Hello TI-san,
I'm trying a copmute shader program by modifying the sample app "vx_app_arm_opengl_mosaic.out".
I'd like to access textures using samplerExternalOES in the Compute Shader program.
However, the modified program crashed and did not work.
I have confirmed that it is possible to render an external texture to FBO with Vertex / Fragment Shader and refer to FBO as a texture with Compute Shader.
But, I'd like to reference the external textures directly in the Compute Shader program because it adds extra memory access.
Is it possible to reference external textures in the ComputeShader program?
If yes, please tell me how to reference external textures in the Compute Shader program?
Attach the modified files and the log file below:
psdk_rtos_auto_j7_07_00_00_11/vision_apps/utils/opengl/include/app_gl_egl_utils.h
psdk_rtos_auto_j7_07_00_00_11/vision_apps/kernels/sample/a72/gpu_render1x1.c (includes Compute Shader program)
log_CompShaderNG.txt
Best Regards,
Yudai ISHIBASHI
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IN NO EVENT SHALL TI AND TI�S LICENSORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "gpu_render1x1.h" static const char gGpuRender1x1_vertexShader[] = "attribute vec4 vPosition;\n" "attribute vec2 texCoords;\n" "varying vec2 yuvTexCoords;\n" "void main() {\n" " yuvTexCoords = texCoords;\n" " gl_Position = vPosition;\n" "}\n"; static const char gGpuRender1x1_fragmentShader[] = #ifdef x86_64 #else "#extension GL_OES_EGL_image_external : require\n" #endif "precision mediump float;\n" //#ifdef x86_64 " uniform sampler2D yuvTexSampler;\n " //#else // "uniform samplerExternalOES yuvTexSampler;\n" //#endif "varying vec2 yuvTexCoords;\n" "void main() {\n" " gl_FragColor = texture2D(yuvTexSampler, yuvTexCoords);\n" "}\n" ; /// add for compute shader by isibasi 201113 static const char gGpuRender1x1_computeShader[] = "#version 310 es\n" #ifdef x86_64 #else "#extension GL_OES_EGL_image_external_essl3 : enable\n" #endif "precision mediump float;\n" "uniform samplerExternalOES dataIn;\n" "layout (binding = 0, rgba8) writeonly uniform lowp image2D dataOut;\n" "layout (local_size_x = 8, local_size_y = 8) in;\n" "void main(void)\n" "{\n" " ivec2 pos = ivec2(gl_GlobalInvocationID.xy);\n" " vec3 px = texelFetch(dataIn, pos, 0).rgb;\n" // " vec3 px = vec3( float(pos.x)/640.0, float(pos.y)/480.0, 0.0);\n" " imageStore(\n" " dataOut,\n" " pos,\n" " vec4(px, 1.0)\n" " );\n" "}\n" ; /// end of add for compute shader by isibasi 201113 static const GLfloat gGpuRender1x1_triangleVertices_fullscreen[] = { -1.0f, 1.0f, 0.0f, -1.0f, -1.0f, 0.0f, 1.0f, -1.0f, 0.0f, 1.0f, 1.0f, 0.0f }; static const GLfloat gGpuRender1x1_texCoords[] = { 0.0f, 0.0f, 0.0f, 1.0f, 1.0f, 1.0f, 1.0f, 0.0f }; /// add for compute shader by isibasi 201113 static GLuint gTexWork = 0; static GLuint gCompProgram = 0; /// end of add for compute shader by isibasi 201113 GLuint gpuRender1x1_loadShader(GLenum shaderType, const char* pSource) { GLuint shader = glCreateShader(shaderType); if (shader) { glShaderSource(shader, 1, &pSource, NULL); glCompileShader(shader); GLint compiled = 0; glGetShaderiv(shader, GL_COMPILE_STATUS, &compiled); if (!compiled) { GLint infoLen = 0; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infoLen); if (infoLen) { char* buf = (char*) malloc(infoLen); if (buf) { glGetShaderInfoLog(shader, infoLen, NULL, buf); fprintf(stderr, " GL: