![]() |
2013-02-18
, 14:05
|
Posts: 114 |
Thanked: 298 times |
Joined on Jan 2011
@ Berlin
|
#52
|
EGL eglBindAPI(EGL_OPENGL_ES_API) ==> EGL_TRUE EGL eglMakeCurrent(EGLDisplay(1),EGLSurface(762816),EGLSurface(762816),EGLContext(742856)) ==> EGL_TRUE ES2 glGetError() ==> GL_NO_ERROR ES2 glGenTextures(1,140002) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexImage2D(GL_TEXTURE_2D,0,GL_ALPHA,670,128,0,GL_ALPHA,GL_UNSIGNED_BYTE,NULL,) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE) ES2 glGetError() ==> GL_NO_ERROR ES2 glCreateShader(GL_VERTEX_SHADER) ==> 490007 ES2 glShaderSource(490007,1, attribute highp vec2 textureCoordArray; varying highp vec2 textureCoords; void setPosition(); void main(void) { setPosition(); textureCoords = textureCoordArray; } attribute highp vec4 vertexCoordsArray; void setPosition(void) { gl_Position = vertexCoordsArray; } ,364,) ES2 glCompileShader(490007) ES2 glGetShaderiv(490007,GL_COMPILE_STATUS,1) ES2 glCreateProgram() ==> 560008 ES2 glAttachShader(560008,490007) ES2 glCreateShader(GL_FRAGMENT_SHADER) ==> 630009 ES2 glShaderSource(630009,2,#ifndef GL_FRAGMENT_PRECISION_HIGH #define highp mediump #endif lowp vec4 srcPixel(); void main() { gl_FragColor = srcPixel(); } varying highp vec2 textureCoords; uniform sampler2D imageTexture; lowp vec4 srcPixel() { return texture2D(imageTexture, textureCoords); } ,64 273,) ES2 glCompileShader(630009) ES2 glGetShaderiv(630009,GL_COMPILE_STATUS,1) ES2 glAttachShader(560008,630009) ES2 glBindAttribLocation(560008,0,vertexCoordsArray) ES2 glBindAttribLocation(560008,1,textureCoordArray) ES2 glLinkProgram(560008) ES2 glGetProgramiv(560008,GL_LINK_STATUS,1) ES2 glGetProgramiv(560008,GL_INFO_LOG_LENGTH,0) ES2 glGenFramebuffers(1,70001) ES2 glBindFramebuffer(GL_FRAMEBUFFER,70001) ES2 glGenTextures(1,210003) ES2 glBindTexture(GL_TEXTURE_2D,210003) ES2 glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,573,128,0,GL_RGBA,GL_UNSIGNED_BYTE,NULL,) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE) ES2 glBindTexture(GL_TEXTURE_2D,0) ES2 glFramebufferTexture2D(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_TEXTURE_2D,210003,0) ES2 glActiveTexture(GL_TEXTURE0) ES2 glBindTexture(GL_TEXTURE_2D,70001) ES2 glGetBooleanv(GL_STENCIL_TEST,NULL) ES2 glGetBooleanv(GL_DEPTH_TEST,NULL) ES2 glGetBooleanv(GL_SCISSOR_TEST,NULL) ES2 glGetBooleanv(GL_BLEND,NULL) ES2 glGetIntegerv(GL_VIEWPORT,0 0 800 424) ES2 glGetIntegerv(GL_CURRENT_PROGRAM,280004) ES2 glDisable(GL_STENCIL_TEST) ES2 glDisable(GL_DEPTH_TEST) ES2 glDisable(GL_SCISSOR_TEST) ES2 glDisable(GL_BLEND) ES2 glViewport(0,0,573,128) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0xbf2e8) ES2 glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,0,0xbf308) ES2 glUseProgram(560008) ES2 glEnableVertexAttribArray(0) ES2 glEnableVertexAttribArray(1) ES2 glDisableVertexAttribArray(2) ES2 glGetUniformLocation(560008,imageTexture) ==> 1 ES2 glUniform1i(1,0) ES2 glDrawArrays(GL_TRIANGLE_FAN,0,4) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glCopyTexSubImage2D(GL_TEXTURE_2D,0,0,0,0,0,573,128) ES2 