I have a webgl project setup that uses 2 pass rendering to create effects on a texture.
Everything was working until recently chrome started throwing this error:
[.WebGL-0000020DB7FB7E40] GL_INVALID_OPERATION: Feedback loop formed between Framebuffer and active Texture.
This just started happening even though I didn't change my code, so I'm guessing a new update caused this.
I found this answer on SO, stating the error "happens any time you read from a texture which is currently attached to the framebuffer".
However I've combed through my code 100 times and I don't believe I am doing that. So here is how I have things setup.
Create a fragment shader with a uniform sampler.
uniform sampler2D sampler;
Create 2 textures
var texture0 = initTexture(); // This function does all the work to create a texture
var texture1 = initTexture(); // This function does all the work to create a texture
Create a Frame Buffer
var frameBuffer = gl.createFramebuffer();
Then I start the "2 pass processing" by uploading a html image to texture0, and binding texture0 to the sampler.
I then bind the frame buffer & call drawArrays:
gl.bindFramebuffer(gl.FRAMEBUFFER, frameBuffer);
gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture1, 0);
gl.drawArrays(gl.TRIANGLE_STRIP, 0, 4);
To clean up I unbind the frame buffer:
gl.bindFramebuffer(gl.FRAMEBUFFER, null);
Edit:
After adding break points to my code I found that the error is not actually thrown until I bind the null frame buffer. So the drawArrays call isn't causing the error, it's binding the null frame buffer afterwards that sets it off.