Finally success!

As always it was a simple and stupid mistake.... It appears that I have
linked with the release version of libEGL in the debug version of my test
program. Linking with the debug version solved it. Now I get a pbuffer and
share handle using the QOpenGLContext. Mixing debug and release libs always
bites me on the Windows platform :-(

Now I just need to get the QSG running :-)

Thanks for all help this far!

- Thomas

On Fri, Sep 25, 2015 at 10:47 AM, Thomas Sevaldrud <tho...@silentwings.no>
wrote:

> That didn't help, unfortunately. I tried moving the setAttribute to no
> effect.
>
> If I try dereferencing the eglDisplay and eglConfig values like this:
>
>     EGLDisplay* eglDisplay = static_cast<EGLDisplay*>(nativeInterface->
> nativeResourceForContext("eglDisplay", m_glContext));
>
>     EGLConfig* eglConfig = 
> static_cast<EGLConfig*>(nativeInterface->nativeResourceForContext("eglConfig",
>  m_glContext));
>
>     EGLSurface pbuffer = eglCreatePbufferSurface(*eglDisplay, *eglConfig, 
> attribs);
>
>
> It simply crashes on the eglCreatePBufferSurface call. It appears that the
> nativeResourceForContext call actually returns by value instead of by
> address. For example, I usually get 0x3 for the eglConfig. Dereferencing
> this as a pointer is probably not going well :-)
>
>
> It appears that I can just as well do this:
>
>
>     EGLDisplay eglDisplay = 
> static_cast<EGLDisplay>(nativeInterface->nativeResourceForContext("eglDisplay",
>  m_glContext));
>
>     EGLConfig eglConfig = 
> static_cast<EGLConfig>(nativeInterface->nativeResourceForContext("eglConfig", 
> m_glContext));
>
>     EGLSurface pbuffer = eglCreatePbufferSurface(eglDisplay, eglConfig, 
> attribs);
>
>
> It still doesn't work though...
>
>
> - Thomas
>
>
> On Fri, Sep 25, 2015 at 10:16 AM, Agocs Laszlo <
> laszlo.ag...@theqtcompany.com> wrote:
>
>>
>>  QCoreApplication::setAttribute(Qt::AA_UseOpenGLES);
>>
>>
>> This should be set before constructing the QGuiApplication.
>>
>>     EGLSurface pbuffer = eglCreatePbufferSurface(m_eglDisplay, m_eglConfig, 
>> attribs);
>>
>> This should be eglCreatePbufferSurface(*m_eglDisplay, *m_eglConfig, attribs).
>>
>> Note that you may be running into the problem of the implementation offering 
>> different configs for different purpose and rejecting the non-matching ones.
>> But try fixing the pbuffer creation first and see if that helps.
>>
>> BR,
>> Laszlo
>>
>>
>>
>> ------------------------------
>> *From:* Thomas Sevaldrud <tho...@silentwings.no>
>> *Sent:* Friday, September 25, 2015 9:56 AM
>> *To:* Agocs Laszlo
>> *Cc:* Andrew Knight; Interest@qt-project.org
>>
>> *Subject:* Re: [Interest] Qt/D3D integration through ANGLE PBuffer
>>
>> Now I've tried a lot of other things, but I'm still not there...
>>
>> I've tried using eglChooseConfig on the eglDisplay I got from the
>> QPlatformNativeInterface (with different variations of the attribList below)
>>
>>     const EGLint attribList[] =
>>
>>     {
>>
>>         EGL_SURFACE_TYPE, EGL_PBUFFER_BIT,
>>
>>         EGL_RED_SIZE, 8,
>>
>>         EGL_GREEN_SIZE, 8,
>>
>>         EGL_BLUE_SIZE, 8,
>>
>>         EGL_ALPHA_SIZE, 8,
>>
>>         EGL_DEPTH_SIZE, 16,
>>
>>         EGL_STENCIL_SIZE, 8,
>>
>>         EGL_NONE
>>
>>     };
>>
>>
>>     EGLint iConfigs;
>>
>>     EGLConfig eglConfig;
>>
>>
>>     eglChooseConfig(eglDisplay, attribList,
>>
>>                      &eglConfig, 1, &iConfigs);
>>
>>
>> This returns no usable configs (iConfigs == 0).