glFramebufferRenderbuffer(GL_FRAMEBUFFER,GL_COLOR_ATTACHMENT0,GL_RENDERBUFFER,0) ES2 glDeleteTextures(1,210003) ES2 glDeleteTextures(1,70001) ES2 glBindFramebuffer(GL_FRAMEBUFFER,0) ES2 glEnable(GL_DEPTH_TEST) ES2 glEnable(GL_BLEND) ES2 glViewport(0,0,800,424) ES2 glUseProgram(280004) ES2 glDisableVertexAttribArray(0) ES2 glDisableVertexAttribArray(1) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexSubImage2D(GL_TEXTURE_2D,0,573,0,36,64,GL_ALPHA,GL_UNSIGNED_BYTE,~Image(2304 bytes)~) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexSubImage2D(GL_TEXTURE_2D,0,609,0,25,64,GL_ALPHA,GL_UNSIGNED_BYTE,~Image(1792 bytes)~) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexSubImage2D(GL_TEXTURE_2D,0,634,0,36,64,GL_ALPHA,GL_UNSIGNED_BYTE,~Image(2304 bytes)~) ES2 glBindFramebuffer(GL_FRAMEBUFFER,0) ES2 glGetIntegerv(GL_MAX_VERTEX_ATTRIBS,8) ES2 glGetVertexAttribiv(0,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glGetVertexAttribiv(1,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glGetVertexAttribiv(2,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glGetVertexAttribiv(3,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glGetVertexAttribiv(4,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glGetVertexAttribiv(5,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glGetVertexAttribiv(6,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glGetVertexAttribiv(7,GL_VERTEX_ATTRIB_ARRAY_ENABLED,0) ES2 glBlendFunc(GL_ONE,GL_ONE_MINUS_SRC_ALPHA) ES2 glDisable(GL_BLEND) ES2 glFrontFace(GL_CCW) ES2 glDisable(GL_CULL_FACE) ES2 glEnable(GL_DEPTH_TEST) ES2 glDepthMask(GL_TRUE) ES2 glDepthFunc(GL_LESS) ES2 glClearDepthf(1,000000) ES2 glDisable(GL_SCISSOR_TEST) ES2 glClearColor(1,000000,1,000000,1,000000,1,000000) ES2 glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_COLOR_BUFFER_BIT) ES2 glViewport(0,0,800,424) ES2 glDisable(GL_STENCIL_TEST) ES2 glDisable(GL_BLEND) ES2 glDepthMask(GL_TRUE) ES2 glEnable(GL_BLEND) ES2 glDepthMask(GL_FALSE) ES2 glUseProgram(70001) ES2 glEnableVertexAttribArray(0) ES2 glEnableVertexAttribArray(1) ES2 glUniform1fv(2,1,1,000000) ES2 glUniformMatrix4fv(1,1,GL_FALSE,[ 0,002500, 0,000000, 0,000000, -1,000000; 0,000000, -0,004717, 0,000000, 1,000000; 0,000000, 0,000000, 1,000000, 0,000000; 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,12,0xbed28) ES2 glVertexAttribPointer(1,4,GL_UNSIGNED_BYTE,GL_TRUE,12,0xbed30) ES2 glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_SHORT,~Data(8 bytes)~,) ES2 glUniformMatrix4fv(1,1,GL_FALSE,[ 0,002500, 0,000000, 0,000000, -0,975000; 0,000000, -0,004717, 0,000000, 0,952830; 0,000000, 0,000000, 1,000000, 0,000000; 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,12,0xc19a0) ES2 glVertexAttribPointer(1,4,GL_UNSIGNED_BYTE,GL_TRUE,12,0xc19a8) ES2 glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_SHORT,~Data(8 bytes)~,) ES2 glDisableVertexAttribArray(0) ES2 glDisableVertexAttribArray(1) ES2 glUseProgram(280004) ES2 glEnableVertexAttribArray(0) ES2 glEnableVertexAttribArray(1) ES2 