How to correctly share a texture from DX12 to OpenGL?

Under normal circumstances, creating a shared handle in DX using CreateSharedHandle, then using glImportMemoryWin32HandleEXT in OpenGL should allow sharing. I tried rendering a triangle in DX and displaying it in OpenGL. When I checked the DX output using RenderDoc, everything seemed fine, but in OpenGL, only the clearColor is displayed, and the triangle is missing. Although I suspect it might be a synchronization issue, I’ve already set a fence in DX. What is the correct process for sharing textures?


This is the DX output result I found in RenderDoc:
enter image description here

However, the texture obtained by OpenGL looks like this:
enter image description here

#include <wrl.h>
#include <windows.h>
#include "d3dx12.h"
#include <d3dcompiler.h>

#include <GL/glew.h>
#include <GLFW/glfw3.h>

#include <iostream>
#include <vector>

#define _DEBUG
//#define _DXRENDERDOC

#ifdef _DXRENDERDOC
#include "renderdoc_app.h"
#endif

using Microsoft::WRL::ComPtr;

#pragma comment(lib, "d3d12.lib")
#pragma comment(lib, "d3dcompiler.lib")
#pragma comment(lib, "opengl32.lib")
#pragma comment(lib, "glew32.lib")

ComPtr<ID3D12Device> d3d12Device;
ComPtr<ID3D12CommandQueue> commandQueue;
ComPtr<ID3D12CommandAllocator> commandAllocator;
ComPtr<ID3D12GraphicsCommandList> commandList;
ComPtr<ID3D12Fence> fence;
UINT64 fenceValue = 0;

ComPtr<ID3D12RootSignature> rootSignature;
ComPtr<ID3D12PipelineState> pipelineState;
ComPtr<ID3D12Resource> vertexBuffer;
D3D12_VERTEX_BUFFER_VIEW vertexBufferView;

HANDLE sharedHandle;
ComPtr<ID3D12Resource> sharedTexture;

GLuint glTexture;
GLuint glMemoryObject;
GLFWwindow* window;
GLuint quadVAO, quadVBO;
GLuint shaderProgram;


struct Vertex {
    float position[3];
    float color[3];
};


const char* vertexShaderSrc = R"(
struct VSInput {
    float3 position : POSITION;
    float3 color : COLOR;
};

struct PSInput {
    float4 position : SV_POSITION;
    float3 color : COLOR;
};

PSInput main(VSInput input) {
    PSInput output;
    output.position = float4(input.position, 1.0);
    output.color = input.color;
    return output;
}
)";

const char* pixelShaderSrc = R"(
struct PSInput {
    float4 position : SV_POSITION;
    float3 color : COLOR;
};

float4 main(PSInput input) : SV_TARGET {
    return float4(input.color, 1.0);
}
)";

const char* oglVertexShaderSrc = R"(
#version 450 core
layout(location = 0) in vec2 inPosition;
layout(location = 1) in vec2 inTexCoord;
out vec2 TexCoord;
void main()
{
    TexCoord = inTexCoord;
    gl_Position = vec4(inPosition, 0.0, 1.0);
}
)";

const char* oglFragmentShaderSrc = R"(
#version 450 core
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D sharedTexture;
void main()
{
    FragColor = texture(sharedTexture, TexCoord);
}
)";

void InitD3D12();
void CreateRootSignature();
void CreateShadersAndPSO();
void CreateVertexBuffer();
void CreateSharedTexture();
void RenderTriangleToTexture();
void WaitForPreviousFrame();
void InitOpenGL();
void DisplayTexture();

