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WebGL Feedback Loop Warning: Texture Read-Write Conflict in p5.js Shader Rendering
Most appropriate sub-area of p5.js?
- [ ] Accessibility
- [ ] Color
- [ ] Core/Environment/Rendering
- [ ] Data
- [ ] DOM
- [ ] Events
- [ ] Image
- [ ] IO
- [ ] Math
- [ ] Typography
- [ ] Utilities
- [X] WebGL
- [ ] Build process
- [ ] Unit testing
- [ ] Internationalization
- [ ] Friendly errors
- [ ] Other (specify if possible)
p5.js version
1.9.2
Web browser and version
Mozilla firefox for archlinux. 124.0.1 (64-bit)
Operating system
Linux
Steps to reproduce this
Steps:
- Run the Snippet below.
texture(fbo.color)triggers this error message:WebGL warning: drawElementsInstanced: Texture level 0 would be read by TEXTURE_2D unit 2, but written by framebuffer attachment COLOR_ATTACHMENT0, which would be illegal feedback. 32 After reporting 32, no further warnings will be reported for this WebGL context.- The texture is rendered only once but doesn't get updated.
Snippet:
const uvVert = `precision highp float;
attribute vec3 aPosition;
attribute vec2 aTexCoord;
varying vec2 texcoords2;
void main() {
texcoords2 = aTexCoord;
gl_Position = vec4(aPosition, 1.0);
}`
const uvFrag = `precision highp float;
varying vec2 texcoords2;
void main() {
gl_FragColor = vec4(texcoords2.st, 0.0, 1.0);
}`
let uvShader;
let fbo;
function setup() {
createCanvas(400, 400, WEBGL);
fbo = createFramebuffer();
textureMode(NORMAL);
noStroke();
uvShader = createShader(uvVert, uvFrag);
}
function draw() {
background(33);
orbitControl();
fbo.begin();
shader(uvShader);
uvShader.setUniform('u_resolution', resolution());
uvShader.setUniform('u_zoom', int(map(mouseX, 0, width, 1, 30)));
quad(-1, -1, 1, -1, 1, 1, -1, 1);
fbo.end();
resetShader();
texture(fbo.color);
cylinder(100, 200);
}
Temporary Workaround:
Implement an extra texShader for applying the fbo.color texture:
const uvVert = `precision highp float;
attribute vec3 aPosition;
attribute vec2 aTexCoord;
varying vec2 texcoords2;
void main() {
texcoords2 = aTexCoord;
gl_Position = vec4(aPosition, 1.0);
}`
const uvFrag = `precision highp float;
varying vec2 texcoords2;
void main() {
gl_FragColor = vec4(texcoords2.st, 0.0, 1.0);
}`
const texVert = `precision highp float;
attribute vec3 aPosition;
attribute vec2 aTexCoord;
uniform mat4 uModelViewProjectionMatrix;
varying vec2 texcoords2;
void main() {
texcoords2 = aTexCoord;
gl_Position = uModelViewProjectionMatrix * vec4(aPosition, 1.0);
}
`
const texFrag = `precision highp float;
uniform sampler2D tex;
varying vec2 texcoords2;
void main() {
gl_FragColor = texture2D(tex, texcoords2);
}`
let uvShader, texShader;
let fbo;
function setup() {
createCanvas(400, 400, WEBGL);
fbo = createFramebuffer();
textureMode(NORMAL);
noStroke();
uvShader = createShader(uvVert, uvFrag);
texShader = createShader(texVert, texFrag);
}
function draw() {
background(33);
orbitControl();
fbo.begin();
shader(uvShader);
uvShader.setUniform('u_resolution', resolution());
uvShader.setUniform('u_zoom', int(map(mouseX, 0, width, 1, 30)));
quad(-1, -1, 1, -1, 1, 1, -1, 1);
fbo.end();
shader(texShader);
texShader.setUniform('tex', fbo.color);
cylinder(100, 200);
}
This workaround separates the texture-writing and texture-reading operations by using different shaders, avoiding the WebGL feedback loop warning. It'd be nice to be able to just call texture.
Another workaround seems to be to put your texture within push/pop instead of using resetShader:
function draw() {
background(33);
orbitControl();
fbo.begin();
shader(uvShader);
uvShader.setUniform('u_resolution', [width, height]);
uvShader.setUniform('u_zoom', int(map(mouseX, 0, width, 1, 30)));
quad(-1, -1, 1, -1, 1, 1, -1, 1);
fbo.end();
push()
texture(fbo.color);
cylinder(100, 200);
pop()
}
Yep push/pop also did the trick in a much simpler way, thanks.
It seems to be a clear limitation of WebGL 2.0. I searched other forums, including Stack Overflow, and the common workaround is to use two framebuffers instead of one.