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    <p>Sorry, I don't know off hand.  I didn't work much on the code
      myself.<br>
    </p>
    <p>Rob<br>
    </p>
    <div class="moz-cite-prefix">On 8/10/20 11:38 PM, Ben Meijering
      wrote:<br>
    </div>
    <blockquote type="cite"
cite="mid:CAAb_kVYyH5zD25bjX4FzANwc9CkgbysLhRtGTmGzVR0_vGPKmg@mail.gmail.com">
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      <div dir="ltr">Hi Rob,
        <div><br>
        </div>
        <div>Thanks for the link.</div>
        <div>In this version I also see that m_pImgStream->setImage
          is invoked in FFmpegRenderThread::run(), another thread.<br>
        </div>
        <div>2015 is a long time ago, but do you perhaps remember why
          this is safe ?</div>
        <div><br>
        </div>
        <div>Thanks in advance.</div>
        <div><br>
        </div>
        <div>Cheers,</div>
        <div><br>
        </div>
        <div>Ben</div>
      </div>
      <br>
      <div class="gmail_quote">
        <div dir="ltr" class="gmail_attr">Op ma 10 aug. 2020 om 23:03
          schreef Rob Spearman <<a
            href="mailto:rob@digitaliseducation.com"
            moz-do-not-send="true">rob@digitaliseducation.com</a>>:<br>
        </div>
        <blockquote class="gmail_quote" style="margin:0px 0px 0px
          0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">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.  <br>
          <br>
          Source repo:  <a
            href="https://bitbucket.org/digitalis/osg-ffmpeg-plugin/"
            target="_blank" moz-do-not-send="true">https://bitbucket.org/digitalis/osg-ffmpeg-plugin/</a><br>
          <br>
          <div class="gmail_quote">
            <div dir="auto" class="gmail_attr">On Monday, August 10,
              2020 at 3:46:32 AM UTC-7 <a
                href="mailto:bjs.me...@gmail.com" target="_blank"
                moz-do-not-send="true">bjs.me...@gmail.com</a> wrote:<br>
            </div>
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              0.8ex;border-left:1px solid
              rgb(204,204,204);padding-left:1ex">
              <div dir="ltr">Hi Robert,<br>
                <br>
                Thanks for your response.<br>
                <br>
                If FFmpegImageStream::publishNewFrame is invoked from a
                separate thread.<br>
                Is it then somehow guaranteed that (for example)
                Texture2D::apply is not using/reading from the image
                object, while FFmpegImageStream::publishNewFrame is
                modifying it ?<br>
                <br>
                Cheers,<br>
                <br>
                Ben<br>
              </div>
              <br>
              <div class="gmail_quote">
                <div dir="ltr" class="gmail_attr">Op vr 31 jul. 2020 om
                  21:24 schreef Robert Osfield <<a rel="nofollow"
                    moz-do-not-send="true">robert....@gmail.com</a>>:<br>
                </div>
              </div>
              <div class="gmail_quote">
                <blockquote class="gmail_quote" style="margin:0px 0px
                  0px 0.8ex;border-left:1px solid
                  rgb(204,204,204);padding-left:1ex">Hi Ben,
                  <div><br>
                  </div>
                  <div>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.</div>
                  <div><br>
                  </div>
                  <div>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.</div>
                  <div><br>
                  </div>
                  <div>You should be able to just add the ffmpeg
                    genearted imagestream to a texture, start the steam
                    going and then largely forget about it.</div>
                  <div><br>
                  </div>
                  <div>Robert.<br>
                    <br>
                  </div>
                  <div class="gmail_quote">
                    <div dir="auto" class="gmail_attr">On Friday, 31
                      July 2020 at 20:15:45 UTC+1 <a rel="nofollow"
                        moz-do-not-send="true">bjs.me...@gmail.com</a>
                      wrote:<br>
                    </div>
                    <blockquote class="gmail_quote" style="margin:0px
                      0px 0px 0.8ex;border-left:1px solid
                      rgb(204,204,204);padding-left:1ex">
                      <div dir="ltr">
                        <div>Hi,</div>
                        <div><br>
                        </div>
                        <div>I was just looking at FFmpegImageStream, I
                          am not very familiar with this code, but I
                          have some questions.</div>
                        <div><br>
                        </div>
                        <div>It is not immediately clear to me how
                          FFmpegImageStream::publishNewFrame is thread
                          safe.</div>
                        <div>It seems like the image data is set
                          (setImage) from the video decoder thread.</div>
                        <div>The image then uses a pointer to one of the
                          buffers of the video decoder (of which the
                          contents might also change ?).</div>
                        <div><br>
                        </div>
                        <div>FFmpegImageStream also doesn't seem to
                          override requiresUpdateCall, which I believe
                          will result in the texture not being dynamic
                          (Texture2D::setImage).</div>
                        <div>Which could be used, for example in
                          StateSet::computeDataVariance(), to determine
                          whether the StateSet should be dynamic (which
                          is needed for multithreaded rendering).</div>
                        <div><br>
                        </div>
                        <div>If anyone could shed more light on this
                          subject, it would be very much appreciated.</div>
                        <div><br>
                        </div>
                        <div>Thank you.</div>
                        <div><br>
                        </div>
                        <div>Cheers,</div>
                        <div><br>
                        </div>
                        <div>Ben</div>
                      </div>
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