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    <title>i.MX ProcessorsのトピックRe: Using a Full HD camera stream as OpenGL texture?</title>
    <link>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323070#M43226</link>
    <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;BLOCKQUOTE&gt;
&lt;P&gt;d.s.e wrote:&lt;/P&gt;
&lt;P&gt;&lt;/P&gt;
&lt;P&gt;Thanks for your reply. I also suspect it's the upload step.&amp;nbsp; [ ... ]&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="font-size: 10pt; line-height: 1.5em;"&gt; &lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;The format coming from the camera is UYVY.&lt;/P&gt;
&lt;P&gt;I didn't address the conversion step, yet. The plan was doing that inside the shader.&lt;/P&gt;
&lt;/BLOCKQUOTE&gt;&lt;P&gt;Ooooog, that may be another big part of the problem.&amp;nbsp; I suspect glTexImage2D() is performing a YUV-&amp;gt;RGB conversion during the upload, and this conversion is almost always done on the CPU, and is murderously expensive.&amp;nbsp; You'll need to work out a way to get the data over to GL memory without conversion (probably using PBOs), then let GL shaders do the conversion.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
    <pubDate>Thu, 26 Jun 2014 18:38:59 GMT</pubDate>
    <dc:creator>leoschwab</dc:creator>
    <dc:date>2014-06-26T18:38:59Z</dc:date>
    <item>
      <title>Using a Full HD camera stream as OpenGL texture?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323067#M43223</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;I'm fetching video data with V4L from a MIPI camera with 1920x1080 at 30 fps.&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;When I use glTexImage2D or glTexSubImage2D to use that data as an OpenGL texture, one of the cores goes up to 100% and the framerate drops significantly. Shouldn't it be possible to do something like this? What's the best way?&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;Working with Yocto on Wandboard Quad.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Mon, 23 Jun 2014 14:00:54 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323067#M43223</guid>
      <dc:creator>d_s_e</dc:creator>
      <dc:date>2014-06-23T14:00:54Z</dc:date>
    </item>
    <item>
      <title>Re: Using a Full HD camera stream as OpenGL texture?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323068#M43224</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;My OpenGL-fu is not strong (ironically enough), but I suspect the upload step is partially responsible for killing performance.&amp;nbsp; Pixel format conversion may also be killing you.&amp;nbsp; What format are the camera pixels in?&amp;nbsp; Have you investigated using GL Pixel Buffer Objects?&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;That said, 1080p video is still a &lt;EM&gt;lot&lt;/EM&gt; of data to be pushing around at 30 fps...&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Mon, 23 Jun 2014 20:05:27 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323068#M43224</guid>
      <dc:creator>leoschwab</dc:creator>
      <dc:date>2014-06-23T20:05:27Z</dc:date>
    </item>
    <item>
      <title>Re: Using a Full HD camera stream as OpenGL texture?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323069#M43225</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;P&gt;Thanks for your reply. I also suspect it's the upload step.&lt;/P&gt;&lt;P&gt;1080p@30fps is quite some data, but not uncommon nowadays, so I thought, the board could handle this without problems.&lt;/P&gt;&lt;P&gt;Is there a possibility to do this without moving the data around too much? Maybe with the GL Pixel Buffer Objects you mentioned? I'll have a look at that ...&lt;/P&gt;&lt;P&gt;&lt;/P&gt;&lt;P&gt;The format coming from the camera is UYVY.&lt;/P&gt;&lt;P&gt;I didn't address the conversion step, yet. The plan was doing that inside the shader.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Tue, 24 Jun 2014 07:48:41 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323069#M43225</guid>
      <dc:creator>d_s_e</dc:creator>
      <dc:date>2014-06-24T07:48:41Z</dc:date>
    </item>
    <item>
      <title>Re: Using a Full HD camera stream as OpenGL texture?</title>
      <link>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323070#M43226</link>
      <description>&lt;HTML&gt;&lt;HEAD&gt;&lt;/HEAD&gt;&lt;BODY&gt;&lt;BLOCKQUOTE&gt;
&lt;P&gt;d.s.e wrote:&lt;/P&gt;
&lt;P&gt;&lt;/P&gt;
&lt;P&gt;Thanks for your reply. I also suspect it's the upload step.&amp;nbsp; [ ... ]&lt;/P&gt;
&lt;P&gt;&lt;SPAN style="font-size: 10pt; line-height: 1.5em;"&gt; &lt;/SPAN&gt;&lt;/P&gt;
&lt;P&gt;The format coming from the camera is UYVY.&lt;/P&gt;
&lt;P&gt;I didn't address the conversion step, yet. The plan was doing that inside the shader.&lt;/P&gt;
&lt;/BLOCKQUOTE&gt;&lt;P&gt;Ooooog, that may be another big part of the problem.&amp;nbsp; I suspect glTexImage2D() is performing a YUV-&amp;gt;RGB conversion during the upload, and this conversion is almost always done on the CPU, and is murderously expensive.&amp;nbsp; You'll need to work out a way to get the data over to GL memory without conversion (probably using PBOs), then let GL shaders do the conversion.&lt;/P&gt;&lt;/BODY&gt;&lt;/HTML&gt;</description>
      <pubDate>Thu, 26 Jun 2014 18:38:59 GMT</pubDate>
      <guid>https://community.nxp.com/t5/i-MX-Processors/Using-a-Full-HD-camera-stream-as-OpenGL-texture/m-p/323070#M43226</guid>
      <dc:creator>leoschwab</dc:creator>
      <dc:date>2014-06-26T18:38:59Z</dc:date>
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