PixelBuffer operations doesn't work in Release build Qt5.6 MSVS2013 - visual-studio

I'm trying to build Qt5.6 project in MSVS2013 express (i wrote all code under QtCreator in Linux). First of all in Visual studio it i could build it only in Release mode, and it works fine. Then i used windeployqt.exe utility for creating deployment pack. I also put assimp32.dll (i use it for model loading).
And everything works fine, except PIXEL_BUFFER functionality (I draw some stuff to texture in additional Framebuffer, make some analysis of drawing result, prepare another one texture and push it for drawing).
I've got some errors in Dependency Walker (msvcr90.dll, Dcomp.dll, API-MS-WIN-CORE-*.dll) even though i've installed every MS Redistributable crap that exist in this world.
Here the code that i try to use:
void AUVGBO::PrepareGBO(QOpenGLShaderProgram *shader) {
if (mEnabled) {
this->PrepareRender(shader, AUVCamera::PR_PROJECTION | AUVCamera::PR_VIEW | AUVCamera::PR_VIEW_POS | AUVCamera::PR_LIGHT | AUVCamera::PR_LIGHT_POS );
// Attach framebuffer for intermediate rendering
m_GL->glBindFramebuffer(GL_FRAMEBUFFER, mFBO);
m_GL->glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
m_GL->glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
m_GL->glViewport(0, 0, mGBO_Width, mGBO_Height);
}
}
void AUVGBO::FinishGBO(QOpenGLShaderProgram *shader) {
// Read pixels from FBO texture
GLuint indexAsync = mPBO_inIndex;
GLuint indexSync = (mPBO_inIndex + 1) % PBO_NUM;
// Bind pixel buffer for asynchronous reading from framebuffer
m_GL->glReadBuffer(GL_COLOR_ATTACHMENT0);
m_GL->glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO_in[indexAsync]);
m_GL->glReadPixels(0, 0, mGBO_Width, mGBO_Height, GL_RGB, GL_FLOAT, 0); // This call will be async
if (firstAsyncCalls && ( indexSync != 0 )) {
mPBO_inIndex = indexSync;
return;
} else {
firstAsyncCalls = false;
}
// Bind pixel buffer which already has data fetched one step ago
m_GL->glBindBuffer(GL_PIXEL_PACK_BUFFER, mPBO_in[indexSync]);
memcpy(mGBO_Pixels,
m_GL->glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_WRITE),
mGBO_Size * 3 * sizeof(GLfloat));
m_GL->glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
m_GL->glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
// Swap buffer for sync/async readback
mPBO_inIndex = indexSync;
m_GL->glBindFramebuffer(GL_FRAMEBUFFER, 0);
so now every pixel in memory area [mGBO_Pixels : mGBO_Size * 3 * sizeof(GLfloat)] is black, but they should'not be black. I put (for test) 0.12345f value in third byte of every pixel
color = vec4(cos, length(r), 0.12345f, 1.0f);
but (mGBO_Pixels + 2) is 0.0 if i run exe file. But in VS everything is ok as i've already said ((mGBO_Pixels + 2) = 0.12345f).
I found some SO answers, where people said that it could be Qt openGL bugs (their application crashes on initializeGLContext() stuff), but in my situation pushing created texture to openGL is ok. So guess that i've made a mistake somewhere. It drives me crazy. huh. Wish Sara and John Conor with T800 go to Microsoft instead of Cyberdyne.
P.S. I create release build using Cmake in my Arch Linux, and everything work as Avtomat Kalashnikova, so at least in Linux Qt OpenGL stuff works. If i find enough time i will try to use Cmake with MinGW in Windows.

