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QImage manipulation crashes on android

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  • M Offline
    M Offline
    mvuori
    wrote on last edited by
    #2

    Unfortunately, things that one should not use and which should not work, do sometimes work - until they stop working when the environment changes...

    I guess that you should accept that this is not the way to implement things even though it works on 75 % of environments. Try using signals & slots for passing the image.

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    0
    • Julian GuarinJ Offline
      Julian GuarinJ Offline
      Julian Guarin
      wrote on last edited by
      #3

      Hehehe the Qt illusion.... I guess.....

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      0
      • SGaistS Offline
        SGaistS Offline
        SGaist
        Lifetime Qt Champion
        wrote on last edited by
        #4

        Hi,

        Did you check what type of data you got with your QVideoFrame ? It might be an OpenGL texture, is that a supported case by your videodecoder object ?

        Interested in AI ? www.idiap.ch
        Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

        Julian GuarinJ 2 Replies Last reply
        1
        • SGaistS SGaist

          Hi,

          Did you check what type of data you got with your QVideoFrame ? It might be an OpenGL texture, is that a supported case by your videodecoder object ?

          Julian GuarinJ Offline
          Julian GuarinJ Offline
          Julian Guarin
          wrote on last edited by Julian Guarin
          #5

          @SGaist Thank you.

          I will check, nevertheless I'm checking the pixel format... which is BGR32 in the android run it returns (QVideoFrame::Format_BGR32), on the Mac it returns (QVideoFrame::Format_NV12).

          So the decoding function is for Android case is:

          void qt_convert_BGR32_to_ARGB32(const uchar *pinframe, uchar *poutframe, int width, int height, int flags){
              Q_UNUSED(flags);
              for (int i = 0; i < height; i++){
                  for (int j = 0; j < width; j ++, pinframe +=4, poutframe +=4){
                      poutframe[0] = pinframe[3];
                      poutframe[1] = pinframe[2];
                      poutframe[2] = pinframe[1];
                      poutframe[3] = pinframe[0]; 
                  }
              }
          }
          

          and it is called by toARGB32:

          QImage uldvideodec::toARGB32(QVideoFrame * fp){
             
              
              int width = fp->width();
              int height = fp->height();
              
              /* Calculate size for 4 bytes per pixel */
              QByteArray rgbBuffer(width*height*4,0);
              
              /* Get YUV frame */
              const uchar * pyuv = fp->bits();
              
              /* rgbBufferPointer */
              uchar * prgb = reinterpret_cast<uchar*>(rgbBuffer.data()); 
              
              
              /* Decode */
              qDebug()<<"Video Decoding:"<<fp->pixelFormat();
              m_yuvdecodedriver[fp->pixelFormat()].func(pyuv, prgb, width, height, m_yuvdecodedriver[fp->pixelFormat()].flag);        
              
              
              
              /* Create QImage */
              /* Encode in Qimage */
              QImage img = QImage(prgb,width,height,QImage::Format_ARGB32);
              
              return img;
              
          }
          
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          0
          • SGaistS SGaist

            Hi,

            Did you check what type of data you got with your QVideoFrame ? It might be an OpenGL texture, is that a supported case by your videodecoder object ?

            Julian GuarinJ Offline
            Julian GuarinJ Offline
            Julian Guarin
            wrote on last edited by
            #6

            @SGaist GLTextureHandle by the way

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            • SGaistS Offline
              SGaistS Offline
              SGaist
              Lifetime Qt Champion
              wrote on last edited by
              #7

              You should check that you map call is successful before going further.

              Then, since it's an OpenGL texture, IIRC you should access it as one using the handle to get back the data.

              Interested in AI ? www.idiap.ch
              Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

              Julian GuarinJ 1 Reply Last reply
              1
              • SGaistS SGaist

                You should check that you map call is successful before going further.

                Then, since it's an OpenGL texture, IIRC you should access it as one using the handle to get back the data.

                Julian GuarinJ Offline
                Julian GuarinJ Offline
                Julian Guarin
                wrote on last edited by Julian Guarin
                #8

                @SGaist Thank you, however, I use QVideoFrame::bits function which gives me a pointer to the video frame, Isn't this approach functional as well for Android? I mean, is very confusing... why the approach works on Mac/Win/Lnx, but it doesn't in Android? Why when saving the QImage to a PNG in a bytearray buffer a crash happens?

                How would I access the GLTexture, out from a QVideoframe.. which is what I got....?

