A framebuffer has 0 or more color attachments in the form of textures, and another texture or renderbuffer for storing the depth/stencil values. OK, this is what I know as a framebuffer object, I’ve been using it for a long time without problems, so have never given it a deeper thought. But today I found sth strange while debugging my application in RenderDoc, which brought me here to ask, where are these textures (color attachments of a framebuffer) actually bound to? I mean, although they are part of the framebuffer, they are still textures, so must be bound to somewhere before use right? It seems that OpenGL hides this detail from the users, perhaps they will use whatever texture units that are empty? Or maybe use some internally reserved texture slots?
I’m asking this because I have a fragment shader that declared two texture units:
... // textures from 0 - 26
layout(binding = 27) uniform sampler2D opacity_map;
layout(binding = 29) uniform sampler2D anisotan_map; // anisotropic tangent map (RGB)
these two slots (27 and 29) are only declared but not currently being used, no textures are bound there, and my program is running correctly.
What’s weird is that, in the first color pass where I render a triangle to the framebuffer (multisampled with 2 render targets), RenderDoc tells me that the input has a texture called exactly opacity_map
and another one called exactly anisotan_map
, but I never set them up on the CPU side, they are shown as empty inputs. Clicking into the resource inspector, I can clearly see they are actually the framebuffer’s color attachments, because the target is GL_TEXTURE_2D_MULTISAMPLE
and it says it’s the source of the next framebuffer blit operation (for resolving MSAA). The log even shows a low severity warning “The texture object (0) bound to texture image unit 27 and 29 does not have a defined base level and cannot be used for texture mapping”, of course I didn’t so there are no errors. I’m not sure why the framebuffer is using my texture slots 27 and 29 for its color attachments!
Well, I guess texture object (0) is something special, what’s actually happening under the hood? Could someone give me a deeper insight? If I used up all texture units available (I have 32), will there be a collision with the framebuffer?