glUniform4fv(3,1,[ 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glUniformMatrix4fv(2,1,GL_FALSE,[ 0,002500, 0,000000, 0,000000, -0,883086; 0,000000, -0,004717, 0,000000, 0,731132; 0,000000, 0,000000, 1,000000, 0,000000; 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glUniform1fv(5,1,0,345714) ES2 glUniform1fv(6,1,0,654286) ES2 glUniform2fv(1,1,[ 0,001493, 0,007812 ]) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,16,0xcb1a0) ES2 glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,16,0xcb1a8) ES2 glDrawElements(GL_TRIANGLES,30,GL_UNSIGNED_SHORT,~Data(60 bytes)~,) ES2 glDisableVertexAttribArray(0) ES2 glDisableVertexAttribArray(1) ES2 glUseProgram(70001) ES2 glEnableVertexAttribArray(0) ES2 glEnableVertexAttribArray(1) ES2 glUniform1fv(2,1,1,000000) ES2 glUniformMatrix4fv(1,1,GL_FALSE,[ 0,002500, 0,000000, 0,000000, 0,500000; 0,000000, -0,004717, 0,000000, 0,655660; 0,000000, 0,000000, 1,000000, 0,000000; 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,12,0xc0ec8) ES2 glVertexAttribPointer(1,4,GL_UNSIGNED_BYTE,GL_TRUE,12,0xc0ed0) ES2 glDrawElements(GL_TRIANGLE_STRIP,4,GL_UNSIGNED_SHORT,~Data(8 bytes)~,) ES2 glDisableVertexAttribArray(0) ES2 glDisableVertexAttribArray(1) ES2 glUseProgram(280004) ES2 glEnableVertexAttribArray(0) ES2 glEnableVertexAttribArray(1) ES2 glUniform4fv(3,1,[ 1,000000, 1,000000, 1,000000, 1,000000 ]) ES2 glUniformMatrix4fv(2,1,GL_FALSE,[ 0,002500, 0,000000, 0,000000, 0,606680; 0,000000, -0,004717, 0,000000, 0,419811; 0,000000, 0,000000, 1,000000, 0,000000; 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glUniform1fv(5,1,0,295895) ES2 glUniform1fv(6,1,0,700895) ES2 glUniform2fv(1,1,[ 0,001493, 0,007812 ]) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,16,0xcb320) ES2 glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,16,0xcb328) ES2 glDrawElements(GL_TRIANGLES,24,GL_UNSIGNED_SHORT,~Data(48 bytes)~,) ES2 glUniform4fv(3,1,[ 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glUniformMatrix4fv(2,1,GL_FALSE,[ 0,002500, 0,000000, 0,000000, -0,133340; 0,000000, -0,004717, 0,000000, -0,500000; 0,000000, 0,000000, 1,000000, 0,000000; 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glUniform1fv(5,1,0,196296) ES2 glUniform1fv(6,1,0,736296) ES2 glUniform2fv(1,1,[ 0,001493, 0,007812 ]) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE) ES2 glBindBuffer(GL_ARRAY_BUFFER,70001) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,16,NULL) ES2 glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,16,0x8) ES2 glDrawElements(GL_TRIANGLES,102,GL_UNSIGNED_SHORT,~Data(204 bytes)~,) ES2 glUniformMatrix4fv(2,1,GL_FALSE,[ 0,002500, 0,000000, 0,000000, -0,062949; 0,000000, -0,004717, 0,000000, -0,820755; 0,000000, 0,000000, 1,000000, 0,000000; 0,000000, 0,000000, 0,000000, 1,000000 ]) ES2 glUniform1fv(5,1,0,196296) ES2 glUniform1fv(6,1,0,736296) ES2 glUniform2fv(1,1,[ 0,001493, 0,007812 ]) ES2 glBindTexture(GL_TEXTURE_2D,140002) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP_TO_EDGE) ES2 glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP_TO_EDGE) ES2 