Unsolved OpenGL Image Load/Store using Qt 5.7?
otah007 last edited by
I'm trying to port some code across from a non-Qt project to Qt and I can't get image load/store to work. I've created my texture and bound it to the shaders, but it doesn't seem to be reading the data - all I get is a black screen, which means the values are all 0. Is there any Qt-native way to use image load/store, and if not how do I use standard OpenGL functions to make it work with Qt shader programs?
float* data = new float[IMAGE_WIDTH * IMAGE_HEIGHT]; for (int i = 0; i < IMAGE_WIDTH * IMAGE_HEIGHT; ++i) data[i] = float(i) / float(IMAGE_WIDTH * IMAGE_HEIGHT); GLuint tex; glGenTextures(1, tex); glBindTexture(GL_TEXTURE_2D, tex); glTexStorage2D(GL_TEXTURE_2D, 1, GL_R32F, IMAGE_WIDTH, IMAGE_HEIGHT); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, IMAGE_WIDTH, IMAGE_HEIGHT, GL_RED, GL_FLOAT, data); delete data; m_program->bind(); glBindImageTexture(0, tex, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F); m_program->release(); m_compute->bind(); glBindImageTexture(0, tex, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F); m_compute->release();
The shaders definitely work as they are identical to the ones used in the non-Qt project. However I'm not sure if this is the correct way to bind the image using Qt:
// Image from image load/store layout (binding = 0, r32f) uniform image2D pixels;
Any help would be very much appreciated.