void APIENTRY OpenGLDebugMessageCallback(GLenum source, GLenum type, GLuint id,
    GLenum severity, GLsizei length,
    const GLchar* message, const void* userParam)
{
    if (severity == GL_DEBUG_SEVERITY_HIGH) {
        std::cerr << "OpenGL Debug Message [" << id << "]: " << message << std::endl;
        std::cerr << "Severity: High" << std::endl;
        std::cerr << std::endl;
    }
    else if (severity == GL_DEBUG_SEVERITY_MEDIUM) {
        std::cerr << "OpenGL Debug Message [" << id << "]: " << message << std::endl;
        std::cerr << "Severity: Medium" << std::endl;
        std::cerr << std::endl;
    }
    else if (severity == GL_DEBUG_SEVERITY_LOW) {
        std::cerr << "OpenGL Debug Message [" << id << "]: " << message << std::endl;
        std::cerr << "Severity: Low" << std::endl;
        std::cerr << std::endl;
    }
    else if (severity == GL_DEBUG_SEVERITY_NOTIFICATION) {
        std::cerr << "OpenGL Debug Message [" << id << "]: " << message << std::endl;
        std::cerr << "Severity: Notification" << std::endl;
        std::cerr << std::endl;
    }
}

void InitOpenGLDebug() {
    int flags;
    glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
    if (flags & GL_CONTEXT_FLAG_DEBUG_BIT) {
        std::cout << "Debug context created!" << std::endl;
    }

    glEnable(GL_DEBUG_OUTPUT);
    glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); // Ensures that errors are reported synchronously
    glDebugMessageCallback(OpenGLDebugMessageCallback, nullptr);
    glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, nullptr, GL_TRUE);
}

int main() {
    InitD3D12();
    CreateRootSignature();
    CreateShadersAndPSO();
    CreateVertexBuffer();
    CreateSharedTexture();

#ifdef _DXRENDERDOC
    RENDERDOC_API_1_0_0* rdoc_api = nullptr;
    HMODULE renderdoc_module = LoadLibraryA("renderdoc.dll");
    if (renderdoc_module) {
        pRENDERDOC_GetAPI RENDERDOC_GetAPI = (pRENDERDOC_GetAPI)GetProcAddress(renderdoc_module, "RENDERDOC_GetAPI");

        if (RENDERDOC_GetAPI) {
            int ret = RENDERDOC_GetAPI(eRENDERDOC_API_Version_1_0_0, (void**)&rdoc_api);

            if (ret == 1) {
                rdoc_api->StartFrameCapture(nullptr, nullptr);
                RenderTriangleToTexture();
                rdoc_api->EndFrameCapture(nullptr, nullptr);
            }
        }
        else {
            std::cerr << "Failed to get RenderDoc API function address." << std::endl;
        }
    }
    else {
        std::cerr << "Failed to load renderdoc.dll." << std::endl;
    }
#else
    RenderTriangleToTexture();
#endif

    InitOpenGL();

    while (!glfwWindowShouldClose(window)) {
        glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
        glClear(GL_COLOR_BUFFER_BIT);
        DisplayTexture();
        glfwSwapBuffers(window);
        glfwPollEvents();
    }

    glfwDestroyWindow(window);
    glfwTerminate();
    return 0;
}

void InitD3D12() {
#if defined(_DEBUG)
    {
        ComPtr<ID3D12Debug> debugController;
        if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController)))) {
            debugController->EnableDebugLayer();
        }
    }
#endif

HRESULT hr = D3D12CreateDevice(
    nullptr,
    D3D_FEATURE_LEVEL_11_0,
    IID_PPV_ARGS(&d3d12Device)
);
if (FAILED(hr)) {
    std::cerr << "Failed to create D3D12 device." << std::endl;
    exit(EXIT_FAILURE);
}

D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
d3d12Device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&commandQueue));

d3d12Device->CreateCommandAllocator(D3D12_COMMAND_LIST_TYPE_DIRECT, IID_PPV_ARGS(&commandAllocator));
d3d12Device->CreateCommandList(0, D3D12_COMMAND_LIST_TYPE_DIRECT, commandAllocator.Get(), nullptr, IID_PPV_ARGS(&commandList));

d3d12Device->CreateFence(0, D3D12_FENCE_FLAG_NONE, IID_PPV_ARGS(&fence));
}

void CreateRootSignature() {
    D3D12_ROOT_SIGNATURE_DESC rootSignatureDesc = {};
    rootSignatureDesc.Flags = D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT;

