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QOpenGLShaderProgram: how to update fragment shader on-the-fly?

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  • SGaistS SGaist

    Are you using the mutex to avoid this call being made while the widget is being repainted ?

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    Violet Giraffe
    wrote on last edited by
    #5

    @SGaist
    Yes, but it doesn't matter on Windows because there's no separate OpenGL thread on this OS.

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    • V Offline
      V Offline
      Violet Giraffe
      wrote on last edited by
      #6

      Still can't get it working, any advice?
      The code that crashes on my home PC with AMD graphics adapter simply does nothing on a built-in Intel GPU, so the crash is probably just an AMD driver bug, but clearly that code is not the proper way to replace the shader on the fly.

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      • SGaistS Offline
        SGaistS Offline
        SGaist
        Lifetime Qt Champion
        wrote on last edited by
        #7

        Can you share a minimal sample so I can give it a spin on my machine ?

        Interested in AI ? www.idiap.ch
        Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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        • SGaistS SGaist

          Can you share a minimal sample so I can give it a spin on my machine ?

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          Violet Giraffe
          wrote on last edited by
          #8
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          • johngodJ Offline
            johngodJ Offline
            johngod
            wrote on last edited by
            #9

            I admit I havent check your code sample, but why dont you just creat 2 shader programs at the initialization and then change between the shader programs on the fly, i.e change the binding between them ? AFAIK this is the best pratice, changing bindings, and not compiling shader on the fly, performance wise this seems bad.

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            • johngodJ johngod

              I admit I havent check your code sample, but why dont you just creat 2 shader programs at the initialization and then change between the shader programs on the fly, i.e change the binding between them ? AFAIK this is the best pratice, changing bindings, and not compiling shader on the fly, performance wise this seems bad.

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              Violet Giraffe
              wrote on last edited by Violet Giraffe
              #10

              @johngod said in QOpenGLShaderProgram: how to update fragment shader on-the-fly?:

              change between the shader programs on the fly

              That is exactly what I have not been able to achieve. But the shader code is dynamic, I can't pre-compile it because it's determined at runtime.

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              • johngodJ Offline
                johngodJ Offline
                johngod
                wrote on last edited by
                #11

                Hi

                Just tested your sample program, it works for me if we force the program shader binding in paintGL:

                QMatrix4x4 pmvMatrix;
                pmvMatrix.ortho(rect());
                
                _program->bind(); //add this line
                
                _program->enableAttributeArray("vertexPosition");
                LogGlError;
                
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                • johngodJ johngod

                  Hi

                  Just tested your sample program, it works for me if we force the program shader binding in paintGL:

                  QMatrix4x4 pmvMatrix;
                  pmvMatrix.ortho(rect());
                  
                  _program->bind(); //add this line
                  
                  _program->enableAttributeArray("vertexPosition");
                  LogGlError;
                  
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                  Violet Giraffe
                  wrote on last edited by Violet Giraffe
                  #12

                  @johngod said in QOpenGLShaderProgram: how to update fragment shader on-the-fly?:

                  Hi

                  Just tested your sample program, it works for me if we force the program shader binding in paintGL:

                  Interesting, thanks a bunch!
                  What do you think is wrong with bind() in setFragmentShader() ? Why is it not enough / has no effect?
                  As a reminder, I'm currently testing on Windows where there's not even a separate OpenGL thread to which such peculiarities could otherwise be attributed.

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                  • johngodJ Offline
                    johngodJ Offline
                    johngod
                    wrote on last edited by
                    #13

                    Hi Violet Giraffe

                    OpenGL being such a tricky beast I usually play safe, if I need to use a program shader, bind it first,
                    same goes for buffers, need to use it, bind it first.

                    That being said, afaik when deleting or detaching a shader, that doenst happen right away, that only marks the shader
                    for deletion, that can happen later when its not being used by the program, so I think its safe for you to forget about
                    QMutexLocker, and not worrying about locking.
                    This would perhaps also explain why binding the program in setFragmentShader() doesnt work, because you're binding
                    the program that is not yet in the desired state.

                    Also for the sake of safety, I find a bit risky that you're not compiling the shaders and linking them to
                    the program explicitly in the initGL() function, I would definitly do that.

                    Also in setFragmentShader() I dont think is necessary to remove all shaders, since you're only updating the fragment
                    shader I think ist safe to only remove it, compile it with the new source code, and link the program.

                    Hope it helps, let me know how it goes :)

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                    • johngodJ johngod

                      Hi Violet Giraffe

                      OpenGL being such a tricky beast I usually play safe, if I need to use a program shader, bind it first,
                      same goes for buffers, need to use it, bind it first.

                      That being said, afaik when deleting or detaching a shader, that doenst happen right away, that only marks the shader
                      for deletion, that can happen later when its not being used by the program, so I think its safe for you to forget about
                      QMutexLocker, and not worrying about locking.
                      This would perhaps also explain why binding the program in setFragmentShader() doesnt work, because you're binding
                      the program that is not yet in the desired state.

                      Also for the sake of safety, I find a bit risky that you're not compiling the shaders and linking them to
                      the program explicitly in the initGL() function, I would definitly do that.

                      Also in setFragmentShader() I dont think is necessary to remove all shaders, since you're only updating the fragment
                      shader I think ist safe to only remove it, compile it with the new source code, and link the program.

                      Hope it helps, let me know how it goes :)

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                      Violet Giraffe
                      wrote on last edited by
                      #14

                      @johngod said in QOpenGLShaderProgram: how to update fragment shader on-the-fly?:

                      I think its safe for you to forget about
                      QMutexLocker, and not worrying about locking.

                      Makes sense. I'm sure OpenGL itself handles it correctly and is thread-safe. The mutex is only for protecting the QOpenGLShaderProgram object itself.

                      Also for the sake of safety, I find a bit risky that you're not compiling the shaders and linking them to
                      the program explicitly in the initGL() function, I would definitly do that.

                      Also in setFragmentShader() I dont think is necessary to remove all shaders, since you're only updating the fragment
                      shader I think ist safe to only remove it, compile it with the new source code, and link the program.

                      Yep, those are the first things I did after applying your answer, and everything works as expected (thanks again!). I just needed a working program before I could start optimizing it.

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