site_archiver@lists.apple.com Delivered-To: pro-apps-dev@lists.apple.com Bummer. OK, then, please file a Radar about that, as well. Darrin
On Sep 11, 2017, at 3:50 PM, Peter Litwinowicz <pete@revisionfx.com> wrote:
However, if you create your context in the same share group as one that we hand you, then any textures we create in our context should be available in yours. I
I actually store all the OpenGL contexts you use as current contexts when you call RenderOutput. Stored 6 of them actually. Tried using each one I had on my list, no go. Pete
From: Darrin Cardani <dcardani@apple.com <mailto:dcardani@apple.com>> Date: Monday, September 11, 2017 at 3:46 PM To: Peter Litwinowicz <pete@revisionfx.com <mailto:pete@revisionfx.com>> Cc: <pro-apps-dev@lists.apple.com <mailto:pro-apps-dev@lists.apple.com>> Subject: Re: analysis pass question
Pete,
Yes, at some point we have to create the texture and we need an OpenGL context for that. We will choose one that we’ve created. However, if you create your context in the same share group as one that we hand you, then any textures we create in our context should be available in yours. I didn’t think about that aspect before, so sorry for not mentioning it sooner.
BTW, I would love to add an analysis API to FxPlug. As always, I recommend writing up a Radar detailing what you would want that to look like. Several developers have expressed interest in such an API, so I think it’s more likely to get consideration from above. (And if anyone else reading this is interested in such an API, please also file a Radar about it!)
Darrin
On Sep 11, 2017, at 2:33 PM, Peter Litwinowicz <pete@revisionfx.com <mailto:pete@revisionfx.com>> wrote:
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 <mailto:roman.kudinov@novelapp.com>> Date: Sunday, September 10, 2017 at 12:30 AM To: <pro-apps-dev@lists.apple.com <mailto:pro-apps-dev@lists.apple.com>>, Peter Litwinowicz <pete@revisionfx.com <mailto:pete@revisionfx.com>>, Darrin Cardani <dcardani@apple.com <mailto: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 <mailto: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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Darrin Cardani