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OpenGL: Displaying dynamic image content as texture

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  • R Offline
    R Offline
    Riff Raff
    wrote on last edited by
    #10

    Hello SGaist and HSLee,

    I haven't had the time go get to that project, so I made no real progress. But before I had to switch, I took some notes about OpenGL buffer handling. I can only provide some links, but maybe it helps others:

    // TODO: render to PBO/FBOs
    // http://www.songho.ca/opengl/gl_pbo.html
    // https://www.opengl.org/discussion_boards/showthread.php/184561-glTexSubImage2D-with-Buffer-Object-less-efficient
    // https://www.opengl.org/discussion_boards/showthread.php/198787-Updating-textures-per-frame
    // http://stackoverflow.com/questions/21577964/efficient-way-of-updating-texture-in-opengl
    // http://stackoverflow.com/questions/9863969/updating-a-texture-in-opengl-with-glteximage2d
    // http://stackoverflow.com/questions/3887636/how-to-manipulate-texture-content-on-the-fly/10702468#10702468
    // http://hacksoflife.blogspot.de/2006/10/vbos-pbos-and-fbos.html

    When I come up with a better solution than using glTexImage2D, I'll post here.

    H 1 Reply Last reply
    0
    • R Riff Raff

      Hello SGaist and HSLee,

      I haven't had the time go get to that project, so I made no real progress. But before I had to switch, I took some notes about OpenGL buffer handling. I can only provide some links, but maybe it helps others:

      // TODO: render to PBO/FBOs
      // http://www.songho.ca/opengl/gl_pbo.html
      // https://www.opengl.org/discussion_boards/showthread.php/184561-glTexSubImage2D-with-Buffer-Object-less-efficient
      // https://www.opengl.org/discussion_boards/showthread.php/198787-Updating-textures-per-frame
      // http://stackoverflow.com/questions/21577964/efficient-way-of-updating-texture-in-opengl
      // http://stackoverflow.com/questions/9863969/updating-a-texture-in-opengl-with-glteximage2d
      // http://stackoverflow.com/questions/3887636/how-to-manipulate-texture-content-on-the-fly/10702468#10702468
      // http://hacksoflife.blogspot.de/2006/10/vbos-pbos-and-fbos.html

      When I come up with a better solution than using glTexImage2D, I'll post here.

      H Offline
      H Offline
      HSLee
      wrote on last edited by
      #11

      Hi Riff-Raff,

      Thank you for the link. This one is really helpful:
      http://www.songho.ca/opengl/gl_pbo.html

      Recently I got the frame rate boost to 54 fps by implementing PBO method:

      void GLWidget::initializeGL()
      {
      initializeOpenGLFunctions();

      glEnable(GL_DEPTH_TEST);
      glEnable(GL_TEXTURE_2D);
      

      //Create texture
      glGenTextures(1, &id_y);
      glBindTexture(GL_TEXTURE_2D, id_y);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
      glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
      glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_nVideoW/1.5, m_nVideoH, 0, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, frame);
      glBindTexture(GL_TEXTURE_2D, 0);
      //Create 2 PBO
      glGenBuffers(2, pbo);
      glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo[0]);
      glBufferData(GL_PIXEL_UNPACK_BUFFER, frameSize, 0, GL_STREAM_DRAW);
      glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo[1]);
      glBufferData(GL_PIXEL_UNPACK_BUFFER, frameSize, 0, GL_STREAM_DRAW);
      glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);

      //Create and compile OpenGL GLSL shader programs
      //vertex shader
      m_pVSHader = new QOpenGLShader(QOpenGLShader::Vertex, this);
      bool bCompile = m_pVSHader->compileSourceCode(vsrc);
      if(!bCompile)
      {
      }
      //fragment shader
      m_pFSHader = new QOpenGLShader(QOpenGLShader::Fragment, this);
      bCompile = m_pFSHader->compileSourceCode(fsrc_v210);
      if(!bCompile)
      {
      }
      m_pShaderProgram = new QOpenGLShaderProgram;
      m_pShaderProgram->addShader(m_pFSHader);
      m_pShaderProgram->addShader(m_pVSHader);
      m_pShaderProgram->bindAttributeLocation("vertexIn", ATTRIB_VERTEX);
      m_pShaderProgram->bindAttributeLocation("textureIn", ATTRIB_TEXTURE);
      m_pShaderProgram->link();
      m_pShaderProgram->bind();
      wID = m_pShaderProgram->uniformLocation("width_gl");
      hID = m_pShaderProgram->uniformLocation("height_gl");
      GLint m_matrix = m_pShaderProgram->uniformLocation("matrix");
      textureUniformY = m_pShaderProgram->uniformLocation("tex_y");

      glVertexAttribPointer(ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, vertexVertices);
      glVertexAttribPointer(ATTRIB_TEXTURE, 2, GL_FLOAT, 0, 0, textureVertices);
      glEnableVertexAttribArray(ATTRIB_VERTEX);
      glEnableVertexAttribArray(ATTRIB_TEXTURE);
      glClearColor(0.3,0.3,0.3,0.0);
      