    ComPtr<ID3DBlob> signature;
    ComPtr<ID3DBlob> error;
    HRESULT hr = D3D12SerializeRootSignature(
        &rootSignatureDesc,
        D3D_ROOT_SIGNATURE_VERSION_1,
        &signature,
        &error
    );
    if (FAILED(hr)) {
        std::cerr << "Failed to serialize root signature." << std::endl;
        exit(EXIT_FAILURE);
    }

    hr = d3d12Device->CreateRootSignature(
        0,
        signature->GetBufferPointer(),
        signature->GetBufferSize(),
        IID_PPV_ARGS(&rootSignature)
    );
    if (FAILED(hr)) {
        std::cerr << "Failed to create root signature." << std::endl;
        exit(EXIT_FAILURE);
    }
}

void CreateShadersAndPSO() {
    ComPtr<ID3DBlob> vertexShader;
    ComPtr<ID3DBlob> pixelShader;
    ComPtr<ID3DBlob> error;

    HRESULT hr = D3DCompile(
        vertexShaderSrc, strlen(vertexShaderSrc),
        nullptr, nullptr, nullptr,
        "main", "vs_5_0",
        0, 0,
        &vertexShader, &error
    );
    if (FAILED(hr)) {
        std::cerr << "Failed to compile vertex shader." << std::endl;
        if (error) {
            std::cerr << (char*)error->GetBufferPointer() << std::endl;
        }
        exit(EXIT_FAILURE);
    }

    hr = D3DCompile(
        pixelShaderSrc, strlen(pixelShaderSrc),
        nullptr, nullptr, nullptr,
        "main", "ps_5_0",
        0, 0,
        &pixelShader, &error
    );
    if (FAILED(hr)) {
        std::cerr << "Failed to compile pixel shader." << std::endl;
        if (error) {
            std::cerr << (char*)error->GetBufferPointer() << std::endl;
        }
        exit(EXIT_FAILURE);
    }

    D3D12_INPUT_ELEMENT_DESC inputElementDescs[] = {
        { "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, position), D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
        { "COLOR",    0, DXGI_FORMAT_R32G32B32_FLOAT, 0, offsetof(Vertex, color),    D3D12_INPUT_CLASSIFICATION_PER_VERTEX_DATA, 0 },
    };

    D3D12_GRAPHICS_PIPELINE_STATE_DESC psoDesc = {};
    psoDesc.InputLayout = { inputElementDescs, _countof(inputElementDescs) };
    psoDesc.pRootSignature = rootSignature.Get();
    psoDesc.VS = { reinterpret_cast<BYTE*>(vertexShader->GetBufferPointer()), vertexShader->GetBufferSize() };
    psoDesc.PS = { reinterpret_cast<BYTE*>(pixelShader->GetBufferPointer()), pixelShader->GetBufferSize() };
    psoDesc.RasterizerState = CD3DX12_RASTERIZER_DESC(D3D12_DEFAULT);
    psoDesc.BlendState = CD3DX12_BLEND_DESC(D3D12_DEFAULT);
    psoDesc.DepthStencilState.DepthEnable = FALSE;
    psoDesc.DepthStencilState.StencilEnable = FALSE;
    psoDesc.SampleMask = UINT_MAX;
    psoDesc.PrimitiveTopologyType = D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE;
    psoDesc.NumRenderTargets = 1;
    psoDesc.RTVFormats[0] = DXGI_FORMAT_R8G8B8A8_UNORM;
    psoDesc.SampleDesc.Count = 1;

    hr = d3d12Device->CreateGraphicsPipelineState(&psoDesc, IID_PPV_ARGS(&pipelineState));
    if (FAILED(hr)) {
        std::cerr << "Failed to create pipeline state." << std::endl;
        exit(EXIT_FAILURE);
    }
}

