40ace7a2a0
This patch fixes the example that contained problems showing up with mesa/nouveau drivers. Change-Id: Ic90f6028e394138781f00bcc00c145c56134f441 Reviewed-by: Gunnar Sletta <gunnar@crimson.no>
447 lines
16 KiB
C++
447 lines
16 KiB
C++
/****************************************************************************
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**
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** Copyright (C) 2017 The Qt Company Ltd.
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** Contact: http://www.qt.io/licensing/
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**
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** This file is part of the examples of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:BSD$
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** Commercial License Usage
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** Licensees holding valid commercial Qt licenses may use this file in
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** accordance with the commercial license agreement provided with the
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** Software or, alternatively, in accordance with the terms contained in
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** a written agreement between you and The Qt Company. For licensing terms
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** and conditions see https://www.qt.io/terms-conditions. For further
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** information use the contact form at https://www.qt.io/contact-us.
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**
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** BSD License Usage
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** Alternatively, you may use this file under the terms of the BSD license
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** as follows:
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**
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** "Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions are
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** met:
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** * Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** * Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in
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** the documentation and/or other materials provided with the
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** distribution.
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** * Neither the name of The Qt Company Ltd nor the names of its
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** contributors may be used to endorse or promote products derived
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** from this software without specific prior written permission.
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**
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**
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** THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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** "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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** LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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** A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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** OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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** SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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** LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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** OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE."
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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#include "glwindow.h"
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#include <QImage>
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#include <QOpenGLShaderProgram>
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#include <QOpenGLContext>
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#include <QOpenGLFunctions>
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#include <QOpenGLExtraFunctions>
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#include <QOpenGLVertexArrayObject>
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#include <QtGui/qopengl.h>
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#include <QDebug>
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#include <QTimer>
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#include <math.h>
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#ifndef GL_READ_WRITE
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#define GL_READ_WRITE 0x88BA
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#endif
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#ifndef GL_RGBA8
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#define GL_RGBA8 0x8058
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#endif
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#ifndef GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
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#define GL_SHADER_IMAGE_ACCESS_BARRIER_BIT 0x00000020
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#endif
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GLWindow::GLWindow()
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: m_texImageInput(0),
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m_texImageTmp(0),
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m_texImageProcessed(0),
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m_shaderDisplay(0),
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m_shaderComputeV(0),
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m_shaderComputeH(0),
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m_blurRadius(0.0f),
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m_animate(true),
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m_vao(0)
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{
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const float animationStart = 0.0;
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const float animationEnd = 10.0;
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const float animationLength = 1000;
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m_animationGroup = new QSequentialAnimationGroup(this);
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m_animationGroup->setLoopCount(-1);
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m_animationForward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
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m_animationForward->setStartValue(animationStart);
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m_animationForward->setEndValue(animationEnd);
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m_animationForward->setDuration(animationLength);
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m_animationGroup->addAnimation(m_animationForward);
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m_animationBackward = new QPropertyAnimation(this, QByteArrayLiteral("blurRadius"));
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m_animationBackward->setStartValue(animationEnd);
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m_animationBackward->setEndValue(animationStart);
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m_animationBackward->setDuration(animationLength);
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m_animationGroup->addAnimation(m_animationBackward);
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m_animationGroup->start();
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}
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GLWindow::~GLWindow()
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{
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makeCurrent();
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delete m_texImageInput;
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delete m_texImageProcessed;
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delete m_texImageTmp;
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delete m_shaderDisplay;
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delete m_shaderComputeH;
