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A couple of points added inline.<br>
<br>
<div class="moz-cite-prefix">On 16/01/15 03:14, Lasse Laursen wrote:<br>
</div>
<blockquote cite="mid:%3C54B7E76D.6000904@lasselaursen.com%3E"
type="cite">
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Hello!<br>
<br>
Apologies for the double post, but my inept handling of
Thunderbird caused my last post to be appended to an unrelated
thread. Sorry about that Luis dArquer.<br>
<br>
For the sake of posterity, here's is the original question:<br>
<br>
I feel like I am so close to finally getting through to the other
side with this problem, so I'm hoping someone can give me a few
clues as to what pieces of the puzzle are missing. I used to use
gStreamer as a pure 'decoding' library using this simple pipeline:
<br>
<br>
uridecodebin uri=" + mPathToVideoFile + " ! videoconvert !
appsink name=sink
caps="video/x-raw,format=RGB,pixel-aspect-ratio=1/1"; <br>
<br>
With this pipeline, I could quite easily grab the frames arriving
at the sink and use them however I pleased. Mostly just throwing
them on a texture in OpenGL and displaying them various places.
This approach is - of course - quite horrible. I'm not making use
of gstreamer as a fully-fledged media pipeline. So to rectify that
- and because I'd like to run some simple shaders on the video
data - I am now using this (almost as) simple pipeline: <br>
<br>
uridecodebin uri=" + mPathToVideoFile + " ! glshader name=shader
location=" + pathToShader + " vars=\"float silver = float( 0.8 );
\" ! appsink name=sink
caps=\"video/x-raw,format=RGB,pixel-aspect-ratio=1/1\""; <br>
</blockquote>
<br>
1. You should set the appsink caps to contain the memory:GstGLMemory
caps features. e.g. video/x-raw(memory:GstGLMemory),format=RGBA...
see gst-inspect-1.0 glshader for the supported formats and
features. Otherwise, glshader (and any GL element) will download
the texture upon seeing the system memory caps.<br>
<br>
<blockquote cite="mid:%3C54B7E76D.6000904@lasselaursen.com%3E"
type="cite"> I make sure to share my current OpenGL context with
the glshader element thusly: <br>
<br>
mPipeline_ShaderPre = gst_bin_get_by_name( GST_BIN( mGstPipeline
), "shader" ); <br>
HGLRC mainContext = ::wglGetCurrentContext(); <br>
g_object_set( mPipeline_ShaderPre, "other-context", mainContext,
NULL ); <br>
</blockquote>
<br>
2. The "other-context" property expects a GstGLContext rather than a
platform specific handle. You can wrap a context handle using
gst_gl_context_new_wrapped(). However, in master there is no
"other-context" property anymore so the sharing of GL context
happens using GstContext. See for example <a
href="http://cgit.freedesktop.org/gstreamer/gst-plugins-bad/tree/tests/examples/gl/sdl/sdlshare.c#n232">http://cgit.freedesktop.org/gstreamer/gst-plugins-bad/tree/tests/examples/gl/sdl/sdlshare.c#n232</a>
and the GstContext documentation.<br>
<br>
<blockquote cite="mid:%3C54B7E76D.6000904@lasselaursen.com%3E"
type="cite"> Not sure if this is correct to be honest, but I
didn't see any errors in gstreamers logs. Anyway - fast forward to
my callback function that fires whenever a sample is ready at the
sink I proceed to grab a Sample, from which I grab a Buffer, from
which I grab a Frame, from which I grab a Texture ID, thusly: <br>
<br>
GstSample* gstVideoSinkSample = gst_app_sink_pull_sample(
GST_APP_SINK( appsink ) ); <br>
GstBuffer* gstBuffer = gst_sample_get_buffer( gstVideoSinkSample
); <br>
if ( !gst_video_frame_map( &gstFrame, &gstInfo, gstBuffer,
static_cast<GstMapFlags>( GST_MAP_READ | ( GST_MAP_FLAG_LAST
<< 1 ) ) ) ) <br>
{ <br>
errorToConsole( true, "Failed to map video frame" ); <br>
} <br>
GLuint textureId = *(guint *) gstFrame.data[0]; <br>
<br>
The result is the number 6. Which I felt was a plausible Texture
ID handle. But when I then use a lovely tool named imdebug, and
presume that the target for the texture is GL_TEXTURE_2D (which
might be wrong), it throws a fit, because it attempts to determine
the width and height of said texture via these calls: <br>
<br>
glBindTexture(target, texture); <br>
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_WIDTH, &w); <br>
glGetTexLevelParameteriv(target, 0, GL_TEXTURE_HEIGHT, &h);
<br>
<br>
So clearly something is wrong. Some place along this winding road,
I've misunderstood something or overlooked something. I'd much
appreciate any suggestions/clues! <br>
<br>
I myself am wondering if a callback at the sink is the right place
to grab the texture ID, but I'm not sure how to get at it any
earlier, and if that's wise. I am also unsure of how long this
texture Id is valid if I want to render it on to a quad. I hope
someone can shed a bit of light! <br>
</blockquote>
<br>
It will be valid for as long as it's not overwritten/reused by the
producing element which generally means while you keep a ref to the
buffer or have the video frame mapped.<br>
<br>
<blockquote cite="mid:%3C54B7E76D.6000904@lasselaursen.com%3E"
type="cite"> Regards, <br>
Lasse <br>
<br>
<div class="moz-signature">-- <br>
Lasse Farnung Laursen<br>
Researcher at the University of Tokyo<br>
<a moz-do-not-send="true" href="http://www.lasselaursen.com">www.lasselaursen.com</a><br>
Twitter: <a moz-do-not-send="true"
href="https://twitter.com/PMP_J">@PMP_J</a></div>
</blockquote>
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