Re: analysis pass question
Re: analysis pass question
- Subject: Re: analysis pass question
- From: Darrin Cardani <email@hidden>
- Date: Mon, 11 Sep 2017 15:46:02 -0700
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 <email@hidden> 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 <email@hidden
> <mailto:email@hidden>>
> Date: Sunday, September 10, 2017 at 12:30 AM
> To: <email@hidden <mailto:email@hidden>>,
> Peter Litwinowicz <email@hidden <mailto:email@hidden>>, Darrin
> Cardani <email@hidden <mailto: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
>>> <mailto: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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