Re: analysis pass question
Re: analysis pass question
- Subject: Re: analysis pass question
- From: Peter Litwinowicz <email@hidden>
- Date: Mon, 11 Sep 2017 14:33:57 -0700
- Thread-topic: analysis pass question
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 <email@hidden>
Date: Sunday, September 10, 2017 at 12:30 AM
To: <email@hidden>, Peter Litwinowicz
<email@hidden>, Darrin Cardani <email@hidden>
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 <email@hidden> 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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