How to copy CUDA generated PBO to texture with Mipmapping

I am trying to copy PBO to a texture with auto mapping turned on, but it seems that only the top-level texture is created (in other words, mipmapping does not occur).

I create a PBO using

//Generate a buffer ID called a PBO (Pixel Buffer Object)
glGenBuffers(1, pbo);
//Make this the current UNPACK buffer
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, *pbo);
//Allocate data for the buffer. 4-channel 8-bit image
glBufferData(GL_PIXEL_UNPACK_BUFFER, size_tex_data, NULL, GL_DYNAMIC_COPY);
cudaGLRegisterBufferObject(*pbo);

and I build the texture using

// Enable Texturing
glEnable(GL_TEXTURE_2D);

// Generate a texture identifier
glGenTextures(1,textureID);

// Make this the current texture (remember that GL is state-based)
glBindTexture( GL_TEXTURE_2D, *textureID);

// Allocate the texture memory. The last parameter is NULL since we only
// want to allocate memory, not initialize it
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA_FLOAT32_ATI, size_x, size_y, 0,
GL_RGBA, GL_FLOAT, NULL);

// Must set the filter mode, GL_LINEAR enables interpolation when scaling
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);

Later in the kernel, I modify the PBO using something like:

float4* aryPtr = NULL;
cudaGLMapBufferObject((void**)&aryPtr, *pbo);

//Pixel* gpuPixelsRawPtr = thrust::raw_pointer_cast(&gpuPixels[0]);
//... do some cuda stuff to aryPtr ...

//If we don't unmap the PBO then OpenGL won't be able to use it:
cudaGLUnmapBufferObject(*pbo);

Now, before I draw on the screen using the texture generated above, I call: (note that rtMipmapTex = * textureID above and rtResultPBO = * pbo above)

glEnable(GL_DEPTH);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, rtMipmapTex);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, rtResultPBO);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, canvasSize.x, canvasSize.y, GL_RGBA, GL_FLOAT, NULL);

All this works fine and correctly displays the texture. But, if I change this last line to

glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, canvasSize.x, canvasSize.y, GL_RGBA, GL_FLOAT, NULL);

which, as I understand it, should show me the first level instead of the zero level texture in the texture pyramid, I just get an empty white texture.

PBO , mipmapping?

.

+3
1

. , ,

glTexSubImage2D(GL_TEXTURE_2D, 1, 0, 0, canvasSize.x, canvasSize.y, GL_RGBA, GL_FLOAT, NULL);

mipmap , pbo, mipmapped. mipmapped :

glTexEnvi(GL_TEXTURE_FILTER_CONTROL,GL_TEXTURE_LOD_BIAS, 4);
+3

Source: https://habr.com/ru/post/1768465/


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