                Thank you in advance.

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                • SGaistS Offline
                  SGaistS Offline
                  SGaist
                  Lifetime Qt Champion
                  wrote on last edited by
                  #9

                  You can't access GPU memory (where the texture resides) like you do with CPU memory.

                  See here for how you can do it with OpenGL

                  Interested in AI ? www.idiap.ch
                  Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

                  Julian GuarinJ 1 Reply Last reply
                  1
                  • SGaistS SGaist

                    You can't access GPU memory (where the texture resides) like you do with CPU memory.

                    See here for how you can do it with OpenGL

                    Julian GuarinJ Offline
                    Julian GuarinJ Offline
                    Julian Guarin
                    wrote on last edited by Julian Guarin
                    #10

                    @SGaist At the end my approach worked. The catch was to not get the decoded buffer inside a QImage in the QAbstractVideoFilter / QVideoFilterRunnable objects.

                    What I did was to pass a QByteArray as the container for the unsigned char * with the pixel data. In the run() function of the runnable:

                    QVideoFrame Uldfilterrunnable::run(QVideoFrame * input, const QVideoSurfaceFormat &surfaceFormat, RunFlags flags){
                        
                        Q_UNUSED(surfaceFormat);
                        Q_UNUSED(flags);
                        QByteArray ba;
                        if (m_f->isGrabPending()){
                            qDebug()<<input->map(QAbstractVideoBuffer::ReadOnly);
                    	ba = videodecoder.toARGB32ByteArray(input);
                    #ifdef ANDROID
                    	//debugVideoFrameInfo(input,surfaceFormat);
                    #endif	
                    	input->unmap();
                    	emit m_f->frameDecoded(ba,input->width(),input->height());
                            qDebug()<<"Grab Done";
                    	m_f->m_grab.grab = false;
                        }
                        return *input;
                        
                    }
                    

                    The QBytearray was sent using a Queued connection to a slot in another QObject, and then I used the data in the array to create the QImage, and only then I issue the PNG serialization into a new QByteArray which I'm transmitting now :)

                    The slot was:

                    void UldWorker::pushImage(QByteArray imageChunk, int width, int height){
                        /* image chunk */
                        uchar * baidata = reinterpret_cast<uchar*>(imageChunk.data());
                        /* Create QImage */
                        QImage img = QImage(baidata, width, height, QImage::Format_ARGB32);
                        /* Encode Image into PNG */
                        QByteArray pngChunk;
                        QBuffer pngChunkBuffer(&pngChunk);
                        pngChunkBuffer.open(QIODevice::WriteOnly);
                        //img = img.scaled(img.width()>>7, img.height()>>7);
                        img.save(&pngChunkBuffer,"PNG");
                        /*. Setup transmission.*/
                        upload(pngChunk);
                    }
                    

                    Uldworker is a QObject which happens to live in another Thread....

                    The connection I made was:

                    
                    Uldfilterproject::Uldfilterproject(QObject* parent) : 
                        QAbstractVideoFilter (parent),
                        m_worker(new UldWorker())
                        
                    {
                        
                        /* Change worker threads */
                        m_worker->moveToThread(&m_thread);
                        
                        /* Connect end of decoding to image sending */
                        connect(this,SIGNAL(frameDecoded(QByteArray,int,int)),m_worker,SLOT(pushImage(QByteArray,int,int)),Qt::QueuedConnection);
                        
                    
                        m_thread.start();
                    }
                    
                    
                    benlauB 1 Reply Last reply
                    0
                    • Julian GuarinJ Julian Guarin

                      @SGaist At the end my approach worked. The catch was to not get the decoded buffer inside a QImage in the QAbstractVideoFilter / QVideoFilterRunnable objects.

                      What I did was to pass a QByteArray as the container for the unsigned char * with the pixel data. In the run() function of the runnable:

                      QVideoFrame Uldfilterrunnable::run(QVideoFrame * input, const QVideoSurfaceFormat &surfaceFormat, RunFlags flags){
                          
                          Q_UNUSED(surfaceFormat);
                          Q_UNUSED(flags);
                          QByteArray ba;
                          if (m_f->isGrabPending()){
                              qDebug()<<input->map(QAbstractVideoBuffer::ReadOnly);
                      	ba = videodecoder.toARGB32ByteArray(input);
                      #ifdef ANDROID
                      	//debugVideoFrameInfo(input,surfaceFormat);
                      #endif	
                      	input->unmap();
                      	emit m_f->frameDecoded(ba,input->width(),input->height());
                              qDebug()<<"Grab Done";
                      	m_f->m_grab.grab = false;
                          }
                          return *input;
                          