      }

      void GLWidget::paintGL()
      {
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      QMatrix4x4 m;
      m.setToIdentity();
      #ifdef ROTATE_90
      m.rotate(90.0f, 0.0, 0.0, 1.0);
      #endif
      glUniform1f(wID, m_nVideoW);//1920.0);
      glUniform1f(hID, m_nVideoH);//1080.0);
      m_pShaderProgram->setUniformValue("matrix", m);
      m_pShaderProgram->setUniformValue("u_tex", 0);

      glActiveTexture(GL_TEXTURE0);
      glBindTexture (GL_TEXTURE_2D, id_y);
      int t = paint_pbo;
       if(paint_pbo)
      {
          glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo[paint_pbo-1]);
          glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_nVideoW/1.5, m_nVideoH, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0);
          glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
          paint_pbo = paint_pbo%2 + 1;
      }
      else
          paint_pbo = 1;
      
       glBindBuffer(GL_PIXEL_UNPACK_BUFFER, pbo[paint_pbo-1]);
       glBufferData(GL_PIXEL_UNPACK_BUFFER, frameSize, NULL, GL_STREAM_DRAW);
       GLvoid *pixelUnpackBuffer = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, frameSize, GL_MAP_WRITE_BIT);
       if (!pixelUnpackBuffer)
       {
           qDebug () << "map buffer range failed.";
       }
       memcpy(pixelUnpackBuffer, m_pBufYuv, frameSize);
       glUnmapBuffer(GL_PIXEL_UNPACK_BUFFER);
       glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
      
      glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
      

      }

      However, I still can't make 60fps. It seems the bottleneck is:
      glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, m_nVideoW/1.5, m_nVideoH, GL_RGBA, GL_UNSIGNED_INT_2_10_10_10_REV, 0);

      According to Songho, copying pixel from PBO to texture object is by "glTexSubImage2D", and it's DMA. It should be fast. For somehow in my case, updating PBO is much faster than DMA data from PBO to texture. I wonder there's something wrong in my code.

      To clarify, I've tried to render without uploading data and it can reach 60fps. I know the bottleneck is data transfering. Just don't know how to improve more.

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      • SGaistS Offline
        SGaistS Offline
        SGaist
        Lifetime Qt Champion
        wrote on last edited by
        #12

        It's been some times since I did hardcore OpenGL but are you sure that GL_STREAM_DRAW is the right type ? Aren't you moving stuff within the GPU side ?

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

        H 1 Reply Last reply
        0
        • SGaistS SGaist

          It's been some times since I did hardcore OpenGL but are you sure that GL_STREAM_DRAW is the right type ? Aren't you moving stuff within the GPU side ?

          H Offline
          H Offline
          HSLee
          wrote on last edited by
          #13

          Dear SGaist,

          I've tried to changed to GL_STATIC_DRAW and GL_DYNAMIC_DRAW. The outcome is similar to GL_STREAM_DRAW. Seems in my case changing usage flag does not help.
          I used GL_STREAM_DRAW because PBO content will be replaced by incoming frame data regularly (my case, preloaded 20 raw RGBA frames to RAM and loop copy the frame to PBO in sequence every 16ms)

          I've googled this performance issue. Some suggested to draw with indices instead of vertex only. And I think I should buffered my vertex to GPU too. I'll post if I found method to improve.

          1 Reply Last reply
          0
          • H Offline
            H Offline
            HSLee
            wrote on last edited by
            #14

            Hi guys,

            I've tried to upload my vertex/texture vertices (vbo) and also create/upload indices (ibo) and do the render by "glDrawElements". It seems not help much. Seems the low performance causes by GPU ability. If I simply remove my shader conversion function (I am doing conversion from v210 to RGBA) to just output whatever "texture2D" output (video frame with wrong color). It can reach to 60 fps.

            1 Reply Last reply
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            • SGaistS Offline
              SGaistS Offline
              SGaist
              Lifetime Qt Champion
              wrote on last edited by
              #15

              From memory, IIRC, you should avoid as much as possible ifs in a shader thus do you currently need that check for de-interlacing in the shader ? Shouldn't you rather have two different shaders depending on the video source ?

              The second thing I see, you are calling texture2D twice to access the exact same variable. Why not store the result of texture2D and use that variable in the colour computation function ?

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

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              • R Offline
                R Offline
                Riff Raff
                wrote on last edited by Riff Raff
                #16

                @SGaist: It seems you are refering to my original shaders, not the ones HSLee talked about.
                Yes, the de-interlacing (by line) is required, it changes every image, so exchanging the shader every frame seems to be a slow approach to me. Also, thank you for the hint about texture2D()! I will give it a try.

                EDIT: Just tried to access texture2D() only once, but "GPU Shader Analyzer" generates the same code, whether I export the result to a vec4 first or not.

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                • P Offline
                  P Offline
                  Pietrko
                  wrote on last edited by Pietrko
                  #17

                  Why aren't you using QOpenglTexture? I have similar problem (external device producing raw data i need to render as video).
                  @SGaist
                  "Then take a look at the QVideoSurfaceGLPainter implementation used for a custom QAbstractVideoSurface."
                  Could you elaborate?

                  Is it the only class that one has to implement to get external video data provider?
                  How should one put the external data there? Construct a QVideoFrame object that contains it?

                  1 Reply Last reply
                  0
                  • SGaistS Offline
                    SGaistS Offline
                    SGaist
                    Lifetime Qt Champion
                    wrote on last edited by
                    #18

                    @Pietrko, what do you mean by "external video data provider"?

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

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                    • P Offline
                      P Offline
                      Pietrko
                      wrote on last edited by
                      #19

                      @SGaist This was very unprecise expression.
                      What I meant is situation when you have a hardware device that provides data that is accessible only by calls to external (in relation to Qt) library.

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                      • SGaistS Offline
                        SGaistS Offline
                        SGaist
                        Lifetime Qt Champion
                        wrote on last edited by
                        #20

                        In that kind of cases, I usually write a backend for QtMultimedia to integrated that device within the multimedia workflow.

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

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