Related

Direct2D fails when drawing a single-channel bitmap

I'm an experienced programmer specialized in Computer Graphics, mainly using Direct3D 9.0c, OpenGL and general algorithms. Currently, I am evaluating Direct2D as rendering technology for a professional application dealing with medical image data. As for rendering, it is a x64 desktop application in windowed mode (not fullscreen).
Already with my very initial steps I struggle with a task I thought would be a no-brainer: Rendering a single-channel bitmap on screen.
Running on a Windows 8.1 machine, I create an ID2D1DeviceContext with a Direct3D swap chain buffer surface as render target. The swap chain is created from a HWND and buffer format DXGI_FORMAT_B8G8R8A8_UNORM. Note: See also the code snippets at the end.
Afterwards, I create a bitmap with pixel format DXGI_FORMAT_R8_UNORM and alpha mode D2d1_ALPHA_MODE_IGNORE. When calling DrawBitmap(...) on the device context, a debug break point is triggered with the debug message "D2d DEBUG ERROR - This operation is not compatible with the pixel format of the bitmap".
I know that this output is quite clear. Also, when changing the pixel format to DXGI_FORMAT_R8G8B8A8_UNORM with DXGI_ALPHA_MODE_IGNORE everything works well and I see the bitmap rendered. However, I simply cannot believe that! Graphics cards support single-channel textures ever since - every 3D graphics application can use them without thinking twice. This goes without speaking.
I tried to find anything here and at Google, without success. The only hint I could find was the MSDN Direct2D page with the (supported pixel formats). The documentation suggests - by not mentioning it - that DXGI_FORMAT_R8_UNORM is indeed not supported as bitmap format. I also find posts talking about alpha masks (using DXGI_FORMAT_A8_UNORM), but that's not what I'm after.
What am I missing that I can't convince Direct2D to create and draw a grayscale bitmap? Or is it really true that Direct2D doesn't support drawing of R8 or R16 bitmaps??
Any help is really appreciated as I don't know how to solve this. If I can't get this trivial basics to work, I think I'd have to stop digging deeper into Direct2D :-(.
And here is the code snippets of relevance. Please note that they might not compile since I ported this on the fly from my C++/CLI code to plain C++. Also, I threw away all error checking and other noise:
Device, Device Context and Swap Chain Creation (D3D and Direct2D):
// Direct2D factory creation
D2D1_FACTORY_OPTIONS options = {};
options.debugLevel = D2D1_DEBUG_LEVEL_INFORMATION;
ID2D1Factory1* d2dFactory;
D2D1CreateFactory(D2D1_FACTORY_TYPE_MULTI_THREADED, options, &d2dFactory);
// Direct3D device creation
const auto type = D3D_DRIVER_TYPE_HARDWARE;
const auto flags = D3D11_CREATE_DEVICE_BGRA_SUPPORT;
ID3D11Device* d3dDevice;
D3D11CreateDevice(nullptr, type, nullptr, flags, nullptr, 0, D3D11_SDK_VERSION, &d3dDevice, nullptr, nullptr);
// Direct2D device creation
IDXGIDevice* dxgiDevice;
d3dDevice->QueryInterface(__uuidof(IDXGIDevice), reinterpret_cast<void**>(&dxgiDevice));
ID2D1Device* d2dDevice;
d2dFactory->CreateDevice(dxgiDevice, &d2dDevice);
// Swap chain creation
DXGI_SWAP_CHAIN_DESC1 desc = {};
desc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
desc.SampleDesc.Count = 1;
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
desc.BufferCount = 2;
IDXGIAdapter* dxgiAdapter;
dxgiDevice->GetAdapter(&dxgiAdapter);
IDXGIFactory2* dxgiFactory;
dxgiAdapter->GetParent(__uuidof(IDXGIFactory), reinterpret_cast<void **>(&dxgiFactory));
IDXGISwapChain1* swapChain;
dxgiFactory->CreateSwapChainForHwnd(d3dDevice, hwnd, &swapChainDesc, nullptr, nullptr, &swapChain);
// Direct2D device context creation
const auto options = D2D1_DEVICE_CONTEXT_OPTIONS_NONE;
ID2D1DeviceContext* deviceContext;
d2dDevice->CreateDeviceContext(options, &deviceContext);
// create render target bitmap from swap chain
IDXGISurface* swapChainSurface;
swapChain->GetBuffer(0, __uuidof(swapChainSurface), reinterpret_cast<void **>(&swapChainSurface));
D2D1_BITMAP_PROPERTIES1 bitmapProperties;
bitmapProperties.dpiX = 0.0f;
bitmapProperties.dpiY = 0.0f;
bitmapProperties.bitmapOptions = D2D1_BITMAP_OPTIONS_TARGET | D2D1_BITMAP_OPTIONS_CANNOT_DRAW;
bitmapProperties.pixelFormat.format = DXGI_FORMAT_B8G8R8A8_UNORM;
bitmapProperties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE;
bitmapProperties.colorContext = nullptr;
ID2D1Bitmap1* swapChainBitmap = nullptr;
deviceContext->CreateBitmapFromDxgiSurface(swapChainSurface, &bitmapProperties, &swapChainBitmap);
// set swap chain bitmap as render target of D2D device context
deviceContext->SetTarget(swapChainBitmap);
D2D single-channel Bitmap Creation:
const D2D1_SIZE_U size = { 512, 512 };
const UINT32 pitch = 512;
D2D1_BITMAP_PROPERTIES1 d2dProperties;
ZeroMemory(&d2dProperties, sizeof(D2D1_BITMAP_PROPERTIES1));
d2dProperties.pixelFormat.alphaMode = D2D1_ALPHA_MODE_IGNORE;
d2dProperties.pixelFormat.format = DXGI_FORMAT_R8_UNORM;
char* sourceData = new char[512*512];
ID2D1Bitmap1* d2dBitmap;
deviceContext->DeviceContextPointer->CreateBitmap(size, sourceData, pitch, d2dProperties, &d2dBitmap);
Bitmap drawing (FAILING):
deviceContext->BeginDraw();
D2D1_COLOR_F d2dColor = {};
deviceContext->Clear(d2dColor);
// THIS LINE FAILS WITH THE DEBUG BREAKPOINT IF SINGLE CHANNELED
deviceContext->DrawBitmap(bitmap, nullptr, 1.0f, D2D1_INTERPOLATION_MODE_LINEAR, nullptr);
swapChain->Present(1, 0);
deviceContext->EndDraw();
From my little experience, Direct2D seems very limited, indeed.
Have you tried Direct2D effects (ID2D1Effect)? You can write your own [it seems comparatively complicated], or use one of the built-in effects [which is rather simple].
There is one called Color matrix effect (CLSID_D2D1ColorMatrix). It might work to have your DXGI_FORMAT_R8_UNORM (or DXGI_FORMAT_A8_UNORM, any single-channel would do) as input (inputs to effects are ID2D1Image, and ID2D1Bitmap inherits from ID2D1Image). Then set the D2D1_COLORMATRIX_PROP_COLOR_MATRIX for copying the input channel to all output channels. Have not tried it, though.

