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-rw-r--r--examples/opengl/computegles31/glwindow.cpp79
1 files changed, 51 insertions, 28 deletions
diff --git a/examples/opengl/computegles31/glwindow.cpp b/examples/opengl/computegles31/glwindow.cpp
index d2cea169a1..7a14cba66d 100644
--- a/examples/opengl/computegles31/glwindow.cpp
+++ b/examples/opengl/computegles31/glwindow.cpp
@@ -1,12 +1,22 @@
/****************************************************************************
**
-** Copyright (C) 2016 The Qt Company Ltd.
+** Copyright (C) 2017 The Qt Company Ltd.
** Contact: http://www.qt.io/licensing/
**
** This file is part of the examples of the Qt Toolkit.
**
** $QT_BEGIN_LICENSE:BSD$
-** You may use this file under the terms of the BSD license as follows:
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** BSD License Usage
+** Alternatively, you may use this file under the terms of the BSD license
+** as follows:
**
** "Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions are
@@ -44,7 +54,7 @@
#include <QOpenGLContext>
#include <QOpenGLFunctions>
#include <QOpenGLExtraFunctions>
-//#include <QtGui/qopenglext.h>
+#include <QOpenGLVertexArrayObject>
#include <QtGui/qopengl.h>
#include <QDebug>
#include <QTimer>
@@ -70,7 +80,8 @@ GLWindow::GLWindow()
m_shaderComputeV(0),
m_shaderComputeH(0),
m_blurRadius(0.0f),
- m_animate(true)
+ m_animate(true),
+ m_vao(0)
{
const float animationStart = 0.0;
const float animationEnd = 10.0;
@@ -106,6 +117,7 @@ GLWindow::~GLWindow()
delete m_animationGroup;
delete m_animationForward;
delete m_animationBackward;
+ delete m_vao;
}
void GLWindow::setBlurRadius(float blurRadius)
@@ -168,19 +180,21 @@ static const char *fsDisplaySource =
"}\n";
static const char *csComputeSourceV =
- //"#extension GL_EXT_gpu_shader5 : require \n"
"#define COMPUTEPATCHSIZE 32 \n"
"#define IMGFMT rgba8 \n"
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
- "layout(binding=0, IMGFMT) uniform highp image2D inputImage; // Use a sampler to improve performance \n"
- "layout(binding=1, IMGFMT) uniform highp image2D resultImage;\n"
+ "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
+ "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
"uniform int radius;\n"
"const float cutoff = 2.2;\n"
- "float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n" // Const initialization with dynamically uniform expressions doesn't work in GLES
- "float expFactor = 1.0 / (2.0 * sigma * sigma);\n" // Same here
- "float gaussian(float distance) {\n"
- " return exp( -(distance * distance) * expFactor);\n"
+ "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
+ " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
+ " return 1.0 / (2.0 * sigma * sigma);\n"
+ "}\n"
+
+ "float gaussian(float distance, float expfactor) {\n"
+ " return exp( -(distance * distance) * expfactor);\n"
"}\n"
"void main() {\n"
@@ -194,31 +208,34 @@ static const char *csComputeSourceV =
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
+ " float expfactor = expFactor();\n"
" for (int iY = top; iY <= bottom; iY++) {\n"
" float dy = float(abs(iY - y));\n"
" vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n"
- " float weight = gaussian(dy);\n"
+ " float weight = gaussian(dy, expfactor);\n"
" sumWeights += weight;\n"
" sumPixels += (imgValue * weight);\n"
" }\n"
" sumPixels /= sumWeights;\n"
- " imageStore(resultImage, ivec2(x,y), sumPixels);"
+ " imageStore(resultImage, ivec2(x,y), sumPixels);\n"
"}\n";
static const char *csComputeSourceH =
- //"#extension GL_EXT_gpu_shader5 : require \n"
"#define COMPUTEPATCHSIZE 32 \n"
"#define IMGFMT rgba8 \n"
"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
- "layout(binding=0, IMGFMT) uniform highp image2D inputImage; // Use a sampler to improve performance \n"
- "layout(binding=1, IMGFMT) uniform highp image2D resultImage;\n"
+ "layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
+ "layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
"uniform int radius;\n"
"const float cutoff = 2.2;\n"
- "float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
- "float expFactor = 1.0 / (2.0 * sigma * sigma);\n"
- "float gaussian(float distance) {\n"
- " return exp( -(distance * distance) * expFactor);\n"
+ "float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
+ " float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
+ " return 1.0 / (2.0 * sigma * sigma);\n"
+ "}\n"
+
+ "float gaussian(float distance, float expfactor) {\n"
+ " return exp( -(distance * distance) * expfactor);\n"
"}\n"
"void main() {\n"
@@ -232,15 +249,16 @@ static const char *csComputeSourceH =
" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
- " for (int iX = left; iX <= right; iX++) {\n"
+ " float expfactor = expFactor();\n"
+ " for (int iX = left; iX <= right; iX++) {\n"
" float dx = float(abs(iX - x));\n"
" vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n"
- " float weight = gaussian(dx);\n"
+ " float weight = gaussian(dx, expfactor);\n"
" sumWeights += weight;\n"
" sumPixels += (imgValue * weight);\n"
- " }\n"
+ " }\n"
" sumPixels /= sumWeights;\n"
- " imageStore(resultImage, ivec2(x,y), sumPixels);"
+ " imageStore(resultImage, ivec2(x,y), sumPixels);\n"
"}\n";
@@ -252,7 +270,7 @@ QByteArray versionedShaderCode(const char *src)
if (QOpenGLContext::currentContext()->isOpenGLES())
versionedSrc.append(QByteArrayLiteral("#version 310 es\n"));
else
- versionedSrc.append(QByteArrayLiteral("#version 430\n"));
+ versionedSrc.append(QByteArrayLiteral("#version 430 core\n"));
versionedSrc.append(src);
return versionedSrc;
@@ -305,7 +323,6 @@ void GLWindow::initializeGL()
<< ctx->format().minorVersion()
<< ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES") : (" GL"))
<< " context";
- //QOpenGLFunctions *f = ctx->functions();
if (m_texImageInput) {
delete m_texImageInput;
@@ -363,6 +380,10 @@ void GLWindow::initializeGL()
m_shaderComputeH = new QOpenGLShaderProgram;
m_shaderComputeH->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceH));
m_shaderComputeH->link();
+
+ // Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL core context.
+ m_vao = new QOpenGLVertexArrayObject;
+ m_vao->create();
}
void GLWindow::resizeGL(int w, int h)
@@ -411,13 +432,15 @@ void GLWindow::paintGL()
// Display processed image
f->glClearColor(0, 0, 0, 1);
f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
- m_texImageProcessed->bind(GL_TEXTURE0);
+ m_texImageProcessed->bind(0);
m_shaderDisplay->bind();
m_shaderDisplay->setUniformValue("matProjection",m_proj);
m_shaderDisplay->setUniformValue("imageRatio",m_quadSize);
m_shaderDisplay->setUniformValue("samImage",0);
+ m_vao->bind();
f->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ m_vao->release();
m_shaderDisplay->release();
- m_texImageProcessed->release(GL_TEXTURE0);
+ m_texImageProcessed->release(0);
}