>>
>> I've also tried going all EGL:
>>
>>     EGLDisplay eglDisplay = eglGetDisplay(EGL_DEFAULT_DISPLAY);
>>     eglInitialize(eglDisplay, NULL, NULL);
>>
>>
>> And used eglChooseConfig like above. This time I got the PBuffer and
>> share handle, so this looks most promising. Now I could use an eglContext
>> and QOpenGLContext->setNativeHandle() to get a context for use with Quick.
>> However, when I try to create an eglContext I get EGL_BAD_CONFIG again...
>>
>>     EGLContext eglContext = eglCreateContext(eglDisplay, eglConfig, NULL,
>> NULL);
>>
>>
>> There must be something fundamental here that I have gotten wrong with
>> regards to context and surface...
>>
>> - Thomas
>>
>>
>>
>>
>> On Fri, Sep 25, 2015 at 12:03 AM, Thomas Sevaldrud <tho...@silentwings.no
>> > wrote:
>>
>>> Ok, I've experimented a bit here now, but I am struggling to get a valid
>>> PBuffer (eglCreatePBufferSurface returns 0).
>>>
>>> I have tried creating a new QOpenGLContext and pull the eglDisplay and
>>> eglConfig from that through the nativeResourceForContext.
>>>
>>> If I have only the Context without any surface to begin with, I get
>>> EGL_NOT_INITIALIZED.
>>>
>>> If I add an QOffscreenSurface and make the context current on this, I
>>> get EGL_BAD_CONFIG.
>>>
>>> This is the relevant code, any idea what I'm doing wrong here?
>>>
>>>     QCoreApplication::setAttribute(Qt::AA_UseOpenGLES);
>>>
>>>
>>>     QSurfaceFormat format;
>>>
>>>     format.setRenderableType(QSurfaceFormat::OpenGLES);
>>>
>>>
>>>     m_glContext = new QOpenGLContext;
>>>
>>>     m_glContext->setFormat(format);
>>>
>>>
>>>     m_glContext->create();
>>>
>>>
>>>     QOffscreenSurface* surf = new QOffscreenSurface();
>>>
>>>     surf->setFormat(format);
>>>
>>>     surf->create();
>>>
>>>
>>>     m_glContext->makeCurrent(surf);
>>>
>>>
>>>     QPlatformNativeInterface *nativeInterface = 
>>> QGuiApplication::platformNativeInterface();
>>>
>>>     EGLDisplay* m_eglDisplay = 
>>> static_cast<EGLDisplay*>(nativeInterface->nativeResourceForContext("eglDisplay",
>>>  m_glContext));
>>>
>>>     EGLConfig* m_eglConfig = 
>>> static_cast<EGLConfig*>(nativeInterface->nativeResourceForContext("eglConfig",
>>>  m_glContext));
>>>
>>>
>>>     EGLint attribs[] = {
>>>
>>>         EGL_WIDTH, 1024,
>>>
>>>         EGL_HEIGHT, 1024,
>>>
>>>         EGL_TEXTURE_FORMAT, EGL_TEXTURE_RGBA,
>>>
>>>         EGL_TEXTURE_TARGET, EGL_TEXTURE_2D,
>>>
>>>         EGL_NONE
>>>
>>>     };
>>>
>>>
>>>     EGLSurface pbuffer = eglCreatePbufferSurface(m_eglDisplay, m_eglConfig, 
>>> attribs);
>>>
>>>     int err = eglGetError(); // Returns EGL_BAD_CONFIG
>>>
>>>
>>>
>>> On Thu, Sep 24, 2015 at 7:05 PM, Agocs Laszlo <
>>> laszlo.ag...@theqtcompany.com> wrote:
>>>
>>>> Right. You can either use eglChooseConfig or pull it with
>>>> nativeResourceForContext from the context you will use for the Qt Quick
>>>> rendering.  The latter is probably the way to go since you also need the
>>>> display, and eglGetCurrentDisplay() is not helpful at that stage due to the
>>>> lack of a current context.