Could not compile shader %d:\n%s\n", shaderType, buf); free(buf); } } else { fprintf(stderr, " GL: Guessing at GL_INFO_LOG_LENGTH size\n"); char* buf = (char*) malloc(0x1000); if (buf) { glGetShaderInfoLog(shader, 0x1000, NULL, buf); fprintf(stderr, " GL: Could not compile shader %d:\n%s\n", shaderType, buf); free(buf); } } glDeleteShader(shader); shader = 0; } } return shader; } GLuint gpuRender1x1_createProgram(const char* pVertexSource, const char* pFragmentSource) { GLuint vertexShader = gpuRender1x1_loadShader(GL_VERTEX_SHADER, pVertexSource); if (!vertexShader) { return 0; } GLuint pixelShader = gpuRender1x1_loadShader(GL_FRAGMENT_SHADER, pFragmentSource); if (!pixelShader) { return 0; } GLuint program = glCreateProgram(); if (program) { glAttachShader(program, vertexShader); appEglCheckGlError("glAttachShader"); glAttachShader(program, pixelShader); appEglCheckGlError("glAttachShader"); glLinkProgram(program); GLint linkStatus = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); if (linkStatus != GL_TRUE) { GLint bufLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); if (bufLength) { char* buf = (char*) malloc(bufLength); if (buf) { glGetProgramInfoLog(program, bufLength, NULL, buf); fprintf(stderr, " GL: Could not link program:\n%s\n", buf); free(buf); } } glDeleteProgram(program); program = 0; } } return program; } /// add for compute shader by isibasi 201113 GLuint gpuRender1x1_createComputeProgram(const char* pComputeSource) { GLuint computeShader = gpuRender1x1_loadShader(GL_COMPUTE_SHADER, pComputeSource); if (!computeShader) { return 0; } GLuint program = glCreateProgram(); if (program) { glAttachShader(program, computeShader); appEglCheckGlError("glAttachShader"); glLinkProgram(program); GLint linkStatus = GL_FALSE; glGetProgramiv(program, GL_LINK_STATUS, &linkStatus); if (linkStatus != GL_TRUE) { GLint bufLength = 0; glGetProgramiv(program, GL_INFO_LOG_LENGTH, &bufLength); if (bufLength) { char* buf = (char*) malloc(bufLength); if (buf) { glGetProgramInfoLog(program, bufLength, NULL, buf); fprintf(stderr, " GL: Could not link compute program:\n%s\n", buf); free(buf); } } glDeleteProgram(program); program = 0; } } return program; } /// end of add for compute shader by isibasi 201113 int gpuRender1x1_setup(GpuRender1x1_Obj *pObj) { pObj->program = gpuRender1x1_createProgram( gGpuRender1x1_vertexShader, gGpuRender1x1_fragmentShader ); if (pObj->program==0) { return -1; } pObj->vPositionHandle = glGetAttribLocation(pObj->program, "vPosition"); appEglCheckGlError("glGetAttribLocation"); pObj->yuvTexSamplerHandle = glGetUniformLocation(pObj->program, "yuvTexSampler"); appEglCheckGlError("glGetUniformLocation"); pObj->vTexHandle = glGetAttribLocation(pObj->program, "texCoords"); appEglCheckGlError("glGetAttribLocation"); glUseProgram(pObj->program); appEglCheckGlError("glUseProgram"); /// add for compute shader by isibasi 201113 gCompProgram = gpuRender1x1_createComputeProgram(gGpuRender1x1_computeShader); if (gCompProgram==0) { return -1; } /* STORAGE */ glGenTextures(1, &gTexWork); appEglCheckGlError("glGenTextures"); glBindTexture(GL_TEXTURE_2D, gTexWork); appEglCheckGlError("glBindTexture"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); appEglCheckGlError("glTexParameteri"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); appEglCheckGlError("glTexParameteri"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); appEglCheckGlError("glTexParameteri"); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); appEglCheckGlError("glTexParameteri"); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, 