This discussion has been locked.
You can no longer post new replies to this discussion. If you have a question you can start a new discussion

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?

Parents
  • Hi, I'm encountering a similar issue.
    I have an OpenGL texture backed by an external EGL image.
    I'm trying to bind it to a compute shader using glBindImageTexture, but it return INVALID_OPERATION.

    Platform: Android O.

    Device: Mate 10 Pro.

    GPU: Mali G72.

    First I create an OpenGL texture backed by EGL image:

    EGLImageKHR sourceImage = eglCreateImageKHR(...)
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, sourceImage);

    Then I try to bind it as a GL compute image:

    glBindImageTexture(...) -> return INVALID_OPERATION


    Please advise.

Reply
  • Hi, I'm encountering a similar issue.
    I have an OpenGL texture backed by an external EGL image.
    I'm trying to bind it to a compute shader using glBindImageTexture, but it return INVALID_OPERATION.

    Platform: Android O.

    Device: Mate 10 Pro.

    GPU: Mali G72.

    First I create an OpenGL texture backed by EGL image:

    EGLImageKHR sourceImage = eglCreateImageKHR(...)
    glGenTextures(1, &texture);
    glBindTexture(GL_TEXTURE_2D, texture);
    glEGLImageTargetTexture2DOES(GL_TEXTURE_2D, sourceImage);

    Then I try to bind it as a GL compute image:

    glBindImageTexture(...) -> return INVALID_OPERATION


    Please advise.

Children