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qml: add some docs on display and contexts
Especially considering some dynamic pipeline scenarios. Part-of: <https://gitlab.freedesktop.org/gstreamer/gst-plugins-good/-/merge_requests/822>
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@ -21,6 +21,58 @@
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/**
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* SECTION:gstqtoverlay
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*
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* qmlgloverlay provides a way to render an almost-arbitrary QML scene within
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* GStreamer pipeline using the same OpenGL context that GStreamer uses
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* internally. This avoids attempting to share multiple OpenGL contexts
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* avoiding increased synchronisation points and attempting to share an OpenGL
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* context at runtime which some drivers do not like. The Intel driver on
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* Windows is a notable example of the last point.
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*
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* qmlgloverlay will attempt to retrieve the windowing system display connection
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* that Qt is using (#GstGLDisplay). This may be different to any already
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* existing window system display connection already in use in the pipeline for
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* a number of reasons. A couple of examples of this are:
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*
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* 1. Adding qmlgloverlay to an already running pipeline
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* 2. Not having any qmlgloverlay (or qmlglsink) element start up before any
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* other OpenGL-based element in the pipeline.
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*
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* If one of these scenarios occurs, then there will be multiple OpenGL contexts
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* in use in the pipeline. This means that either the pipeline will fail to
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* start up correctly, a downstream element may reject buffers, or a complete
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* GPU->System memory->GPU transfer is performed for every buffer.
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*
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* The requirement to avoid this is that all elements share the same
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* #GstGLDisplay object and as Qt cannot currently share an existing window
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* system display connection, GStreamer must use the window system display
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* connection provided by Qt. This window system display connection can be
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* retrieved by either a qmlglsink element or a qmlgloverlay element. The
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* recommended usage is to have either element (qmlglsink or qmlgloverlay)
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* be the first to propagate the #GstGLDisplay for the entire pipeline to use by
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* setting either element to the READY element state before any other OpenGL
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* element in the pipeline.
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*
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* In a dynamically adding qmlgloverlay (or qmlglsink) to a pipeline case,
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* there are some considerations for ensuring that the window system display
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* and OpenGL contexts are compatible with Qt. When the qmlgloverlay (or
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* qmlglsink) element is added and brought up to READY, it will propagate it's
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* own #GstGLDisplay using the #GstContext mechanism regardless of any existing
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* #GstGLDisplay used by the pipeline previously. In order for the new
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* #GstGLDisplay to be used, the application must then set the provided
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* #GstGLDisplay containing #GstContext on the pipeline. This may effectively
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* cause each OpenGL element to replace the window system display and also the
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* OpenGL context it is using. As such this process may take a significant
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* amount of time and resources as objects are recreated in the new OpenGL
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* context.
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*
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* All instances of qmlgloverlay and qmlglsink will return the exact same
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* #GstGLDisplay object while the pipeline is running regardless of whether
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* any qmlgloverlay or qmlglsink elements are added or removed from the
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* pipeline.
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*
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* The Qml scene will run at the pace of incoming buffers. One input buffer
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* will cause a render of one output buffer. The timestamps on the input
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* buffers are used to drive the animation time.
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*/
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#ifdef HAVE_CONFIG_H
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@ -21,6 +21,51 @@
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/**
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* SECTION:gstqtsink
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*
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* qmlglsink provides a way to render a video stream as a Qml object inside
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* the Qml scene graph. This is achieved by providing the incoming OpenGL
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* textures to Qt as a scene graph object.
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*
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* qmlglsink will attempt to retrieve the windowing system display connection
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* that Qt is using (#GstGLDisplay). This may be different to any already
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* existing window system display connection already in use in the pipeline for
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* a number of reasons. A couple of examples of this are:
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*
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* 1. Adding qmlglsink to an already running pipeline
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* 2. Not having any qmlglsink (or qmlgloverlay) element start up before any
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* other OpenGL-based element in the pipeline.
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*
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* If one of these scenarios occurs, then there will be multiple OpenGL contexts
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* in use in the pipeline. This means that either the pipeline will fail to
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* start up correctly, a downstream element may reject buffers, or a complete
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* GPU->System memory->GPU transfer is performed for every buffer.
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*
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* The requirement to avoid this is that all elements share the same
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* #GstGLDisplay object and as Qt cannot currently share an existing window
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* system display connection, GStreamer must use the window system display
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* connection provided by Qt. This window system display connection can be
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* retrieved by either a qmlglsink element or a qmlgloverlay element. The
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* recommended usage is to have either element (qmlglsink or qmlgloverlay)
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* be the first to propagate the #GstGLDisplay for the entire pipeline to use by
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* setting either element to the READY element state before any other OpenGL
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* element in the pipeline.
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*
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* In a dynamically adding qmlglsink (or qmlgloverlay) to a pipeline case,
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* there are some considerations for ensuring that the window system display
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* and OpenGL contexts are compatible with Qt. When the qmlgloverlay (or
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* qmlglsink) element is added and brought up to READY, it will propagate it's
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* own #GstGLDisplay using the #GstContext mechanism regardless of any existing
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* #GstGLDisplay used by the pipeline previously. In order for the new
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* #GstGLDisplay to be used, the application must then set the provided
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* #GstGLDisplay containing #GstContext on the pipeline. This may effectively
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* cause each OpenGL element to replace the window system display and also the
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* OpenGL context it is using. As such this process may take a significant
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* amount of time and resources as objects are recreated in the new OpenGL
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* context.
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*
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* All instances of qmlglsink and qmlgloverlay will return the exact same
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* #GstGLDisplay object while the pipeline is running regardless of whether
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* any qmlglsink or qmlgloverlay elements are added or removed from the
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* pipeline.
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*/
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#ifdef HAVE_CONFIG_H
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