640, 480); appEglCheckGlError("glTexStorage2D"); glBindTexture(GL_TEXTURE_2D, 0); appEglCheckGlError("glBindTexture"); /// end of add for compute shader by isibasi 201113 return 0; } void gpuRender1x1_renderFrame1x1(GpuRender1x1_Obj *pObj, void *pEglWindowObj, const GLfloat *vertices, GLuint texYuv) { /// add for compute shader by isibasi 201113 // for compute shader glUseProgram(gCompProgram); appEglCheckGlError("glUseProgram"); glActiveTexture(GL_TEXTURE0); appEglCheckGlError("glActiveTexture"); #if defined(x86_64) glBindTexture(GL_TEXTURE_2D, texYuv); #else glBindTexture(GL_TEXTURE_EXTERNAL_OES, texYuv); #endif appEglCheckGlError("glBindTexture"); glUniform1i(glGetUniformLocation(gCompProgram, "dataIn"), 0); appEglCheckGlError("glUniform1i"); glBindImageTexture(0, gTexWork, 0, GL_FALSE, 0, GL_WRITE_ONLY, GL_RGBA8); appEglCheckGlError("glBindImageTexture"); glDispatchCompute(640 / 8, 480 / 8, 1); appEglCheckGlError("glDispatchCompute"); glMemoryBarrier(GL_SHADER_IMAGE_ACCESS_BARRIER_BIT); appEglCheckGlError("glMemoryBarrier"); // for Render glUseProgram(pObj->program); appEglCheckGlError("glUseProgram"); /// end of add for compute shader by isibasi 201113 glVertexAttribPointer(pObj->vPositionHandle, 3, GL_FLOAT, GL_FALSE, 0, vertices); appEglCheckGlError("glVertexAttribPointer"); glEnableVertexAttribArray(pObj->vPositionHandle); appEglCheckGlError("glEnableVertexAttribArray"); glVertexAttribPointer(pObj->vTexHandle, 2, GL_FLOAT, GL_FALSE, 0, gGpuRender1x1_texCoords); appEglCheckGlError("glVertexAttribPointer"); glEnableVertexAttribArray(pObj->vTexHandle); appEglCheckGlError("glEnableVertexAttribArray"); glUniform1i(pObj->yuvTexSamplerHandle, 0); appEglCheckGlError("glUniform1i"); glActiveTexture(GL_TEXTURE0); appEglCheckGlError("glActiveTexture"); //#if defined(x86_64) // glBindTexture(GL_TEXTURE_2D, texYuv); //#else // glBindTexture(GL_TEXTURE_EXTERNAL_OES, texYuv); //#endif glBindTexture(GL_TEXTURE_2D, gTexWork); appEglCheckGlError("glBindTexture"); glViewport(0, 0,1920,1080); glDrawArrays(GL_TRIANGLE_FAN, 0, 4); appEglCheckGlError("glDrawArrays"); } void gpuRender1x1_renderFrame(GpuRender1x1_Obj *pObj, void *pEglWindowObj, GLuint texYuv) { gpuRender1x1_renderFrame1x1(pObj, pEglWindowObj, gGpuRender1x1_triangleVertices_fullscreen, texYuv); }
root@j7-evm:/opt/vision_apps# ./vx_app_arm_opengl_mosaic.out APP: Init ... !!! MEM: Init ... !!! MEM: Initialized DMA HEAP (fd=4) !!! MEM: Init ... Done !!! IPC: Init ... !!! IPC: Init ... Done !!! REMOTE_SERVICE: Init ... !!! REMOTE_SERVICE: Init ... Done !!! APP: Init ... Done !!! 41.896600 s: VX_ZONE_INIT:Enabled 41.896613 s: VX_ZONE_ERROR:Enabled 41.896618 s: VX_ZONE_WARNING:Enabled 41.897110 s: VX_ZONE_INIT:[tivxInit:71] Initialization Done !!! 41.897247 s: VX_ZONE_INIT:[tivxHostInit:48] Initialization Done for HOST !!! EGL: version 1.4 EGL: GL Version = (null) EGL: GL Vendor = (null) EGL: GL Renderer = (null) EGL: GL Extensions = (null) (1060) PVR:(Fatal): Debug assertion failed! (!bIsCompute) [ drawvarray.c:2651 ] Aborted (core dumped) root@j7-evm:/opt/vision_apps#
Best Regards,
Yudai ISHIBASHI