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QImage manipulation crashes on android

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  • 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;
            
        }
        
        1 Reply Last reply
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        • 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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