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delete m_shaderComputeV;
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delete m_animationGroup;
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delete m_animationForward;
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delete m_animationBackward;
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delete m_vao;
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}
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void GLWindow::setBlurRadius(float blurRadius)
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{
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int radius = int(blurRadius);
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if (radius != m_blurRadius) {
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m_blurRadius = radius;
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update();
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}
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}
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void GLWindow::setAnimating(bool animate)
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{
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m_animate = animate;
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if (animate)
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m_animationGroup->start();
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else
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m_animationGroup->stop();
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}
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void GLWindow::keyPressEvent(QKeyEvent *e)
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{
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if (e->key() == Qt::Key_Space) { // pause
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setAnimating(!m_animate);
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}
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update();
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}
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static const char *vsDisplaySource =
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"const vec4 vertices[4] = vec4[4] (\n"
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" vec4( -1.0, 1.0, 0.0, 1.0),\n"
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" vec4( -1.0, -1.0, 0.0, 1.0),\n"
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" vec4( 1.0, 1.0, 0.0, 1.0),\n"
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" vec4( 1.0, -1.0, 0.0, 1.0)\n"
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");\n"
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"const vec2 texCoords[4] = vec2[4] (\n"
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" vec2( 0.0, 1.0),\n"
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" vec2( 0.0, 0.0),\n"
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" vec2( 1.0, 1.0),\n"
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" vec2( 1.0, 0.0)\n"
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");\n"
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"out vec2 texCoord;\n"
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"uniform mat4 matProjection;\n"
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"uniform vec2 imageRatio;\n"
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"void main() {\n"
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" gl_Position = matProjection * ( vertices[gl_VertexID] * vec4(imageRatio,0,1) );\n"
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" texCoord = texCoords[gl_VertexID];\n"
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"}\n";
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static const char *fsDisplaySource =
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"in lowp vec2 texCoord; \n"
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"uniform sampler2D samImage; \n"
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"layout(location = 0) out lowp vec4 color;\n"
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"void main() {\n"
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" lowp vec4 texColor = texture(samImage,texCoord);\n"
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" color = vec4(texColor.rgb, 1.0);\n"
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"}\n";
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static const char *csComputeSourceV =
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"#define COMPUTEPATCHSIZE 32 \n"
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"#define IMGFMT rgba8 \n"
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"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
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"layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
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"layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
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"uniform int radius;\n"
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"const float cutoff = 2.2;\n"
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"float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
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" float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
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" return 1.0 / (2.0 * sigma * sigma);\n"
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"}\n"
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"float gaussian(float distance, float expfactor) {\n"
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" return exp( -(distance * distance) * expfactor);\n"
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"}\n"
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"void main() {\n"
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" ivec2 imgSize = imageSize(resultImage);\n"
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" int x = int(gl_GlobalInvocationID.x);\n"
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" int y = int(gl_GlobalInvocationID.y);\n"
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" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
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" vec4 sumPixels = vec4(0.0);\n"
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" float sumWeights = 0.0;\n"
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" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
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" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
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" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
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" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
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" float expfactor = expFactor();\n"
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" for (int iY = top; iY <= bottom; iY++) {\n"
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" float dy = float(abs(iY - y));\n"
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" vec4 imgValue = imageLoad(inputImage, ivec2(x,iY));\n"
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" float weight = gaussian(dy, expfactor);\n"
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" sumWeights += weight;\n"
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" sumPixels += (imgValue * weight);\n"
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" }\n"
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" sumPixels /= sumWeights;\n"
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" imageStore(resultImage, ivec2(x,y), sumPixels);\n"
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"}\n";
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static const char *csComputeSourceH =
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"#define COMPUTEPATCHSIZE 32 \n"
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"#define IMGFMT rgba8 \n"
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"layout (local_size_x = COMPUTEPATCHSIZE, local_size_y = COMPUTEPATCHSIZE) in;\n"
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"layout(binding=0, IMGFMT) uniform readonly highp image2D inputImage; // Use a sampler to improve performance \n"
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"layout(binding=1, IMGFMT) uniform writeonly highp image2D resultImage;\n"
