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    <title>topic Re: [OpenGL ES3] Does integer texture are supported on imx6q GPU? in i.MX Processors</title>
    <link>https://community.nxp.com/t5/i-MX-Processors/OpenGL-ES3-Does-integer-texture-are-supported-on-imx6q-GPU/m-p/653799#M100091</link>
    <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi, and sorry for my late answer (I got problem on other project).&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I think my problem&amp;nbsp;could not be one&amp;nbsp;but just a missing knowledge of openGL, but I will describe what I really want to do and my problem.&lt;/P&gt;&lt;P&gt;I would like to access texture value in the fragment shader to do bitwise operations. More precisely I would like to transform Input(R,G,B) to Output(R, G, (R&amp;amp;0xF0)|(G&amp;amp;0xF0)&amp;gt;&amp;gt;4).&lt;/P&gt;&lt;P&gt;To do this I would like to access my texture value as integer and not float as it is by default.&lt;/P&gt;&lt;P&gt;To do this I use a FBO and I configure it like this :&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; glGenFramebuffers(1, &amp;amp;m_uiFrameBufferObject);&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glBindFramebuffer(GL_FRAMEBUFFER, m_uiFrameBufferObject);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glGenTextures(1, &amp;amp;m_uiTextureFB);&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glBindTexture(GL_TEXTURE_2D, m_uiTextureFB);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp;&amp;nbsp;glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, WIDTH, HEIGHT,&amp;nbsp;0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 15px;"&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_uiTextureFB, 0)&lt;/SPAN&gt;;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 15px;"&gt;And then I do a render to texture with a texture configure like this :&amp;nbsp;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; glGenTextures(1, &amp;amp;m_uiTextureId);&lt;BR /&gt;&amp;nbsp; &amp;nbsp; glBindTexture(GL_TEXTURE_2D, m_uiTextureId);&lt;BR /&gt;&amp;nbsp; &amp;nbsp; glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, WIDTH_IN, HEIGHT_IN,&amp;nbsp;0, GL_RED, GL_UNSIGNED_BYTE, ucImage);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;When I check the frame buffer, I&amp;nbsp;have the&amp;nbsp;error :&amp;nbsp;GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;And it &amp;nbsp;works if my texture is GL_RGB and not GL_RGB8UI. But when I read the open gl es 3.0 spec it is written that GL_RGB8UI is not color renderable so this is why it doesn't work.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;I will try with GL_RGBA8UI which is color renderable and I see if it's OK.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;Thanks for your time.&lt;/SPAN&gt;&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
    <pubDate>Tue, 25 Oct 2016 15:28:11 GMT</pubDate>
    <dc:creator>anthonygonin</dc:creator>
    <dc:date>2016-10-25T15:28:11Z</dc:date>
    <item>
      <title>[OpenGL ES3] Does integer texture are supported on imx6q GPU?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/OpenGL-ES3-Does-integer-texture-are-supported-on-imx6q-GPU/m-p/653797#M100089</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi all,&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I work&amp;nbsp;on a program using OpenGL ES3.0 and I would like to do bit-wise shift on texture data. I can't render anything when I specify my texture as GL_RGB8UI and GL_RGB_INTEGER. But for&amp;nbsp;GL_RGB8 and GL_RGB it works, I render an image but I can't perform a bit-wise shifting because it is not integer's data.&lt;/P&gt;&lt;P&gt;&lt;BR /&gt;So I am asking if integer texture is supported on this gpu. I saw that an extension exists for this but it is not listed in the imx6 Graphics User Guide.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Thanks for your help.&lt;/P&gt;&lt;P&gt;Anthony&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Wed, 19 Oct 2016 17:10:42 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/OpenGL-ES3-Does-integer-texture-are-supported-on-imx6q-GPU/m-p/653797#M100089</guid>
      <dc:creator>anthonygonin</dc:creator>
      <dc:date>2016-10-19T17:10:42Z</dc:date>
    </item>
    <item>