void CreateVertexBuffer() {
    Vertex triangleVertices[] = {
        { {  0.0f,  0.5f, 0.0f }, { 1.0f, 0.0f, 0.0f } },
        { {  0.5f, -0.5f, 0.0f }, { 0.0f, 1.0f, 0.0f } },
        { { -0.5f, -0.5f, 0.0f }, { 0.0f, 0.0f, 1.0f } },
    };

    const UINT vertexBufferSize = sizeof(triangleVertices);
    CD3DX12_HEAP_PROPERTIES heapProps(D3D12_HEAP_TYPE_UPLOAD);
    CD3DX12_RESOURCE_DESC bufferDesc = CD3DX12_RESOURCE_DESC::Buffer(vertexBufferSize);

    HRESULT hr = d3d12Device->CreateCommittedResource(
        &heapProps,
        D3D12_HEAP_FLAG_NONE,
        &bufferDesc,
        D3D12_RESOURCE_STATE_GENERIC_READ,
        nullptr,
        IID_PPV_ARGS(&vertexBuffer)
    );
    if (FAILED(hr)) {
        std::cerr << "Failed to create vertex buffer." << std::endl;
        exit(EXIT_FAILURE);
    }

    UINT8* vertexDataBegin;
    CD3DX12_RANGE readRange(0, 0);
    vertexBuffer->Map(0, &readRange, reinterpret_cast<void**>(&vertexDataBegin));
    memcpy(vertexDataBegin, triangleVertices, sizeof(triangleVertices));
    vertexBuffer->Unmap(0, nullptr);

    vertexBufferView.BufferLocation = vertexBuffer->GetGPUVirtualAddress();
    vertexBufferView.StrideInBytes = sizeof(Vertex);
    vertexBufferView.SizeInBytes = vertexBufferSize;
}

void CreateSharedTexture() {
    D3D12_RESOURCE_DESC textureDesc = {};
    textureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
    textureDesc.Width = 512;
    textureDesc.Height = 512;
    textureDesc.DepthOrArraySize = 1;
    textureDesc.MipLevels = 1;
    textureDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
    textureDesc.SampleDesc.Count = 1;
    textureDesc.SampleDesc.Quality = 0;
    textureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;
    textureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;

    D3D12_HEAP_PROPERTIES heapProps = {};
    heapProps.Type = D3D12_HEAP_TYPE_DEFAULT;

    D3D12_CLEAR_VALUE clearValue = {};
    clearValue.Format = textureDesc.Format;
    clearValue.Color[0] = 0.0f;
    clearValue.Color[1] = 0.0f;
    clearValue.Color[2] = 0.0f;
    clearValue.Color[3] = 1.0f;

    HRESULT hr = d3d12Device->CreateCommittedResource(
        &heapProps,
        D3D12_HEAP_FLAG_SHARED,
        &textureDesc,
        D3D12_RESOURCE_STATE_COMMON,
        &clearValue,
        IID_PPV_ARGS(&sharedTexture)
    );
    if (FAILED(hr)) {
        std::cerr << "Failed to create shared texture." << std::endl;
        exit(EXIT_FAILURE);
    }

    hr = d3d12Device->CreateSharedHandle(
        sharedTexture.Get(),
        nullptr,
        GENERIC_ALL,
        nullptr,
        &sharedHandle
    );
    if (FAILED(hr)) {
        std::cerr << "Failed to create shared handle." << std::endl;
        exit(EXIT_FAILURE);
    }
}

void RenderTriangleToTexture() {
    WaitForPreviousFrame();

    commandAllocator->Reset();
    commandList->Reset(commandAllocator.Get(), pipelineState.Get());
    commandList->SetGraphicsRootSignature(rootSignature.Get());
    D3D12_VIEWPORT viewport;
    viewport.TopLeftX = 0;
    viewport.TopLeftY = 0;
    viewport.Width = 512;
    viewport.Height = 512;
    viewport.MinDepth = 0.0f;
    viewport.MaxDepth = 1.0f;
    commandList->RSSetViewports(1, &viewport);
    D3D12_RECT scissorRect = { 0, 0, 512, 512 };
    commandList->RSSetScissorRects(1, &scissorRect);