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"uniform int radius;\n"
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"const float cutoff = 2.2;\n"
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"float expFactor() { // a function, otherwise MESA produces error: initializer of global variable `expFactor' must be a constant expression\n"
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" float sigma = clamp(float(radius) / cutoff,0.02,100.0);\n"
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" return 1.0 / (2.0 * sigma * sigma);\n"
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"}\n"
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"float gaussian(float distance, float expfactor) {\n"
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" return exp( -(distance * distance) * expfactor);\n"
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"}\n"
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"void main() {\n"
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" ivec2 imgSize = imageSize(resultImage);\n"
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" int x = int(gl_GlobalInvocationID.x);\n"
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" int y = int(gl_GlobalInvocationID.y);\n"
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" if ( (x >= imgSize.x) || (y >= imgSize.y) ) return;\n"
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" vec4 sumPixels = vec4(0.0);\n"
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" float sumWeights = 0.0;\n"
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" int left = clamp(x - radius, 0, imgSize.x - 1);\n"
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" int right = clamp(x + radius, 0, imgSize.x - 1);\n"
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" int top = clamp(y - radius, 0, imgSize.y - 1);\n"
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" int bottom = clamp(y + radius, 0, imgSize.y - 1);\n"
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" float expfactor = expFactor();\n"
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" for (int iX = left; iX <= right; iX++) {\n"
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" float dx = float(abs(iX - x));\n"
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" vec4 imgValue = imageLoad(inputImage, ivec2(iX,y));\n"
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" float weight = gaussian(dx, expfactor);\n"
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" sumWeights += weight;\n"
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" sumPixels += (imgValue * weight);\n"
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" }\n"
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" sumPixels /= sumWeights;\n"
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" imageStore(resultImage, ivec2(x,y), sumPixels);\n"
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"}\n";
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QByteArray versionedShaderCode(const char *src)
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{
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QByteArray versionedSrc;
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if (QOpenGLContext::currentContext()->isOpenGLES())
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versionedSrc.append(QByteArrayLiteral("#version 310 es\n"));
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else
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versionedSrc.append(QByteArrayLiteral("#version 430 core\n"));
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versionedSrc.append(src);
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return versionedSrc;
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}
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void computeProjection(int winWidth, int winHeight, int imgWidth, int imgHeight, QMatrix4x4 &outProjection, QSizeF &outQuadSize)
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{
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float ratioImg = float(imgWidth) / float(imgHeight);
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float ratioCanvas = float(winWidth) / float(winHeight);
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float correction = ratioImg / ratioCanvas;
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float rescaleFactor = 1.0f;
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float quadWidth = 1.0f;
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float quadHeight = 1.0f;
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if (correction < 1.0f) // canvas larger than image -- height = 1.0, vertical black bands
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{
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quadHeight = 1.0f;
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quadWidth = 1.0f * ratioImg;
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rescaleFactor = ratioCanvas;
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correction = 1.0f / rescaleFactor;
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}
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else // image larger than canvas -- width = 1.0, horizontal black bands
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{
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quadWidth = 1.0f;
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quadHeight = 1.0f / ratioImg;
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correction = 1.0f / ratioCanvas;
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}
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const float frustumWidth = 1.0f * rescaleFactor;
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const float frustumHeight = 1.0f * rescaleFactor * correction;
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outProjection = QMatrix4x4();
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outProjection.ortho(
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-frustumWidth,
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frustumWidth,
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-frustumHeight,
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frustumHeight,
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-1.0f,
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1.0f);
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outQuadSize = QSizeF(quadWidth,quadHeight);
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}
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void GLWindow::initializeGL()
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{
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QOpenGLContext *ctx = QOpenGLContext::currentContext();
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qDebug() << "Got a "
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<< ctx->format().majorVersion()
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<< "."
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<< ctx->format().minorVersion()
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<< ((ctx->format().renderableType() == QSurfaceFormat::OpenGLES) ? (" GLES") : (" GL"))
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<< " context";
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if (m_texImageInput) {
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delete m_texImageInput;
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m_texImageInput = 0;
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}
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QImage img(":/Qt-logo-medium.png");
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Q_ASSERT(!img.isNull());
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m_texImageInput = new QOpenGLTexture(img.convertToFormat(QImage::Format_RGBA8888).mirrored());
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if (m_texImageTmp) {
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delete m_texImageTmp;
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m_texImageTmp = 0;
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}
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m_texImageTmp = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_texImageTmp->setFormat(m_texImageInput->format());
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m_texImageTmp->setSize(m_texImageInput->width(),m_texImageInput->height());
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m_texImageTmp->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8); // WTF?
