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QWidget Flickering for frame by frame streaming of video

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  • S Offline
    S Offline
    SilverSurfer
    wrote on last edited by
    #7

    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?

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    • SGaistS Offline
      SGaistS Offline
      SGaist
      Lifetime Qt Champion
      wrote on last edited by
      #8

      Hi,

      How are you getting the data in the first place ?

      Interested in AI ? www.idiap.ch
      Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

      S 1 Reply Last reply
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      • SGaistS SGaist

        Hi,

        How are you getting the data in the first place ?

        S Offline
        S Offline
        SilverSurfer
        wrote on last edited by
        #9

        @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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        • SGaistS Offline
          SGaistS Offline
          SGaist
          Lifetime Qt Champion
          wrote on last edited by
          #10

          What is that server ?

          What does it provide as API to retrieve images ?

          Interested in AI ? www.idiap.ch
          Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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          • SGaistS SGaist

            What is that server ?

            What does it provide as API to retrieve images ?

            S Offline
            S Offline
            SilverSurfer
            wrote on last edited by
            #11

            @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(...) .

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            • SGaistS Offline
              SGaistS Offline
              SGaist
              Lifetime Qt Champion
              wrote on last edited by
              #12

              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.

              Interested in AI ? www.idiap.ch
              Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

              S 1 Reply Last reply
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              • SGaistS SGaist

                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.

                S Offline
                S Offline
                SilverSurfer
                wrote on last edited by SilverSurfer
                #13

                @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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                • SGaistS Offline
                  SGaistS Offline
                  SGaist
                  Lifetime Qt Champion
                  wrote on last edited by
                  #14

                  QImage::bits.

                  Make the QImage the correct format and size.

                  Interested in AI ? www.idiap.ch
                  Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

                  S 1 Reply Last reply
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                  • SGaistS SGaist

                    QImage::bits.

                    Make the QImage the correct format and size.

                    S Offline
                    S Offline
                    SilverSurfer
                    wrote on last edited by
                    #15

                    @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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                    • SGaistS Offline
                      SGaistS Offline
                      SGaist
                      Lifetime Qt Champion
                      wrote on last edited by
                      #16

                      See QImage::rgbSwapped

                      Interested in AI ? www.idiap.ch
                      Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                      • SGaistS SGaist

                        See QImage::rgbSwapped

                        S Offline
                        S Offline
                        SilverSurfer
                        wrote on last edited by
                        #17

                        @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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                        • SGaistS Offline
                          SGaistS Offline
                          SGaist
                          Lifetime Qt Champion
                          wrote on last edited by
                          #18

                          Where are these frames coming from ?

                          Interested in AI ? www.idiap.ch
                          Please read the Qt Code of Conduct - https://forum.qt.io/topic/113070/qt-code-of-conduct

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                          • SGaistS SGaist

                            Where are these frames coming from ?

                            S Offline
                            S Offline
                            SilverSurfer
                            wrote on last edited by
                            #19

                            @SGaist

                            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 ?

                            mrjjM 1 Reply Last reply
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                            • W Offline
                              W Offline
                              wrosecrans
                              wrote on last edited by
                              #20

                              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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                              • S SilverSurfer

                                @SGaist

                                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 ?

                                mrjjM Offline
                                mrjjM Offline
                                mrjj
                                Lifetime Qt Champion
                                wrote on last edited by
                                #21

                                @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.

                                S 1 Reply Last reply
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                                • mrjjM mrjj

                                  @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.

                                  S Offline
                                  S Offline
                                  SilverSurfer
                                  wrote on last edited by
                                  #22

                                  @mrjj
                                  Both machines are little endian.

                                  mrjjM 1 Reply Last reply
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                                  • S SilverSurfer

                                    @mrjj
                                    Both machines are little endian.

                                    mrjjM Offline
                                    mrjjM Offline
                                    mrjj
                                    Lifetime Qt Champion
                                    wrote on last edited by
                                    #23

                                    @SilverSurfer
                                    Ok. so most likely they
                                    are just using openCV and send as BGR888

                                    So i dont see any way to convert to supported format without copy.

                                    W 1 Reply Last reply
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                                    • mrjjM mrjj

                                      @SilverSurfer
                                      Ok. so most likely they
                                      are just using openCV and send as BGR888

                                      So i dont see any way to convert to supported format without copy.

                                      W Offline
                                      W Offline
                                      wrosecrans
                                      wrote on last edited by
                                      #24

                                      @mrjj If you use a shader in a QOpenGLWidget, you can swizzle the r/g/b around arbitrarily when you do the drawing into the frame buffer, which would avoid an extra copy step to normalize the channel order.

                                      S 1 Reply Last reply
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                                      • W wrosecrans

                                        @mrjj If you use a shader in a QOpenGLWidget, you can swizzle the r/g/b around arbitrarily when you do the drawing into the frame buffer, which would avoid an extra copy step to normalize the channel order.

                                        S Offline
                                        S Offline
                                        SilverSurfer
                                        wrote on last edited by SilverSurfer
                                        #25

                                        @wrosecrans said in QWidget Flickering for frame by frame streaming of video:

                                        you can swizzle the r/g/b around arbitrarily when you do the drawing into the frame buffer

                                        Could you provide sample code for the same ?

                                        W 1 Reply Last reply
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                                        • S SilverSurfer

                                          @wrosecrans said in QWidget Flickering for frame by frame streaming of video:

                                          you can swizzle the r/g/b around arbitrarily when you do the drawing into the frame buffer

                                          Could you provide sample code for the same ?

                                          W Offline
                                          W Offline
                                          wrosecrans
                                          wrote on last edited by
                                          #26

                                          @SilverSurfer I don't have the time handy to do a full working example, but this is the technique in glsl:
                                          https://www.khronos.org/opengl/wiki/Data_Type_(GLSL)#Swizzling

                                          (The vec4 can hold "rgba" values if that's what you put in it - the example there just calls it "xyzw" because the data type generically handles any 4 floats.)

                                          Basically, start from an example that draws an image with a simple glsl shader as a texture. Then hack on the shader until it flips around the colors like you want when it draws the texture. Then use your code that gets the image over the network to upload the image as the OpenGL texture every frame.

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