How to DEBUG OpenGL a gray/black texture box?

I'm altering someone else's code. They used PNG's which are loaded via BufferedImage. I need to load a TGA instead, which is just simply a 18 byte header and BGR codes. I have the textures loaded and running, but I get a gray box instead of the texture. I don't even know how to DEBUG this.
Textures are loaded in a ByteBuffer:
final static int datasize = (WIDTH*HEIGHT*3) *2; // Double buffer size for OpenGL // not +18 no header
static ByteBuffer buffer = ByteBuffer.allocateDirect(datasize);
FileInputStream fin = new FileInputStream("/Volumes/RAMDisk/shot00021.tga");
FileChannel inc = fin.getChannel();
inc.position(18); // skip header
buffer.clear(); // prepare for read
int ret = inc.read(buffer);
fin.close();
I've followed this: [how-to-manage-memory-with-texture-in-opengl][1] ... because I am updating the texture once per frame, like video.
Called once:
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, GL11.GL_CLAMP);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MAG_FILTER, GL11.GL_NEAREST);
GL11.glTexParameteri(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_MIN_FILTER, GL11.GL_NEAREST);
GL11.glTexImage2D(GL11.GL_TEXTURE_2D, 0, GL11.GL_RGB, width, height, 0, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, (ByteBuffer) null);
assert(GL11.GL_NO_ERROR == GL11.glGetError());
Called repeatedly:
GL11.glBindTexture(GL11.GL_TEXTURE_2D, textureID);
GL11.glTexSubImage2D(GL11.GL_TEXTURE_2D, 0, 0, 0, width, height, GL11.GL_RGB, GL11.GL_UNSIGNED_BYTE, byteBuffer);
assert(GL11.GL_NO_ERROR == GL11.glGetError());
return textureID;
The render code hasn't changed and is based on:
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.vertexCount);
Make sure you set the texture sampling mode. Especially min filter: glTexParameteri ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR). The default setting is mip mapped (GL_NEAREST_MIPMAP_LINEAR) so unless you upload mip maps you will get a white read result.
So either set the texture to no mip or generate them. One way to do that is to call glGenerateMipmap after the tex img call.
(see https://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml).
It's a very common gl pitfall and something people just tend to know after getting bitten by it a few times.
There is no easy way to debug stuff like this. There are good gl debugging tools in for example xcode but they will not tell you about this case.
Debugging GPU code is always a hassle. I would bet my money on a big industry progress in this area as more companies discover the power of GPU. Until then; I'll share my two best GPU debugging friends:
1) Define a function to print OGL errors:
int printOglError(const char *file, int line)
{
/* Returns 1 if an OpenGL error occurred, 0 otherwise. */
GLenum glErr;
int retCode = 0;
glErr = glGetError();
while (glErr != GL_NO_ERROR) {
printf("glError in file %s # line %d: %s\n", file, line, gluErrorString(glErr));
retCode = 1;
glErr = glGetError();
}
return retCode;
}
#define printOpenGLError() printOglError(__FILE__, __LINE__)
And call it after your render draw calls (possible earlier errors will also show up):
GL11.glDrawArrays(GL11.GL_TRIANGLES, 0, this.vertexCount);
printOpenGLError();
This alerts if you make some invalid operations (which might just be your case) but you usually have to find where the error occurs by trial and error.
2) Check out gDEBugger, free software with tons of GPU memory information.
[Edit]:
I would also recommend using the opensource lib DevIL - its quite competent in loading various image formats.
Thanks to Felix, by not calling glTexSubImage2D (leaving the memory valid, but uninitialized) I noticed a remnant pattern left by the default memory. This indicated that the texture is being displayed, but the load is most likely the problem.
