I’m using WebGL to run some image processing (similar to Brad Larson’s GPUImage or the tutorial WebGL Fundamentals), followed by a CPU step that consumes the pixels. Unfortunately, when I call gl.readPixels
, the buffer is all black in Firefox. Why?
Here’s a standalone example: http://jsfiddle.net/yonran/8C3n5/ In Chrome, the result is, “Within the framebuffer, there are 924 black pixels and 100 blue pixels,” while in Firefox, the result is, “Within the framebuffer, there are 1024 black pixels and 0 blue pixels.”
This is how I set up the framebuffer:
function createTextureAndFramebuffer(gl, width, height) {
var outputTexture = createAndSetupTexture(gl);
// Make the texture the same size as the image.
gl.bindTexture(gl.TEXTURE_2D, outputTexture);
gl.texImage2D(
gl.TEXTURE_2D, 0, gl.RGBA, width, height, 0,
gl.RGBA, gl.UNSIGNED_BYTE, null);
gl.bindTexture(gl.TEXTURE_2D, null);
// create a framebuffer
var fbo = gl.createFramebuffer();
gl.bindFramebuffer(gl.FRAMEBUFFER, fbo);
// attach a texture to it.
gl.framebufferTexture2D(
gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, outputTexture, 0);
return {texture: outputTexture, framebuffer: fbo};
}
function createAndSetupTexture(gl) {
var texture = gl.createTexture();
gl.bindTexture(gl.TEXTURE_2D, texture);
// Set up texture so we can render any size image and so we are
// working with pixels.
// This is necessary for non-power-of-two textures
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
return texture;
}
This is how I draw to the framebuffer:
ImageFilter.prototype = {
...,
draw: function() {
var gl = this.gl;
// Use the texture
gl.bindTexture(gl.TEXTURE_2D, this.texture);
// make this the framebuffer we are rendering to.
gl.bindFramebuffer(gl.FRAMEBUFFER, this.framebuffer);
gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
// Tell webgl the viewport setting needed for framebuffer.
gl.viewport(0, 0, this.outputWidth, this.outputHeight);
gl.useProgram(this.program);
this.applyUniforms();
// Draw the rectangle.
gl.drawArrays(gl.TRIANGLES, 0, 6);
gl.flush();
},
vertexShaderString:
"attribute vec4 position;\n" +
"attribute vec4 inputTextureCoordinate;\n" +
"\n" +
"varying vec2 textureCoordinate;\n" +
"\n" +
"void main()\n" +
"{\n" +
" gl_Position = position;\n" +
" textureCoordinate = inputTextureCoordinate.xy;\n" +
"}\n",
fragmentShaderString:
"varying highp vec2 textureCoordinate;\n" +
"\n" +
"uniform sampler2D inputImageTexture;\n" +
"\n" +
"void main()\n" +
"{\n" +
" gl_FragColor = texture2D(inputImageTexture, textureCoordinate);\n" +
"}\n"
};
And then I read from the framebuffer like this:
gl.bindFramebuffer(gl.FRAMEBUFFER, imageFilter.framebuffer);
var width = imageFilter.outputWidth, height = imageFilter.outputHeight;
var array = new Uint8ClampedArray(width * height * 4);
gl.finish();
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, array);
var blackPixels = 0, bluePixels = 0;
var firstBlueX, firstBlueY;
for (var y = 0; y < height; y++) {
for (var x = 0; x < width; x++) {
var idx = 4*(x + y*width);
var r = array[idx], g = array[idx+1], b = array[idx+2], a = array[idx+3];
if (r === 0 && g === 0 && b === 0)
blackPixels++;
else if (b === 255) {
bluePixels++;
if (firstBlueX == null) {
firstBlueX = x;
firstBlueY = y;
}
}
}
}
var el = document.createElement("div");
document.body.appendChild(el);
el.textContent = "The first canvas is drawn to a framebuffer and then drawn again on the second canvas. " +
"Within the framebuffer, there are " + blackPixels + " black pixels and " +
bluePixels + " blue pixels The first blue pixel is at (" + firstBlueX+ "," + firstBlueY + ") " +
"(origin is at bottom left).";
i thought this might be a synchronization problem, but adding gl.finish()
or a setTimeout
before reading doesn’t help. When searching, I found that multisampling can cause the framebuffer to be 0, but setting antialias: false
within the canvas.getContext
call doesn’t help.
Edit: I just tried setting a pixel before readPixels
, and Firefox doesn’t unset the pixel. Perhaps readPixels
is not implemented yet and is a no-op as of 14.0.1?
The offending line is here:
var array = new Uint8ClampedArray(width * height * 4);
gl.readPixels(0, 0, width, height, gl.RGBA, gl.UNSIGNED_BYTE, array);
When you specify the type as GL_UNSIGNED_BYTE
you must pass in the correctly typed array or FF fails. The correct type here is Uint8Array
, not Uint8ClampedArray
.
If you check the FF console log you will see this is the error message, resolved by swapping these array types:
Error: WebGL: readPixels: Mismatched type/pixels types
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