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if (m_texImageProcessed) {
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delete m_texImageProcessed;
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m_texImageProcessed = 0;
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}
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m_texImageProcessed = new QOpenGLTexture(QOpenGLTexture::Target2D);
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m_texImageProcessed->setFormat(m_texImageInput->format());
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m_texImageProcessed->setSize(m_texImageInput->width(),m_texImageInput->height());
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m_texImageProcessed->allocateStorage(QOpenGLTexture::RGBA,QOpenGLTexture::UInt8);
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m_texImageProcessed->setMagnificationFilter(QOpenGLTexture::Linear);
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m_texImageProcessed->setMinificationFilter(QOpenGLTexture::Linear);
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m_texImageProcessed->setWrapMode(QOpenGLTexture::ClampToEdge);
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if (m_shaderDisplay) {
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delete m_shaderDisplay;
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m_shaderDisplay = 0;
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}
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m_shaderDisplay = new QOpenGLShaderProgram;
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// Prepend the correct version directive to the sources. The rest is the
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// same, thanks to the common GLSL syntax.
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m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Vertex, versionedShaderCode(vsDisplaySource));
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m_shaderDisplay->addShaderFromSourceCode(QOpenGLShader::Fragment, versionedShaderCode(fsDisplaySource));
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m_shaderDisplay->link();
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if (m_shaderComputeV) {
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delete m_shaderComputeV;
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m_shaderComputeV = 0;
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}
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m_shaderComputeV = new QOpenGLShaderProgram;
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m_shaderComputeV->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceV));
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m_shaderComputeV->link();
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if (m_shaderComputeH) {
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delete m_shaderComputeH;
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m_shaderComputeH = 0;
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}
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m_shaderComputeH = new QOpenGLShaderProgram;
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m_shaderComputeH->addShaderFromSourceCode(QOpenGLShader::Compute, versionedShaderCode(csComputeSourceH));
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m_shaderComputeH->link();
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// Create a VAO. Not strictly required for ES 3, but it is for plain OpenGL core context.
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m_vao = new QOpenGLVertexArrayObject;
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m_vao->create();
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}
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void GLWindow::resizeGL(int w, int h)
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{
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computeProjection(w,h,m_texImageInput->width(),m_texImageInput->height(),m_proj,m_quadSize);
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}
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QSize getWorkGroups(int workGroupSize, const QSize &imageSize)
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{
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int x = imageSize.width();
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x = (x % workGroupSize) ? (x / workGroupSize) + 1 : (x / workGroupSize);
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int y = imageSize.height();
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y = (y % workGroupSize) ? (y / workGroupSize) + 1 : (y / workGroupSize);
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return QSize(x,y);
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}
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void GLWindow::paintGL()
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{
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// Now use QOpenGLExtraFunctions instead of QOpenGLFunctions as we want to
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// do more than what GL(ES) 2.0 offers.
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QOpenGLExtraFunctions *f = QOpenGLContext::currentContext()->extraFunctions();
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// Process input image
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QSize workGroups = getWorkGroups( 32, QSize(m_texImageInput->width(), m_texImageInput->height()));
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// Pass 1
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f->glBindImageTexture(0, m_texImageInput->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
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f->glBindImageTexture(1, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
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m_shaderComputeV->bind();
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m_shaderComputeV->setUniformValue("radius",m_blurRadius);
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f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
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f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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m_shaderComputeV->release();
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// Pass 2
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f->glBindImageTexture(0, m_texImageTmp->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
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f->glBindImageTexture(1, m_texImageProcessed->textureId(), 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
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m_shaderComputeH->bind();
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m_shaderComputeH->setUniformValue("radius",m_blurRadius);
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f->glDispatchCompute(workGroups.width(),workGroups.height(),1);
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f->glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT);
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m_shaderComputeH->release();
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// Compute cleanup
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f->glBindImageTexture(0, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
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f->glBindImageTexture(1, 0, 0, 0, 0, GL_READ_WRITE, GL_RGBA8);
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// Display processed image
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f->glClearColor(0, 0, 0, 1);
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f->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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m_texImageProcessed->bind(0);
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m_shaderDisplay->bind();
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m_shaderDisplay->setUniformValue("matProjection",m_proj);
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m_shaderDisplay->setUniformValue("imageRatio",m_quadSize);
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m_shaderDisplay->setUniformValue("samImage",0);
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m_vao->bind();
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f->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
|
|
m_vao->release();
|
|
m_shaderDisplay->release();
|
|
m_texImageProcessed->release(0);
|
|
}
|
|
|