QWidget Flickering for frame by frame streaming of video
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@SilverSurfer
hi, my guess would be,loadFromData
takes longer than 34 ms, by higher resolutions. or the Drawing itself or the combination of both.I would suggest drawing more bitmaps beforehand in some kind of buffer, preferably threaded so you can do more than one drawing at once.
THan access those premade bitmaps in your main thread, taking the oldest one from the buffer,for example a QList<QPixmaps>, and painting that one in your paintEvent.
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Hi
How much higher res from when its working ? -
@J.Hilk
Yes, loadFromData does take longer than 34ms(in fact 50ms at 4k resolution).This is for live streaming from IP Cameras, so I don't have the bitmaps beforehand.
I do fetch bitmaps in a background thread and emit an signal (getImageData() is slot to this signal) to the main thread when they are available.The Flicker goes away if I reduce the fps, whereas loadFromData time remains the same. So is it really responsible for the flicker?
I am also observing a lag which I think is because of loadFromData time.
Is there any other way to draw an Image considering I have bitmap data in an unsigned char array ?
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@SilverSurfer
I can think of 2 ways to do it.-
don't stream directly, but delay the showing by a second or two, save your calculated images to a buffer and take from that to show in your application. Every so often you'll need to skip frames however
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Split your image into 2, e.g. upper half and lower one, do the Pixmap modifications in 2 different threads and union that to images into one. This could bring you below the needed threshold.
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Is there any way I can avoid loadFromData() call, which I assume is doing a copy somewhere ?
To rephrase my question:
Can't I draw an Image from the existing buffer without a need for the copy? If yes , How? -
Hi,
How are you getting the data in the first place ?
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@SGaist
By making a call to a server to fill the passed buffer.//time take by this depends size of buffer to be fetched //which may be more than 34 ms depending on size fetchBitmap(handle, cameraId,(uchar*)buffer , x_width, y_height); emit bufferAvailable(buffer,size); //calls getImageData(..) slot in the UI thread
Thanks!
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What is that server ?
What does it provide as API to retrieve images ?
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@SGaist
It is a Video Management Server(ExacqVision Server to be precise).Yes, the API( fetchBitmap(...)) is provided by the server.
So I don't think the data retrieval time can be reduced.What I would Ideally like to do is avoid any copying for this data.
Which happens when I do pixmap->loadFromData(...) . -
Is their API documentation accessible somewhere ?
If you pass the buffer to the fetchBimap method, then you should be able to pass a QImage buffer pointer and in this case, the data will be copied directly on the QImage that you can then manipulate.
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@SGaist
No the Documentation is not available publicly.It take a uint8_t* as buffer argument.
//registered with server Callback(event) { if(event == LIVE_FRAME_AVAILABLE) { frameSize = fetchBitmap(NULL); // Size fetched everytime as this can change with every frame if image is resized vector.resize(framesize) fetchBitmap(&vector[0]); emit bufferAvailable(&vector[0],frameSize); } }
I am not sure how can I use QImage pointer here.
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Make the QImage the correct format and size.
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@SGaist
Tried using
QImage::QImage(uchar * data, int width, int height, Format format, QImageCleanupFunction cleanupFunction = 0, void * cleanupInfo = 0)data = pixel data , updated by fetchBitmap(..) function above.
format = RGB888
where as per documentation it does not do a deep copy. So this helps.But my image has R and B planes swapped.
Can't seem to find the appropriate format .P.S: I am on a Windows machine.
Thanks,
Kshitij Mayekar -
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@SGaist
QImage::rgbSwapped results in creating new QImage with is equivalent to deep copy. So It does not help. Is there any other way to dislaying the RGB planes correctly ?Note: Whenever I write the contents of the buffer to a file with appropriate headers I could see the Image correctly when I open the Image through windows photo viewer.
Original Problem Statement : Display Byte Buffer(uchar*) to a QWidget without the need to deep Copy .
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Where are these frames coming from ?
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These frames are received from a server.
//Api that talks to server fetchBitmap(&vector[0]);
I do not have access to server code.
P.S: Server Machine is Linux and Client is Windows . Could this be the reason for RGB /BGR mismatch ?
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Is there any chance of the paint event being triggered by the system at a moment when the pixmap isn't fully populated? If that is possible, you would get flickering regardless of whether the load function is faster or slower than real time.
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@SilverSurfer said in QWidget Flickering for frame by frame streaming of video:
Could this be the reason for RGB /BGR mismatch ?
Well there is always Endianness but if using same sort of CPU in both ends, its likely not related to that.