Hi Rob,

Ok, thanks for your responses.

Cheers,

Ben

Op di 11 aug. 2020 om 17:21 schreef Robert Spearman <
[email protected]>:

>
> Sorry, I don't know off hand.  I didn't work much on the code myself.
>
> Rob
> On 8/10/20 11:38 PM, Ben Meijering wrote:
>
> Hi Rob,
>
> Thanks for the link.
> In this version I also see that m_pImgStream->setImage is invoked
> in FFmpegRenderThread::run(), another thread.
> 2015 is a long time ago, but do you perhaps remember why this is safe ?
>
> Thanks in advance.
>
> Cheers,
>
> Ben
>
> Op ma 10 aug. 2020 om 23:03 schreef Rob Spearman <
> [email protected]>:
>
>> We made changes back in 2015 to fix threading issues with the osg ffmpeg
>> plugin.  I don't think these changes ever made it into OSG.
>>
>> Source repo:  https://bitbucket.org/digitalis/osg-ffmpeg-plugin/
>>
>> On Monday, August 10, 2020 at 3:46:32 AM UTC-7 [email protected] wrote:
>>
>>> Hi Robert,
>>>
>>> Thanks for your response.
>>>
>>> If FFmpegImageStream::publishNewFrame is invoked from a separate thread.
>>> Is it then somehow guaranteed that (for example) Texture2D::apply is not
>>> using/reading from the image object, while
>>> FFmpegImageStream::publishNewFrame is modifying it ?
>>>
>>> Cheers,
>>>
>>> Ben
>>>
>>> Op vr 31 jul. 2020 om 21:24 schreef Robert Osfield <[email protected]
>>> >:
>>>
>>>> Hi Ben,
>>>>
>>>> I'm away from my dev computer so just commenting off the top of my.
>>>> FFmpegImageStream should be double buffered so that the ffmpeg thread
>>>> writing to the image will be writing to one part of the data, while the
>>>> other half is available to be read by the graphics thread.  This should
>>>> avoid threading issues.
>>>>
>>>> The threading used by the ffmpeg plugin is separate from the viewer
>>>> threading so settings related to the viewer won't be important, nor will
>>>> general settings of the scene graph.
>>>>
>>>> You should be able to just add the ffmpeg genearted imagestream to a
>>>> texture, start the steam going and then largely forget about it.
>>>>
>>>> Robert.
>>>>
>>>> On Friday, 31 July 2020 at 20:15:45 UTC+1 [email protected] wrote:
>>>>
>>>>> Hi,
>>>>>
>>>>> I was just looking at FFmpegImageStream, I am not very familiar with
>>>>> this code, but I have some questions.
>>>>>
>>>>> It is not immediately clear to me how
>>>>> FFmpegImageStream::publishNewFrame is thread safe.
>>>>> It seems like the image data is set (setImage) from the video decoder
>>>>> thread.
>>>>> The image then uses a pointer to one of the buffers of the video
>>>>> decoder (of which the contents might also change ?).
>>>>>
>>>>> FFmpegImageStream also doesn't seem to override requiresUpdateCall,
>>>>> which I believe will result in the texture not being dynamic
>>>>> (Texture2D::setImage).
>>>>> Which could be used, for example in StateSet::computeDataVariance(),
>>>>> to determine whether the StateSet should be dynamic (which is needed for
>>>>> multithreaded rendering).
>>>>>
>>>>> If anyone could shed more light on this subject, it would be very much
>>>>> appreciated.
>>>>>
>>>>> Thank you.
>>>>>
>>>>> Cheers,
>>>>>
>>>>> Ben
>>>>>
>>>>
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