**UPDATE:
The, problem with the code above is essentially the buffer. The buffer is 1024*1024, but it is only partially filled in by the read, leaving the limit marker of the ByteBuffer at 2359296(1024*768*3) instead of 3145728(1024*1024*3). This gives the error:
Number of remaining buffer elements is must be ... at least ...
I thought that OpenGL needed space to return data, so I doubled the size of the buffer.
The buffer size is doubled to compensate for the error.
final static int datasize = (WIDTH*HEIGHT*3) *2; // Double buffer size for OpenGL // not +18 no header
This is wrong, what is needed is the flip() function (Big THANKS to Reto Koradi for the small hint to the buffer rewind) to put the ByteBuffer in read mode. Since the buffer is only semi-full, the OpenGL buffer check gives an error. The correct thing to do is not double the buffer size; use buffer.position(buffer.capacity()) to fill the buffer before doing a flip().
final static int datasize = (WIDTH*HEIGHT*3); // not +18 no header
buffer.clear(); // prepare for read
int ret = inc.read(buffer);
fin.close();
buffer.position(buffer.capacity()); // make sure buffer is completely FILLED!
buffer.flip(); // flip buffer to read mode
To figure this out, it is helpful to hardcode the memory of the buffer to make sure the OpenGL calls are working, isolating the load problem. Then when the OpenGL calls are correct, concentrate on the loading of the buffer. As suggested by Felix K, it is good to make sure one texture has been drawn correctly before calling glTexSubImage2D repeatedly.
Some ideas which might cause the issue:
Your texture is disposed somewhere. I don't know the whole code but I guess somewhere there is a glDeleteTextures and this could cause some issues if called at the wrong time.
Are the texture width and height powers of two? If not this might be an issue depending on your hardware. Old hardware sometimes won't support non-power of two images.
The texture parameters changed between the draw calls at some other point ( Make a debug check of the parameters with glGetTexParameter ).
There could be a loading issue when loading the next image ( edit: or even the first image ). Check if the first image is displayed without loading the next images. If so it must be one of the cases above.

Creative Gesture Camera in Processing

I'm trying to use the creative gesture camera in Processing. I started with the Intel Perceptual Computing SDK, and ran into an issue.
I want to get the hand openness, and I am running into some issues - no matter what, the hand.openness returns 0. It otherwise runs quite well...
Some Sample code I'm trying to get to work: If you open your hand it starts printing to the console, close it and it stops.
import intel.pcsdk.*;
PXCUPipeline session;
PXCMGesture.GeoNode hand = new PXCMGesture.GeoNode();
void setup()
{
session = new PXCUPipeline(this);
if(!session.Init(PXCUPipeline.GESTURE))
exit();
}
void draw()
{
background(0);
if(session.AcquireFrame(false))
{
if(session.QueryGeoNode(PXCMGesture.GeoNode.LABEL_BODY_HAND_PRIMARY|PXCMGesture.GeoNode.LABEL_OPEN, hand)) //Only when primary hand is open
{
rect(0, 0, 10, 10);
println(hand.openness + " : " + frameCount); //Openness should be from 0 to 100
}
session.ReleaseFrame();
}
}
Using the current version of Processing (2.0.3), Perceptual Computing SDK Version 7383.
Try updating the version of the SDK you're using if your project will allow it, there were quite a few bugs with getting attributes such as openess, openessState, radius, to name a few with the processing library (some attributes would even throw a null pointer exception when trying to retrieve them). I believe these have all been fixed in the recent versions, along with the inclusion of 64 bit processing support.

