How to do complex image processing in compute shaders?

Hi there,

I'm trying to implement different image processing algorithms like grayscaling, filtering, quantizing etc. on Android smartphones. I've got the camera preview rendered to a quad
as an external texture, it works fine with grayscaling in fragment shader. But when I try to do the same in OpenGL ES 3.1 with compute shaders, I get invalid operation error,
when calling glBindImageTexture(...) before dispatch compute. According to https://www.khronos.org/registry/gles/extensions/OES/OES_EGL_image_external_essl3.txt

if I bind an external texture like GL_TEXTURE_EXTERNAL_OES and bind it with glBindImageTexture, I should be able to access the image via image2D sampler in GLSL.
What am I doing wrong?

More questions in this forum
There are no posts to show. This could be because there are no posts in this forum or due to a filter.