, where supported).

As explained in the article on Multisampling, a multisampled buffer must be resolved into a single sample before it can be displayed. When the default framebuffer uses multisampling, this resolving operation is automatic, occurring during framebuffer swapping (though reading from the framebuffer can cause it to happen anyway).

Each framebuffer has a specific number of multisample samples (for Framebuffer Objects, they cannot be framebuffer-complete if all of the attached images do not have the same number of samples). When you blit between two framebuffers with the same number of samples, the copy is done directly; the destination buffer gets the same information the source had.

It is an error to blit between buffers with different numbers of samples, unless one of them has zero samples. You get this by not attaching multisampled images to an FBO, or not using a multisampled Default Framebuffer.

If one of the framebuffers has zero samples, what happens depends on which framebuffer has zero samples. If the read framebuffer is the one with zero samples, then the draw framebuffer has all of its samples per-pixel replaced with the values from the read framebuffer. However, if the draw framebuffer is the one with zero samples, then it causes the multisampled framebuffer to have its multisamples resolved into a single sample per pixel into the draw framebuffer. This explicit resolution is very useful when wanting to display multisampled buffers.

As with all multisample behavior, none of this works at all unless glEnable(GL_MULTISAMPLE) is in effect (which is the default).