site_archiver@lists.apple.com Delivered-To: pro-apps-dev@lists.apple.com Thread-topic: analysis pass question User-agent: Microsoft-MacOutlook/14.7.6.170621 Yeah, I'm giving up on this one. ;-( I tried setting to every openGL context I've seen (I see up to 6 that FCP/Motion sets before renderOutput is called… I have 2 GPUs on a dual D700 Mac Pro). No luck. Setting it to one I've made doesn't seem very likely to work Darrin. It seems that the engine down deep is selecting one, not choosing the current openGL context. Can you verify? Pete From: Roman Kudinov <roman.kudinov@novelapp.com> Date: Sunday, September 10, 2017 at 12:30 AM To: <pro-apps-dev@lists.apple.com>, Peter Litwinowicz <pete@revisionfx.com>, Darrin Cardani <dcardani@apple.com> Subject: Re: analysis pass question Peter, Darrin, I used to experience exactly the same problem. I tried to create OpenGL context in a working thread, but [... getInputTexture] failed (don't remember exactly either with an error code or with empty black textures) all the same. I also tried to use shared OpenGL contexts, but I'm not experienced with it and I don't know either it doesn't work or I just used them incorrectly. Anyway I stopped trying cause my processing is written using OpenCL through OpenCV and it doesn't support multiple contexts which is required by plugins workflow. So I ended up with using [... getBitmap] method. However if you succeed some way with this, please let me know. Probably it is a matter of using shared contexts or setting context properly.
Pete,
Yeah, I can see the dilemma you’re facing. Can you create your own OpenGL context before calling into the temporal image API? If you do, what happens?
Darrin
On Sep 8, 2017, at 2:08 PM, Peter Litwinowicz <pete@revisionfx.com> wrote:
Hey Darrin, et al.,
So I'm writing a plugin that is doing an analysis pass on a sequence. I do this in response to a user clicking a UI button in our plug-in interface.
When I get CPU memory images using [FxTemporalImageAPI getBitmap] everything works just fine.
However, if I try to get GPU texture, using [FxTemporalImageAPI getInputTexture], then I can't get the bits because the current OpenGL context is not set up. If I call [FxTexture textureID] and [FxTexture getTextureCoords], etc. I get the proper values. Calling –bind or –enable doesn't work either.
Darrin, is there a way I can successfully use GPU textures if I'm not in –renderOutput? I presume I would need the OpenGL context and set the current context to that, but that is not something I've been able to successfully retrieve.
Pete
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