>>>>
>>>>
>>>>
>>>> Laszlo
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> *From:* Thomas Sevaldrud [mailto:tho...@silentwings.no]
>>>> *Sent:* 24. september 2015 17:11
>>>> *To:* Agocs Laszlo <laszlo.ag...@theqtcompany.com>
>>>> *Cc:* Andrew Knight <andrew.kni...@intopalo.com>;
>>>> Interest@qt-project.org
>>>>
>>>> *Subject:* Re: [Interest] Qt/D3D integration through ANGLE PBuffer
>>>>
>>>>
>>>>
>>>> Ok, but I see that they use the existing context to get the eglDisplay
>>>> and eglConfig parameters that are needed for the createPBufferSurface call:
>>>>
>>>>
>>>>
>>>>     QPlatformNativeInterface *nativeInterface = 
>>>> QGuiApplication::platformNativeInterface();
>>>>
>>>>     m_eglDisplay = static_cast<EGLDisplay*>(
>>>>
>>>>                 nativeInterface->nativeResourceForContext("eglDisplay", 
>>>> currentContext));
>>>>
>>>>     m_eglConfig = static_cast<EGLConfig*>(
>>>>
>>>>                 nativeInterface->nativeResourceForContext("eglConfig", 
>>>> currentContext));
>>>>
>>>>
>>>>
>>>> I suppose I can use eglGetDisplay and eglChooseConfig to get these, but
>>>> how do I create a QOpenGLContext that matches the eglConfig? I need this
>>>> for the QQuickRenderControl.
>>>>
>>>>
>>>>
>>>> - Thomas
>>>>
>>>>
>>>>
>>>> On Thu, Sep 24, 2015 at 5:02 PM, Agocs Laszlo <
>>>> laszlo.ag...@theqtcompany.com> wrote:
>>>>
>>>> That’s most likely used only for the texture handle that gets generated
>>>> in that function. Neither that nor the EGL_TEXTURE_* parameters are
>>>> relevant in your case.
>>>>
>>>>
>>>>
>>>> Cheers,
>>>>
>>>> Laszlo
>>>>
>>>>
>>>>
>>>> *From:* interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org
>>>> [mailto:interest-bounces+laszlo.agocs=theqtcompany....@qt-project.org] *On
>>>> Behalf Of *Thomas Sevaldrud
>>>> *Sent:* 24. september 2015 16:46
>>>> *To:* Andrew Knight <andrew.kni...@intopalo.com>
>>>> *Cc:* Interest@qt-project.org
>>>> *Subject:* Re: [Interest] Qt/D3D integration through ANGLE PBuffer
>>>>
>>>>
>>>>
>>>> Ah, excellent, so I just set up a QQuickWindow with the RenderControl
>>>> as parent, right?
>>>>
>>>>
>>>> Just one more question:
>>>>
>>>>
>>>>
>>>> In the QtMultimedia D3D9 example they set up a QOpenGLContext with an
>>>> invisble QWindow as current context before creating the EGL Pbuffer. I
>>>> suppose this is in order to get the correct EGL Config and surface
>>>> parameters? I suppose I could just as well use a QOffscreenSurface as the
>>>> hidden QWindow? Is this the best way to do it? It just seems a little
>>>> backwards to create an offscreen surface first in order to create the
>>>> offscreen surface I actually want... Or maybe I'm not thinking straight
>>>> here :-)
>>>>
>>>>
>>>>
>>>> - Thomas
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Thu, Sep 24, 2015 at 4:30 PM, Andrew Knight <
>>>> andrew.kni...@intopalo.com> wrote:
>>>>
>>>> Hi,
>>>>
>>>> On 09/24/2015 05:15 PM, Thomas Sevaldrud wrote:
>>>>
>>>> This is great, thanks for very useful info!
>>>>
>>>> I'm not sure I understood Andew's part about rendering the Quick Scene
>>>> graph, or I may have been a bit unclear when describing the problem.
>>>> Basically I want to render a Qt Quick scene graph and some custom OpenGL
>>>> graphics into a Direct3D control (D3DImage in WPF). What Andew suggests
>>>> would be the other way around I think? I.e use a D3D texture in the scene
>>>> graph? Or did I misunderstand?
>>>>
>>>>
>>>> Yes, that's what I was referring to. Sorry for the misunderstanding.
