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QWidget Flickering for frame by frame streaming of video

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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

    S 1 Reply Last reply
    0
    • 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(...) .

      1 Reply Last reply
      0
      • 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
        1
        • 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

                S 1 Reply Last reply
                1
                • 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 .

                  1 Reply Last reply
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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
                      0
                      • 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.

                        1 Reply Last reply
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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
                            0
                            • 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.

                                    1 Reply Last reply
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