How is buffer data accessed in D3D10?

Basically, I'm trying to copy the front or back buffer to a texture, grab the 1x1 mipmap level of said texture, and then spew the color of the resulting back to the Arduino to control my room's lighting. Everything else is up and running, and I've already gotten it to work via GetDC(NULL) and StretchBlt. But this was about 15FPS, and the windows GUI ran choppy.
The downsampling is just DEMANDING to be used on a GPU.
In D3D9, it seemed like there was simply GetBackBuffer() or something like that, but I see nothing similar in D3D10. And I'm not even sure it would grab anything from the windows GUI.
Questions:
-What function(s) would I use?:
-Do I need to explicitly create a swapchain beforehand?
-Would this only capture data from other D3D programs?
Okay, here's where I'm at as far as creating the texture goes But I'm not seeing anything that gets me back to textures:
//Create Texture
D3D10_TEXTURE2D_DESC tBufferDesc;
ID3D10Texture2D *tBuffer = NULL;
DXGI_SAMPLE_DESC iBufferSamples = {1,0};
tBufferDesc.Width = iScreenSizeX;
tBufferDesc.Height = iScreenSizeY;
tBufferDesc.MipLevels = 0;
tBufferDesc.ArraySize = 1;
tBufferDesc.Format = DXGI_FORMAT_B8G8R8A8_TYPELESS;
tBufferDesc.SampleDesc = iBufferSamples;
tBufferDesc.Usage = D3D10_USAGE_DEFAULT;
tBufferDesc.BindFlags = D3D10_BIND_SHADER_RESOURCE | D3D10_BIND_RENDER_TARGET;
tBufferDesc.CPUAccessFlags = 0;
tBufferDesc.MiscFlags = D3D10_RESOURCE_MISC_GENERATE_MIPS;
HRESULT tBufferResult = pDevice->CreateTexture2D(&tBufferDesc, NULL , &tBuffer);
hrResult(tBufferResult);
ID3D10RenderTargetView *rtBuffer;
ID3D10Resource *rsBuffer;
pDevice->OMGetRenderTargets(1, &rtBuffer, NULL);
rtBuffer->GetResource(&rsBuffer);
rsBuffer->

where is memory leak in this code c++ opencv?

this is the code
CvMemStorage *mem123 = cvCreateMemStorage(0);
CvSeq* ptr123;CvRect face_rect123;
CvHaarClassifierCascade* cascade123 = (CvHaarClassifierCascade*)cvLoad("haarcascade_frontalface_alt2.xml" ); //detects the face if it's frontal
void HeadDetection(IplImage* frame,CvRect* face){
ptr123=cvHaarDetectObjects(frame,cascade123,mem123,1.2,2,CV_HAAR_DO_CANNY_PRUNING);
if(!ptr123){return ;}
if(!(ptr123->total)){return ;}
face_rect123=*(CvRect*)cvGetSeqElem( ptr123, 0 ); //CvRect face_rect holds the position of Rectangle
face->height=face_rect123.height;
face->width=face_rect123.width;
face->x=face_rect123.x;
face->y=face_rect123.y;
return ;
}//detects the position of head and it is fed in CvRect*face as rectangle
int main(){
IplImage* oldframe=cvCreateImage(cvSize(640,480),8,3);
CvCapture* capture=cvCaptureFromCAM(CV_CAP_ANY);
CvRect a;a.height=0;a.width=0;a.x=0;a.y=0;
while(1){
oldframe=cvQueryFrame(capture); //real frame captured of size 640x480
cvFlip(oldframe,oldframe,1);
cvResize(oldframe,frame); //frame scaled down 4 times
HeadDetection(frame,&a);
cvShowImage("frame",frame);
cvWaitKey(1);
}
}
Here if "HeadDetection(frame,&a);" is commented, then using task manager i see that angledetection.exe (name of my project) consumes 20188 Kb memory (No memory leak happening then).
However if I don't comment that the taskmanager shows that some memory leak is happening (around 300Kb/s )
I'm using VS 2010 on 64 bit windows 7 bit OS (core 2 duo).
This code is trying to detect face and get the four corners of square by haar detection in OpenCV 2.1
In case anything is unclear please ask. :-)
Thanks in advance.
You are getting a pointer to an object when you call cvHaarDetectObjects.
But you never free it ( the object that ptr123 points to).
Also face_rect123 isnt freed.
Btw you should consider refactoring the code and give better names to the variables.

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