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-rw-r--r--tests/manual/examples/opengl/computegles31/glwindow.cpp372
1 files changed, 372 insertions, 0 deletions
diff --git a/tests/manual/examples/opengl/computegles31/glwindow.cpp b/tests/manual/examples/opengl/computegles31/glwindow.cpp
new file mode 100644
index 0000000000..98533e714e
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+++ b/tests/manual/examples/opengl/computegles31/glwindow.cpp
@@ -0,0 +1,372 @@
+// Copyright (C) 2017 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+#include "glwindow.h"
+#include <QImage>
+#include <QOpenGLShaderProgram>
+#include <QOpenGLContext>
+#include <QOpenGLFunctions>
+#include <QOpenGLExtraFunctions>
+#include <QOpenGLVertexArrayObject>
+#include <QtGui/qopengl.h>
+#include <QDebug>
+#include <QTimer>
+#include <math.h>
+
+#ifndef GL_READ_WRITE
+#define GL_READ_WRITE 0x88BA
+#endif
+
+#ifndef GL_RGBA8
+#define GL_RGBA8 0x8058
+#endif
+
+#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
+#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
+#endif
+
+GLWindow::GLWindow()
+{
+ const float animationStart = 0.0;
+ const float animationEnd = 10.0;
+ const float animationLength = 1000;
+
+ m_animationGroup = new QSequentialAnimationGroup(this);
+ m_animationGroup->setLoopCount(-1);
+
+ m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
+ m_animationForward->setStartValue(animationStart);
+ m_animationForward->setEndValue(animationEnd);
+ m_animationForward->setDuration(animationLength);
+ m_animationGroup->addAnimation(m_animationForward);
+
+ m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
+ m_animationBackward->setStartValue(animationEnd);
+ m_animationBackward->setEndValue(animationStart);
+ m_animationBackward->setDuration(animationLength);
+ m_animationGroup->addAnimation(m_animationBackward);
+
+ m_animationGroup->start();
+}
+
+GLWindow::~GLWindow()
+{
+ makeCurrent();
+ delete m_texImageInput;
+ delete m_texImageProcessed;
+ delete m_texImageTmp;
+ delete m_shaderDisplay;
+ delete m_shaderComputeH;
+ delete m_shaderComputeV;
+ delete m_animationGroup;
+ delete m_animationForward;
+ delete m_animationBackward;
+ delete m_vao;
+}
+
+void GLWindow::setBlurRadius(float blurRadius)
+{
+ int radius = int(blurRadius);
+ if (radius != m_blurRadius) {
+ m_blurRadius = radius;
+ update();
+ }
+}
+
+void GLWindow::setAnimating(bool animate)
+{
+ m_animate = animate;
+ if (animate)
+ m_animationGroup->start();
+ else
+ m_animationGroup->stop();
+}
+
+void GLWindow::keyPressEvent(QKeyEvent *e)
+{
+ if (e->key() == Qt::Key_Space) { // pause
+ setAnimating(!m_animate);
+ }
+ update();
+}
+
+
+
+
+static const char *vsDisplaySource =
+ "const vec4 vertices[4] = vec4[4] (\n"
+ " vec4( -1.0, 1.0, 0.0, 1.0),\n"
+ " vec4( -1.0, -1.0, 0.0, 1.0),\n"
+ " vec4( 1.0, 1.0, 0.0, 1.0),\n"
+ " vec4( 1.0, -1.0, 0.0, 1.0)\n"
+ ");\n"
+ "const vec2 texCoords[4] = vec2[4] (\n"
+ " vec2( 0.0, 1.0),\n"
+ " vec2( 0.0, 0.0),\n"
+ " vec2( 1.0, 1.0),\n"
+ " vec2( 1.0, 0.0)\n"
+ ");\n"
+ "out vec2 texCoord;\n"
+ "uniform mat4 matProjection;\n"
+ "uniform vec2 imageRatio;\n"
+ "void main() {\n"
+ " gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n"
+ " texCoord = texCoords[gl_VertexID];\n"
+ "}\n";
+
+static const char *fsDisplaySource =
+ "in lowp vec2 texCoord; \n"
+ "uniform sampler2D samImage; \n"
+ "layout(location = 0) out lowp vec4 color;\n"
+ "void main() {\n"
+ " lowp vec4 texColor = texture(samImage,texCoord);\n"
+ " color = vec4(texColor.rgb, 1.0);\n"
+ "}\n";
+
+static const char *csComputeSourceV =
+ "#define COMPUTEPATCHSIZE 10 // Setting this to 10 to comply with MAX_COMPUTE_WORK_GROUP_INVOCATIONS for both OpenGL and OpenGLES - see QTBUG-79374 \n"
+ "#define IMGFMT rgba8 \n"
+ "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\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 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"
+ " ivec2 imgSize = imageSize(resultImage);\n"
+ " int x = int(gl_GlobalInvocationID.x);\n"
+ " int y = int(gl_GlobalInvocationID.y);\n"
+ " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
+ " vec4 sumPixels = vec4(0.0);\n"
+ " float sumWeights = 0.0;\n"
+ " int left = clamp(x - radius, 0, imgSize.x - 1);\n"
+ " 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, expfactor);\n"
+ " sumWeights += weight;\n"
+ " sumPixels += (imgValue * weight);\n"
+ " }\n"
+ " sumPixels /= sumWeights;\n"
+ " imageStore(resultImage, ivec2(x,y), sumPixels);\n"
+ "}\n";
+
+static const char *csComputeSourceH =
+ "#define COMPUTEPATCHSIZE 10 \n"
+ "#define IMGFMT rgba8 \n"
+ "layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\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 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"
+ " ivec2 imgSize = imageSize(resultImage);\n"
+ " int x = int(gl_GlobalInvocationID.x);\n"
+ " int y = int(gl_GlobalInvocationID.y);\n"
+ " if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
+ " vec4 sumPixels = vec4(0.0);\n"
+ " float sumWeights = 0.0;\n"
+ " int left = clamp(x - radius, 0, imgSize.x - 1);\n"
+ " 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 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, expfactor);\n"
+ " sumWeights += weight;\n"
+ " sumPixels += (imgValue * weight);\n"