                      }
                      

                      The QBytearray was sent using a Queued connection to a slot in another QObject, and then I used the data in the array to create the QImage, and only then I issue the PNG serialization into a new QByteArray which I'm transmitting now :)

                      The slot was:

                      void UldWorker::pushImage(QByteArray imageChunk, int width, int height){
                          /* image chunk */
                          uchar * baidata = reinterpret_cast<uchar*>(imageChunk.data());
                          /* Create QImage */
                          QImage img = QImage(baidata, width, height, QImage::Format_ARGB32);
                          /* Encode Image into PNG */
                          QByteArray pngChunk;
                          QBuffer pngChunkBuffer(&pngChunk);
                          pngChunkBuffer.open(QIODevice::WriteOnly);
                          //img = img.scaled(img.width()>>7, img.height()>>7);
                          img.save(&pngChunkBuffer,"PNG");
                          /*. Setup transmission.*/
                          upload(pngChunk);
                      }
                      

                      Uldworker is a QObject which happens to live in another Thread....

                      The connection I made was:

                      
                      Uldfilterproject::Uldfilterproject(QObject* parent) : 
                          QAbstractVideoFilter (parent),
                          m_worker(new UldWorker())
                          
                      {
                          
                          /* Change worker threads */
                          m_worker->moveToThread(&m_thread);
                          
                          /* Connect end of decoding to image sending */
                          connect(this,SIGNAL(frameDecoded(QByteArray,int,int)),m_worker,SLOT(pushImage(QByteArray,int,int)),Qt::QueuedConnection);
                          
                      
                          m_thread.start();
                      }
                      
                      
                      benlauB Offline
                      benlauB Offline
                      benlau
                      Qt Champions 2016
                      wrote on last edited by
                      #11

                      @Julian-Guarin Do you find that the video frame is mirrored in Android?

                      The behaviour of the run() is quite strange in Android. I would think it is a blocked operation. But in fact it don't. I use OpenCV to convert BGR32 to ARGB and perform mirror. It is quite slow. It takes ~90ms for 1600x1200 image in Nexus 5. But It don't affect VideoOutput. It is still smooth.

                      Now I am thinking to use shader to convert BGR32.

                      Julian GuarinJ 1 Reply Last reply
                      0
                      • benlauB benlau

                        @Julian-Guarin Do you find that the video frame is mirrored in Android?

                        The behaviour of the run() is quite strange in Android. I would think it is a blocked operation. But in fact it don't. I use OpenCV to convert BGR32 to ARGB and perform mirror. It is quite slow. It takes ~90ms for 1600x1200 image in Nexus 5. But It don't affect VideoOutput. It is still smooth.

                        Now I am thinking to use shader to convert BGR32.

                        Julian GuarinJ Offline
                        Julian GuarinJ Offline
                        Julian Guarin
                        wrote on last edited by
                        #12

                        @benlau mmmmm Quite strange if you do. But ain't my case......

                        Nevertheless are you using the map and unmap functions right? Better yet, do you have an example of the way u r using your function?. Is quite interesting, but there are no many examples of RunnableFilter::run functions out there....

                        benlauB 1 Reply Last reply
                        0
                        • Julian GuarinJ Julian Guarin

                          @benlau mmmmm Quite strange if you do. But ain't my case......

                          Nevertheless are you using the map and unmap functions right? Better yet, do you have an example of the way u r using your function?. Is quite interesting, but there are no many examples of RunnableFilter::run functions out there....

                          benlauB Offline
                          benlauB Offline
                          benlau
                          Qt Champions 2016
                          wrote on last edited by
                          #13

                          @Julian-Guarin I am sorry. My information is not correct. The video output is still a bit choppy. But I have restricted to have only use a single thread for processing. So it look like smooth.

                          By the way, it is my another finding about the behaviour of QVideoFormat.

                          1. QVideoFrame->map() and unmap() already spent 50ms (tested in Nexus 5X). So video should be a bit choppy.

                          2. Don't use QVideoFrame->map(), and apply a custom shader. The speed is almost the same.

                          3. Use a custom shader and scale to half of the size. Then the time consumption will be dropped to around 25ms.

                          1 Reply Last reply
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