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authorLaurent Pinchart <laurent.pinchart@ideasonboard.com>2024-09-09 17:14:51 +0300
committerLaurent Pinchart <laurent.pinchart@ideasonboard.com>2024-09-11 18:24:51 +0300
commit33a0b14e0ad70b30bf4c57ec085cb9921b2b97f5 (patch)
tree7be63c0686ec965d40656d6c23427a830b1d99cd
parent2e2aa4079943a330f8e10d22c14ad67da3c4107b (diff)
qcam: viewfinder_gl: Fix binding of vertex buffer and shader program
Starting in Qt 6.7.0, vertex buffers and shader programs are unbound just before calling QOpenGLWidget::paintGL(). This breaks rendering in the GL viewfinder in two ways. First, we bind the vertex buffer only once at initialization time. There is therefore no vertex buffer mapped at rendering time, preventing both the vertex shader from having access to the vertex and texture coordinates. Then, we bind the shader program only when rendering the first frame. There is thus no shader program bound for all subsequent frames, breaking rendering. Fix this by binding the vertex buffer where needed, when setting attribute buffers for the shader program, and binding the shader program for every frame. As we use a single vertex buffer, we could bind it at the beginning of paintGL() and keep it bound indefinitely. That would however fail to clearly indicate in the source code where the vertex buffer is needed, making the code more difficult to understand as it would rely on implicit assumptions. Release the vertex buffer explicitly when we don't need it anymore to avoid this. While at it, fix a coding style violation by adding missing curly brackets. Signed-off-by: Laurent Pinchart <laurent.pinchart@ideasonboard.com> Tested-by: Kieran Bingham <kieran.bingham@ideasonboard.com> Reviewed-by: Kieran Bingham <kieran.bingham@ideasonboard.com>
-rw-r--r--src/apps/qcam/viewfinder_gl.cpp19
1 files changed, 12 insertions, 7 deletions
diff --git a/src/apps/qcam/viewfinder_gl.cpp b/src/apps/qcam/viewfinder_gl.cpp
index 9d2a6960..5be7bec5 100644
--- a/src/apps/qcam/viewfinder_gl.cpp
+++ b/src/apps/qcam/viewfinder_gl.cpp
@@ -443,15 +443,11 @@ bool ViewFinderGL::createFragmentShader()
close();
}
- /* Bind shader pipeline for use */
- if (!shaderProgram_.bind()) {
- qWarning() << "[ViewFinderGL]:" << shaderProgram_.log();
- close();
- }
-
attributeVertex = shaderProgram_.attributeLocation("vertexIn");
attributeTexture = shaderProgram_.attributeLocation("textureIn");
+ vertexBuffer_.bind();
+
shaderProgram_.enableAttributeArray(attributeVertex);
shaderProgram_.setAttributeBuffer(attributeVertex,
GL_FLOAT,
@@ -466,6 +462,8 @@ bool ViewFinderGL::createFragmentShader()
2,
2 * sizeof(GLfloat));
+ vertexBuffer_.release();
+
textureUniformY_ = shaderProgram_.uniformLocation("tex_y");
textureUniformU_ = shaderProgram_.uniformLocation("tex_u");
textureUniformV_ = shaderProgram_.uniformLocation("tex_v");
@@ -809,11 +807,18 @@ void ViewFinderGL::doRender()
void ViewFinderGL::paintGL()
{
- if (!fragmentShader_)
+ if (!fragmentShader_) {
if (!createFragmentShader()) {
qWarning() << "[ViewFinderGL]:"
<< "create fragment shader failed.";
}
+ }
+
+ /* Bind shader pipeline for use. */
+ if (!shaderProgram_.bind()) {
+ qWarning() << "[ViewFinderGL]:" << shaderProgram_.log();
+ close();
+ }
if (image_) {
glClearColor(0.0, 0.0, 0.0, 1.0);