glBindBuffer(GL_ARRAY_BUFFER,0) ES2 glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,16,0xcaf38) ES2 glVertexAttribPointer(1,2,GL_FLOAT,GL_FALSE,16,0xcaf40) ES2 glDrawElements(GL_TRIANGLES,48,GL_UNSIGNED_SHORT,~Data(96 bytes)~,) ES2 glDisableVertexAttribArray(0) ES2 glDisableVertexAttribArray(1) ES2 glDisable(GL_SCISSOR_TEST) EGL eglBindAPI(EGL_OPENGL_ES_API) ==> EGL_TRUE EGL eglSwapBuffers(EGLDisplay(1),EGLSurface(762816),18,800,424,~Data(1356800 bytes)~) ==> EGL_TRUE
![]() |
2013-02-18
, 14:09
|
Posts: 3,328 |
Thanked: 4,476 times |
Joined on May 2011
@ Poland
|
#53
|
number of posts: Well everybody has its own field of interest and Qt is an area where I'm able to contribute something. However I own an N900 since May 2010 and always read this forum since.
about webkit2/snowshoe: I've not yet build webkit2, because it's a likely reason of errors (see Qt wiki), but there is no principal reason, why it shouldn't work in the end.
opengl: Since QtQuick2 requires OpenGL (or OpenGL ES 2) it's already part of the qtbase package. However opengl is likely involved in the aforementioned bug.
btw: anyone able to analyse an opengl call trace gained by Pvrtrace?
The Following User Says Thank You to marmistrz For This Useful Post: | ||
![]() |
2013-02-20
, 22:51
|
Posts: 114 |
Thanked: 298 times |
Joined on Jan 2011
@ Berlin
|
#54
|
![]() |
2013-03-21
, 13:37
|
Posts: 114 |
Thanked: 298 times |
Joined on Jan 2011
@ Berlin
|
#56
|
![]() |
2013-03-21
, 13:45
|
Posts: 3,328 |
Thanked: 4,476 times |
Joined on May 2011
@ Poland
|
#57
|
![]() |
2013-03-21
, 14:02
|
Posts: 3,074 |
Thanked: 12,964 times |
Joined on Mar 2010
@ Sofia,Bulgaria
|
#58
|
The Following 4 Users Say Thank You to freemangordon For This Useful Post: | ||
![]() |
2013-03-21
, 15:43
|
Posts: 114 |
Thanked: 298 times |
Joined on Jan 2011
@ Berlin
|
#59
|
The Following User Says Thank You to frafI For This Useful Post: | ||
![]() |
2013-03-21
, 16:39
|
Posts: 3,328 |
Thanked: 4,476 times |
Joined on May 2011
@ Poland
|
#60
|
@freemangordon: As far as I know OpenGL (ES2) is the only option for QtQuick2. I didn't try QtQuick1 but its implementation is totally different (didn't change that much since Qt4).
I didn't try changing the optimization level, that seems a good idea.
Does compiling with gcc4.7. require a recompilation of the libraries, too? I had a lot of issues using different versions of gcc in the past and I'd like to keep Qt5 builds compatible to stock libraries. Of course it should *also* compile with 4.7. in the end.
Where are you from the beginning of the memo ؟ you Posts Only 56 But clearly you are a genius like marmistrz I love his creations you Tried to do something unexpected Thank you
This is Qt 5
http://youtu.be/FIs5YqzS4Bc
Is it possible to run snowshoe on maemo Where snowshoe based on Qt5 and WebKit2
http://db.tt/TD8DDqBC
https://github.com/snowshoe/snowshoe...debian/control
and What about OpenGL with Qt 5
OpenGL with Qt 5
http://quitcoding.com/?page=work
Last edited by amr.fayz; 2013-02-18 at 13:30.