Dear Qt Community,

I am writing my first application using a compute shader based on Qt3D in C++. 
My question: What is the correct way of updating the data needed by the compute 
shader during run-time? This is what I tried so far:

I created a QBuffer object (in form of a QPointer) and fill it with data. The 
pointer is kept as a member in a class. I set the buffer via .data() to a 
QVariant and set it as data to the corresponding QParameter. The following is a 
code snippet showing the basic idea:



QByteArray interpolationBufferData = 
buildInterpolationMatrixBuffer(matInterpolationMatrix); //Builds the data array 
from a large Eigen Matrix

m_pInterpolationMatBuffer = new 
Qt3DRender::QBuffer(Qt3DRender::QBuffer::ShaderStorageBuffer);

m_pInterpolationMatBuffer->setData(interpolationBufferData);

m_pParameter ->setValue(QVariant::fromValue(m_pInterpolationMatBuffer.data()), 
QStringLiteral("InterpolationMat"));

m_pInterpolationMatBuffer->setData(interpolationBufferData);

Everything works fine until here. The visualization is doing what it is 
supposed to do and the compute shader works fine. After a new input matrix 
arrives I create a new QByteArray and try to load it to the QBuffer object via 
updateData (I also tried setData). Once I try to update the data in the QBuffer 
the application crashes.



QByteArray interpolationBufferData = 
buildInterpolationMatrixBuffer(matInterpolationMatrix); //Builds the data array 
from an incoming Eigen Matrix

m_pInterpolationMatBuffer->updateData(0, interpolationBufferData);

Am I missing something? Is there a better way to update data used by the 
compute shader? Should I pay attention to the usage type (StreamDraw, 
StaticDraw, etc.)? Also, is the complete QByteArray internally copied to the 
GPU when setting only the pointer to the QVariant? Maybe I should create a new 
buffer every time I receive new data? Questions over questions 😊

Thanks,

Lorenz

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