>>>>
>>>> As Laszlo suggests I'll try using QQuickRenderControl to render my
>>>> scene into the PBuffer/D3D texture, but I must admit I am a bit confused as
>>>> to how this works too. For instance I'm not sure I understand how to set up
>>>> the QML Engine so that it is associated with the QQuickRenderControl. In
>>>> the QuickRenderControl example from Qt 5.5 it appears that they set up the
>>>> QML Engine in a QQuickWindow with an FBO as render target. In my case I
>>>> need the EGL PBuffer as render target. How would I go about doing that?
>>>>
>>>>
>>>> You don't need the QOpenGLFramebufferObject in this case. As Laszlo
>>>> said, simply bind the pbuffer and it will become the current render target.
>>>> The scene graph will render to the pbuffer and you can use that in your D3D
>>>> scene as a normal texture.
>>>>
>>>> - Thomas
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> On Thu, Sep 24, 2015 at 2:48 PM, Andrew Knight <
>>>> andrew.kni...@intopalo.com <mailto:andrew.kni...@intopalo.com>> wrote:
>>>>
>>>>     Hi Thomas,
>>>>
>>>>     On 09/24/2015 03:11 PM, Thomas Sevaldrud wrote:
>>>>
>>>>         Hi,
>>>>
>>>>         I have earlier made an implementation of Qt/D3D integration by
>>>>         hacking into the ANGLE D3D SwapChain and extracting the
>>>>         D3DSurface directly there.
>>>>
>>>>         However, this is a bit flakey, and I have had to change this
>>>>         code several times when new versions of Qt and ANGLE are
>>>> released.
>>>>
>>>>         So, now I want to do this the supported way through the
>>>>         EGL_ANGLE_surface_d3d_texture_2d_share_handle extension. If I
>>>>         understand this correctly I can set up a PBuffer-based render
>>>>         target which I can query for a D3D texture sharing handle
>>>>         using the eglQuerySurfacePointerANGLE extension.
>>>>
>>>>
>>>>     Yes, this is possible.
>>>>
>>>>         Now, before I start coding, I wonder if anyone has an example
>>>>         of using this extension for rendering to a D3D Texture?
>>>>         Someone mentioned on the list earlier that there should be an
>>>>         example of this in QtMultimedia, but I haven't been able to
>>>>         find it.
>>>>
>>>>
>>>>     The two places this extension is used are at:
>>>>     (D3D11)
>>>>
>>>> http://code.qt.io/cgit/qt/qtmultimedia.git/tree/src/plugins/winrt/qwinrtabstractvideorenderercontrol.cpp#n372
>>>>
>>>>     This one creates a shared texture using D3D and shares it with
>>>>     ANGLE. This texture is updated when a video player or camera
>>>>     queues a frame. It is bound to the pipeline with a QOpenGLTexture
>>>>     object and eglBindTexImage().
>>>>
>>>>     (D3D9)
>>>>
>>>> http://code.qt.io/cgit/qt/qtmultimedia.git/tree/src/plugins/wmf/evrd3dpresentengine.cpp#n451
>>>>
>>>>     This one first creates a pbuffer using EGL, gets the shared
>>>>     texture handle from it, and then opens up the texture in D3D.
>>>>
>>>>     Both cases are therefore covered, as well as both major D3D
>>>> versions.
>>>>
>>>>         Also, for the PBuffer implementation, should I create a
>>>>         PBuffer directly through EGL, or can I use QOffsceenSurface?
>>>>         If I understand correctly, QOffscreenSurface will be
>>>>         implemented with a PBuffer on Windows?
>>>>         To complicate matters even more I want to include a Quick
>>>>         scene graph in this as well, but I suppose I can use the new
>>>>         QQuickRenderControl class for this when I have the PBuffer
>>>>         render target sorted out?
>>>>
>>>>
>>>>     I would just render to your D3D texture (by creating it via one of
>>>>     the ways described above) and use it in the scene graph by binding
>>>>     its content to the currently bound QOpenGLTexture object with
>>>>     eglBindTexImage(). You can create a QSGTexture from a
>>>>     QOpenGLTexture by passing the texture id to
>>>>     QSGEngine::createTextureFromId().
>>>>
>>>>         Best regards,
>>>>         Thomas
>>>>
>>>>
>>>>         _______________________________________________
>>>>         Interest mailing list
>>>>
>>>>         Interest@qt-project.org <mailto:Interest@qt-project.org>
>>>>         http://lists.qt-project.org/mailman/listinfo/interest
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>
>>>
>>
>
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