    D3D12_RESOURCE_BARRIER ctBarrier = CD3DX12_RESOURCE_BARRIER::Transition(
        sharedTexture.Get(),
        D3D12_RESOURCE_STATE_COMMON,
        D3D12_RESOURCE_STATE_RENDER_TARGET);
    commandList->ResourceBarrier(1, &ctBarrier);

    D3D12_DESCRIPTOR_HEAP_DESC rtvHeapDesc = {};
    rtvHeapDesc.NumDescriptors = 1;
    rtvHeapDesc.Type = D3D12_DESCRIPTOR_HEAP_TYPE_RTV;
    rtvHeapDesc.Flags = D3D12_DESCRIPTOR_HEAP_FLAG_NONE;

    ComPtr<ID3D12DescriptorHeap> rtvHeap;
    d3d12Device->CreateDescriptorHeap(&rtvHeapDesc, IID_PPV_ARGS(&rtvHeap));

    D3D12_CPU_DESCRIPTOR_HANDLE rtvHandle = rtvHeap->GetCPUDescriptorHandleForHeapStart();
    d3d12Device->CreateRenderTargetView(sharedTexture.Get(), nullptr, rtvHandle);

    commandList->OMSetRenderTargets(1, &rtvHandle, FALSE, nullptr);

    const float clearColor[] = { 1.0f, 0.2f, 0.4f, 1.0f };
    commandList->ClearRenderTargetView(rtvHandle, clearColor, 0, nullptr);

    commandList->IASetPrimitiveTopology(D3D_PRIMITIVE_TOPOLOGY_TRIANGLELIST);
    commandList->IASetVertexBuffers(0, 1, &vertexBufferView);

    commandList->DrawInstanced(3, 1, 0, 0);

    D3D12_RESOURCE_BARRIER tcBarrier = CD3DX12_RESOURCE_BARRIER::Transition(
        sharedTexture.Get(),
        D3D12_RESOURCE_STATE_RENDER_TARGET,
        D3D12_RESOURCE_STATE_COMMON);
    commandList->ResourceBarrier(1, &tcBarrier);

    commandList->Close();
    ID3D12CommandList* commandLists[] = { commandList.Get() };
    commandQueue->ExecuteCommandLists(_countof(commandLists), commandLists);

    WaitForPreviousFrame();
}

void WaitForPreviousFrame() {
    fenceValue++;
    commandQueue->Signal(fence.Get(), fenceValue);

    if (fence->GetCompletedValue() < fenceValue) {
        HANDLE eventHandle = CreateEventEx(nullptr, nullptr, false, EVENT_ALL_ACCESS);
        fence->SetEventOnCompletion(fenceValue, eventHandle);
        WaitForSingleObject(eventHandle, INFINITE);
        CloseHandle(eventHandle);
    }
}

void InitOpenGL() {
    if (!glfwInit()) {
        std::cerr << "Failed to initialize GLFW." << std::endl;
        exit(EXIT_FAILURE);
    }

    glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 4);
    glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 6);
    glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
    glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GLFW_TRUE);

    window = glfwCreateWindow(512, 512, "OpenGL Window", nullptr, nullptr);
    if (!window) {
        std::cerr << "Failed to create GLFW window." << std::endl;
        glfwTerminate();
        exit(EXIT_FAILURE);
    }
    glfwMakeContextCurrent(window);

    glewExperimental = GL_TRUE;
    GLenum glewInitResult = glewInit();
    if (GLEW_OK != glewInitResult) {
        std::cerr << "Failed to initialize GLEW: "
            << glewGetErrorString(glewInitResult) << std::endl;
        exit(EXIT_FAILURE);
    }

    InitOpenGLDebug();

    if (!GLEW_EXT_memory_object || !GLEW_EXT_memory_object_win32) {
        std::cerr << "Required OpenGL extensions are not supported." << std::endl;
        exit(EXIT_FAILURE);
    }

    glCreateMemoryObjectsEXT(1, &glMemoryObject);