      <title>Re: [OpenGL ES3] Does integer texture are supported on imx6q GPU?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/OpenGL-ES3-Does-integer-texture-are-supported-on-imx6q-GPU/m-p/653798#M100090</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi Anthony,&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;bitwise texture data with GL_RGB8UI and GL_RGB_INTEGER should works . however make sure that you are not using fixed functions, for fixed functions you should use shaders. In any case it looks like GL_RGB8 and GL_RGB works is because you are &amp;nbsp;rendering textures images at 16-bit alignment.&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Regards&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Thu, 20 Oct 2016 15:26:03 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/OpenGL-ES3-Does-integer-texture-are-supported-on-imx6q-GPU/m-p/653798#M100090</guid>
      <dc:creator>Bio_TICFSL</dc:creator>
      <dc:date>2016-10-20T15:26:03Z</dc:date>
    </item>
    <item>
      <title>Re: [OpenGL ES3] Does integer texture are supported on imx6q GPU?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/OpenGL-ES3-Does-integer-texture-are-supported-on-imx6q-GPU/m-p/653799#M100091</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Hi, and sorry for my late answer (I got problem on other project).&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;I think my problem&amp;nbsp;could not be one&amp;nbsp;but just a missing knowledge of openGL, but I will describe what I really want to do and my problem.&lt;/P&gt;&lt;P&gt;I would like to access texture value in the fragment shader to do bitwise operations. More precisely I would like to transform Input(R,G,B) to Output(R, G, (R&amp;amp;0xF0)|(G&amp;amp;0xF0)&amp;gt;&amp;gt;4).&lt;/P&gt;&lt;P&gt;To do this I would like to access my texture value as integer and not float as it is by default.&lt;/P&gt;&lt;P&gt;To do this I use a FBO and I configure it like this :&amp;nbsp;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; glGenFramebuffers(1, &amp;amp;m_uiFrameBufferObject);&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glBindFramebuffer(GL_FRAMEBUFFER, m_uiFrameBufferObject);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glGenTextures(1, &amp;amp;m_uiTextureFB);&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glBindTexture(GL_TEXTURE_2D, m_uiTextureFB);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp;&amp;nbsp;glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, WIDTH, HEIGHT,&amp;nbsp;0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, nullptr);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);&lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; &lt;/SPAN&gt;&lt;BR /&gt;&lt;SPAN style="font-size: 15px;"&gt;&lt;SPAN style="font-size: 13px;"&gt; &amp;nbsp; &amp;nbsp; glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_uiTextureFB, 0)&lt;/SPAN&gt;;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 15px;"&gt;And then I do a render to texture with a texture configure like this :&amp;nbsp;&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;&amp;nbsp; &amp;nbsp; glGenTextures(1, &amp;amp;m_uiTextureId);&lt;BR /&gt;&amp;nbsp; &amp;nbsp; glBindTexture(GL_TEXTURE_2D, m_uiTextureId);&lt;BR /&gt;&amp;nbsp; &amp;nbsp; glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, WIDTH_IN, HEIGHT_IN,&amp;nbsp;0, GL_RED, GL_UNSIGNED_BYTE, ucImage);&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;When I check the frame buffer, I&amp;nbsp;have the&amp;nbsp;error :&amp;nbsp;GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;And it &amp;nbsp;works if my texture is GL_RGB and not GL_RGB8UI. But when I read the open gl es 3.0 spec it is written that GL_RGB8UI is not color renderable so this is why it doesn't work.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;I will try with GL_RGBA8UI which is color renderable and I see if it's OK.&lt;/SPAN&gt;&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;&lt;SPAN style="font-size: 13px;"&gt;Thanks for your time.&lt;/SPAN&gt;&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 25 Oct 2016 15:28:11 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/OpenGL-ES3-Does-integer-texture-are-supported-on-imx6q-GPU/m-p/653799#M100091</guid>
      <dc:creator>anthonygonin</dc:creator>
      <dc:date>2016-10-25T15:28:11Z</dc:date>
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