+ " }\n"
+ " sumPixels /= sumWeights;\n"
+ " imageStore(resultImage, ivec2(x,y), sumPixels);\n"
+ "}\n";
+
+
+
+QByteArray versionedShaderCode(const char *src)
+{
+ QByteArray versionedSrc;
+
+ if (QOpenGLContext::currentContext()->isOpenGLES())
+ versionedSrc.append(QByteArrayLiteral("#version 310 es\n"));
+ else
+ versionedSrc.append(QByteArrayLiteral("#version 430 core\n"));
+
+ versionedSrc.append(src);
+ return versionedSrc;
+}
+
+void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize)
+{
+ float ratioImg = float(imgWidth) / float(imgHeight);
+ float ratioCanvas = float(winWidth) / float(winHeight);
+
+ float correction = ratioImg / ratioCanvas;
+ float rescaleFactor = 1.0f;
+ float quadWidth = 1.0f;
+ float quadHeight = 1.0f;
+
+ if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands
+ {
+ quadHeight = 1.0f;
+ quadWidth = 1.0f * ratioImg;
+ rescaleFactor = ratioCanvas;
+ correction = 1.0f / rescaleFactor;
+ }
+ else // image larger than canvas -- width = 1.0, horizontal black bands
+ {
+ quadWidth = 1.0f;
+ quadHeight = 1.0f / ratioImg;
+ correction = 1.0f / ratioCanvas;
+ }
+
+ const float frustumWidth = 1.0f * rescaleFactor;
+ const float frustumHeight = 1.0f * rescaleFactor * correction;
+
+ outProjection = QMatrix4x4();
+ outProjection.ortho(
+ -frustumWidth,
+ frustumWidth,
+ -frustumHeight,
+ frustumHeight,
+ -1.0f,
+ 1.0f);
+ outQuadSize = QSizeF(quadWidth,quadHeight);
+}
+
+void GLWindow::initializeGL()
+{
+ QOpenGLContext *ctx = QOpenGLContext::currentContext();
+ qDebug() << "Got a "
+ << ctx->format().majorVersion()
+ << "."
+ << ctx->format().minorVersion()
+ << ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES") : (" GL"))
+ << " context";
+
+ QImage img(":/Qt-logo-medium.png");
+ Q_ASSERT(!img.isNull());
+ delete m_texImageInput;
+ m_texImageInput = new QOpenGLTexture(img.convertToFormat(QImage::Format_RGBA8888).mirrored());
+
+ delete m_texImageTmp;
+ m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D);
+ m_texImageTmp->setFormat(m_texImageInput->format());
+ m_texImageTmp->setSize(m_texImageInput->width(),m_texImageInput->height());
+ m_texImageTmp->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); // WTF?
+
+ delete m_texImageProcessed;
+ m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D);
+ m_texImageProcessed->setFormat(m_texImageInput->format());
+ m_texImageProcessed->setSize(m_texImageInput->width(),m_texImageInput->height());
+ m_texImageProcessed->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8);
+
+ m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear);
+ m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear);
+ m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge);
+
+ delete m_shaderDisplay;
+ m_shaderDisplay = new QOpenGLShaderProgram;
+ // Prepend the correct version directive to the sources. The rest is the
+ // same, thanks to the common GLSL syntax.
+ m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vsDisplaySource));
+ m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fsDisplaySource));
+ m_shaderDisplay->link();
+
+ delete m_shaderComputeV;
+ m_shaderComputeV = new QOpenGLShaderProgram;
+ m_shaderComputeV->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceV));
+ m_shaderComputeV->link();
+
+ delete m_shaderComputeH;
+ 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)
+{
+ computeProjection(w,h,m_texImageInput->width(),m_texImageInput->height(),m_proj,m_quadSize);
+}
+
+QSize getWorkGroups(int workGroupSize, const QSize &imageSize)
+{
+ int x = imageSize.width();
+ x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize);
+ int y = imageSize.height();
+ y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize);
+ return QSize(x,y);
+}
+
+void GLWindow::paintGL()
+{
+ // Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
+ // do more than what GL(ES) 2.0 offers.
+ QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
+
+
+ // Process input image
+ QSize workGroups = getWorkGroups(10, QSize(m_texImageInput->width(), m_texImageInput->height()));
+ // Pass 1
+ f->glBindImageTexture(0, m_texImageInput->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
+ f->glBindImageTexture(1, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
+ m_shaderComputeV->bind();
+ m_shaderComputeV->setUniformValue("radius",m_blurRadius);
+ f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
+ f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
+ m_shaderComputeV->release();
+ // Pass 2
+ f->glBindImageTexture(0, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
+ f->glBindImageTexture(1, m_texImageProcessed->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
+ m_shaderComputeH->bind();
+ m_shaderComputeH->setUniformValue("radius",m_blurRadius);
+ f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
+ f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
+ m_shaderComputeH->release();
+ // Compute cleanup
+ f->glBindImageTexture(0, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
+ f->glBindImageTexture(1, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
+
+ // Display processed image
+ f->glClearColor(0, 0, 0, 1);
+ f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
+ 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(0);
+}
+