    D3D12_PLACED_SUBRESOURCE_FOOTPRINT layout;
    UINT64 totalSize;
    D3D12_RESOURCE_DESC resourceDisc = sharedTexture->GetDesc();
    d3d12Device->GetCopyableFootprints(&resourceDisc, 0, 1, 0, &layout, nullptr, nullptr, &totalSize);

    // If the memory size isn't `width*height*4` due to DX alignment, setting this doesn't help, which is quite frustrating.
    // UINT rowPitch = layout.Footprint.RowPitch;
    // glPixelStorei(GL_UNPACK_ROW_LENGTH, rowPitch / 4);

    if (!GLEW_EXT_memory_object || !GLEW_EXT_memory_object_win32) {
        std::cerr << "Required OpenGL extensions are not supported." << std::endl;
        exit(EXIT_FAILURE);
    }

    glImportMemoryWin32HandleEXT(glMemoryObject, totalSize, GL_HANDLE_TYPE_D3D12_RESOURCE_EXT, sharedHandle);

    glGenTextures(1, &glTexture);

    glBindTexture(GL_TEXTURE_2D, glTexture);
    glTexStorageMem2DEXT(GL_TEXTURE_2D, 1, GL_RGBA8, 512, 512, glMemoryObject, 0);

    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

    GLuint vertexShader = glCreateShader(GL_VERTEX_SHADER);
    glShaderSource(vertexShader, 1, &oglVertexShaderSrc, nullptr);
    glCompileShader(vertexShader);

    GLint success;
    glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &success);
    if (!success) {
        char infoLog[512];
        glGetShaderInfoLog(vertexShader, 512, nullptr, infoLog);
        std::cerr << "Failed to compile OpenGL vertex shader:n" << infoLog << std::endl;
        exit(EXIT_FAILURE);
    }

    GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
    glShaderSource(fragmentShader, 1, &oglFragmentShaderSrc, nullptr);
    glCompileShader(fragmentShader);

    glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &success);
    if (!success) {
        char infoLog[512];
        glGetShaderInfoLog(fragmentShader, 512, nullptr, infoLog);
        std::cerr << "Failed to compile OpenGL fragment shader:n" << infoLog << std::endl;
        exit(EXIT_FAILURE);
    }


    shaderProgram = glCreateProgram();
    glAttachShader(shaderProgram, vertexShader);
    glAttachShader(shaderProgram, fragmentShader);
    glLinkProgram(shaderProgram);

    glGetProgramiv(shaderProgram, GL_LINK_STATUS, &success);
    if (!success) {
        char infoLog[512];
        glGetProgramInfoLog(shaderProgram, 512, nullptr, infoLog);
        std::cerr << "Failed to link OpenGL shader program:n" << infoLog << std::endl;
        exit(EXIT_FAILURE);
    }


    glDeleteShader(vertexShader);
    glDeleteShader(fragmentShader);

    float quadVertices[] = {
        // Positions    // Texture Coords
        -1.0f,  1.0f,    0.0f, 0.0f, // Top-left
        -1.0f, -1.0f,    0.0f, 1.0f, // Bottom-left
         1.0f, -1.0f,    1.0f, 1.0f, // Bottom-right

        -1.0f,  1.0f,    0.0f, 0.0f, // Top-left
         1.0f, -1.0f,    1.0f, 1.0f, // Bottom-right
         1.0f,  1.0f,    1.0f, 0.0f  // Top-right
    };

    glGenVertexArrays(1, &quadVAO);
    glGenBuffers(1, &quadVBO);
    glBindVertexArray(quadVAO);

    glBindBuffer(GL_ARRAY_BUFFER, quadVBO);
    glBufferData(GL_ARRAY_BUFFER, sizeof(quadVertices), quadVertices, GL_STATIC_DRAW);

    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)0);
    glEnableVertexAttribArray(0);

    glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4 * sizeof(float), (void*)(2 * sizeof(float)));
    glEnableVertexAttribArray(1);

    glBindVertexArray(0);
    glUseProgram(shaderProgram);
    glUniform1i(glGetUniformLocation(shaderProgram, "sharedTexture"), 0);
}

void DisplayTexture() {
    glUseProgram(shaderProgram);

    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, glTexture);

    glBindVertexArray(quadVAO);
    glDrawArrays(GL_TRIANGLES, 0, 6);
    glBindVertexArray(0);
}

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Trang chủ Giới thiệu Sinh nhật bé trai Sinh nhật bé gái Tổ chức sự kiện Biểu diễn giải trí Dịch vụ khác Trang trí tiệc cưới Tổ chức khai trương Tư vấn dịch vụ Thư viện ảnh Tin tức - sự kiện Liên hệ Chú hề sinh nhật Trang trí YEAR END PARTY công ty Trang trí tất niên cuối năm Trang trí tất niên xu hướng mới nhất Trang trí sinh nhật bé trai Hải Đăng Trang trí sinh nhật bé Khánh Vân Trang trí sinh nhật Bích Ngân Trang trí sinh nhật bé Thanh Trang Thuê ông già Noel phát quà Biểu diễn xiếc khỉ Xiếc quay đĩa Dịch vụ tổ chức sự kiện 5 sao Thông tin về chúng tôi Dịch vụ sinh nhật bé trai Dịch vụ sinh nhật bé gái Sự kiện trọn gói Các tiết mục giải trí Dịch vụ bổ trợ Tiệc cưới sang trọng Dịch vụ khai trương Tư vấn tổ chức sự kiện Hình ảnh sự kiện Cập nhật tin tức Liên hệ ngay Thuê chú hề chuyên nghiệp Tiệc tất niên cho công ty Trang trí tiệc cuối năm Tiệc tất niên độc đáo Sinh nhật bé Hải Đăng Sinh nhật đáng yêu bé Khánh Vân Sinh nhật sang trọng Bích Ngân Tiệc sinh nhật bé Thanh Trang Dịch vụ ông già Noel Xiếc thú vui nhộn Biểu diễn xiếc quay đĩa Dịch vụ tổ chức tiệc uy tín Khám phá dịch vụ của chúng tôi Tiệc sinh nhật cho bé trai Trang trí tiệc cho bé gái Gói sự kiện chuyên nghiệp Chương trình giải trí hấp dẫn Dịch vụ hỗ trợ sự kiện Trang trí tiệc cưới đẹp Khởi đầu thành công với khai trương Chuyên gia tư vấn sự kiện Xem ảnh các sự kiện đẹp Tin mới về sự kiện Kết nối với đội ngũ chuyên gia Chú hề vui nhộn cho tiệc sinh nhật Ý tưởng tiệc cuối năm Tất niên độc đáo Trang trí tiệc hiện đại Tổ chức sinh nhật cho Hải Đăng Sinh nhật độc quyền Khánh Vân Phong cách tiệc Bích Ngân Trang trí tiệc bé Thanh Trang Thuê dịch vụ ông già Noel chuyên nghiệp Xem xiếc khỉ đặc sắc Xiếc quay đĩa thú vị
Trang chủ Giới thiệu Sinh nhật bé trai Sinh nhật bé gái Tổ chức sự kiện Biểu diễn giải trí Dịch vụ khác Trang trí tiệc cưới Tổ chức khai trương Tư vấn dịch vụ Thư viện ảnh Tin tức - sự kiện Liên hệ Chú hề sinh nhật Trang trí YEAR END PARTY công ty Trang trí tất niên cuối năm Trang trí tất niên xu hướng mới nhất Trang trí sinh nhật bé trai Hải Đăng Trang trí sinh nhật bé Khánh Vân Trang trí sinh nhật Bích Ngân Trang trí sinh nhật bé Thanh Trang Thuê ông già Noel phát quà Biểu diễn xiếc khỉ Xiếc quay đĩa
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