Why does the Tango Camera Interface have two separate update texture functions? - google-project-tango

I am using the lastest Tango release at the time of this question which is Zaniah (Version 1.46, November 2016). I have two devices, a Project Tango development kit and a pre-release Lenovo phone.
Does anyone know why TangoService_updateTexture only works when a texture with the target GL_TEXTURE_EXTERNAL_OES is connected to the camera interface ?
There is a separate TangoService_updateTextureExternalOes function which is stated for use with GL_TEXTURE_EXTERNAL_OES textures so this gives the impression that TangoService_updateTexture should work with other types of textures such as GL_TEXTURE_2D (why else have a separate function?). However if you connect a texture with the GL_TEXTURE_2D target then a gl error is generated stating the texture can't be bound when TangoService_updateTexture is called, now without seeing the code I'm guessing that the Tango API tries to bind a texture to the GL_TEXTURE_EXTERNAL_OES target regardless of which function is called.
So if this is the case why are there two separate functions ?
Has anybody else observed this, is this intended behaviour or is this a known issue ?
I'm struggling to find any sort of information or documentation about it.
The API docs: https://developers.google.com/tango/apis/c/reference/group/camera

Both TangoService_updateTexture and TangoService_updateTextureExternalOes uses OES texture. Unfortunately, Tango only supports OES texture through C-API functions.
The major difference between these two functions is that TangoService_updateTexture requires TangoService_connectTexture with a valid texture id beforehand. That means when calling TangoService_connectTexture you have to have a valid texture id (and of course, a gl-context) setup. This ties gl-context's lifecycle very tightly together with Tango&Android lifecycle. This can be a little bit tricky to handle in some cases.
On the other side, TangoService_updateTextureExternalOes doesn't require any texture id setup before calling this function, so you can simply call it in render() function, which guarantees that gl-context is available.

Related

Camera texture in Unity with multithreaded rendering

I'm trying to do pretty much what TangoARScreen does but with multithreaded rendering on in Unity. I did some experiments and I'm stuck.
I tried several things, such as letting Tango render into the OES texture that would be then blitted into a regular Texture2D in Unity, but OpenGL keeps complaining about invalid display when I try to use it. Probably not even OnTangoCameraTextureAvailable is called in the correct GL context? Hard to say when you have no idea how Tango Core works internally.
Is registering a YUV texture via TangoService_Experimental_connectTextureIdUnity the way to go? I'd have to deal with YUV2RGB conversion I assume. Or should I use OnTangoImageMultithreadedAvailable and deal with the buffer? Render it with a custom share for instance? The documentation is pretty blank in these areas and every experiment means several wasted days at least. Did anyone get this working? Could you point me in the right direction? All I need is live camera image rendered into Unity's camera background.
Frome the April 2017: Gankino release notes: "The C API now supports getting the latest camera image's timestamp outside a GL thread .... Unity multithreaded rendering support will get added in a future release.". So I guess we need to wait a little bit.
Multithreaded rendering still can be used in applications without camera feed (with motion tracking only), choosing "YUV Texture and Raw Bytes" as overlay method in Tango Application Script.

DirectX to OpenGL hot-swap, doesn't display on Win32 window

During the developement of my engine, I'm trying to implement a feature, that enables hot-swapping between OpenGL and DirectX. Currently I'm testing on Win32 platform, and came across the following problem:
I implemented both renderer (OpenGL 3.0, and Direct3D11), both work fine alone. The swapping mechanism is the following:
Destroy the current rendering context, and build up the new one. For example: Release all DirectX objects, and then create OpenGL context, via WGL. I'm trying to implement this, using only one window (HWND).
Swapping from OpenGL 3.0 to DirectX11 works. (After destroying OpenGL, DirectX renders fine)
Destroying OpenGL and then recreating OpenGL again, works. Same with DirectX.
When I'm trying to swap from DirectX to OpenGL, the window will stop displaying the newly draw content, only the lastly drawn DirectX frame.
To construct the OpenGL context I'm using WGL. The class for the window was created with the CS_OWNDC style. I'm using SwapBuffers to flip the window buffers. Before setting up the context, I use SetPixelFormat with the previously returned value from ChoosePixelFormat. The created context is version 3.0, ensured via wglCreateContextAttribsARB.
Additional information:
All of the DirectX references are released, this was checked by calling ReportLiveDeviceObjects and checking the return value of ID3D11Device1::Release (0). ID3D11DeviceContext1::ClearState and Flush were called to ensure object destruction.
None of the OpenGL methods report error via glGetError, this is checked after every call. This is same for all OS, and WGL calls.
The OpenGL rendering calls are executing as expected, for example:
OpenGL rendering with 150 fps
Swap to DirectX, render with 60 fps (VSYNC)
Swap back to OpenGL, rendering again with 150 fps (not more)
There are other scenarios where OpenGL renders with more than 150 fps, so the rendering calls are executing properly.
My guess is that the flipping of the buffers doesn't work somehow, however SwapBuffers returns TRUE anyway.
I tried using SaveDC and RestoreDC before and after using DirectX, this resulted in now solution.
Using wglSwapLayerBuffers instead of SwapBuffers gives no change.
Can I somehow restore the HWND, or HDC to the original state, or do you guys have any idea why this might happen?
Guess I posted my question to soon, but however, this is how I solved it.
I dug around the documnentation for DirectX, and for the function CreateSwapChainForHwnd, I found the following:
Because you can associate only one flip presentation model swap chain at a time with an HWND, the Microsoft Direct3D 11 policy of deferring the destruction of objects can cause problems if you attempt to destroy a flip presentation model swap chain and replace it with another swap chain.
I was using DXGI_SWAP_EFFECT_FLIP_SEQUENTIAL in my swap chain descriptor, and this could mean, that DirectX sets up a flip swap chain for the window, but when I try to use it with OpenGL, it will fail swapping buffers somehow.
The solution for this, is to not use FLIP mode for creating the swap chain:
DXGI_SWAP_CHAIN_DESC1 scd;
scd.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
scd.Scaling = DXGI_SCALING_ASPECT_RATIO_STRETCH;
You have to set the Scaling to something else than DXGI_SCALING_NONE, or the creation will fail.
The interesting part is, that the DirectX still does not properly destroy the flip model on the window, altough I did everything it suggested in the documentation (ClearState and Flush calls).
CreateSwapChainForHwnd see Remarks
Edit: I found this question after some time. If anybody still has some idea, how to revert back to using GDI again instead of the DWM backbuffer, it is greatly appreciated.

How to render and retrieve image data on Google Project Tango?

I'd like to render the live image data on a GL surface (as shown in various Project Tango samples), and at the same time record (encode) it via a MediaCodec.
(On an Android Lollipop device, I've accomplished that using the camera2 interface and multiple surface targets, which works fine, but thus far Tango is pre-Lollipop...)
From other answers, it appears that you have to use the C API to access the image data.
The C API provides two camera frame functions -- TangoService_connectTextureId() and TangoService_connectOnFrameAvailable(). However, the documentation states "Use either TangoService_connectTextureId() or TangoService_connectOnFrameAvailable() but not both."
Why not both?
How do I best render and retrieve the image data?
The Pythagoras release now allows for simultaneous use of color and color texture callbacks now. That said, you want to use the connectOnFrameAvailable if you want to process the image, you'd end up doing extra unnecessary work if you try and peel it out of the texture.

How to render into Surface using OpenGL ES, without GLSurfaceRenderer

I need to draw a decoded video frame into an android.view.Surface object, in Android native C++ code.
I understand that the common way to do this is to implement GLSurfaceView.Renderer interface and call the native method from onDrawFrame(). But I cannot use that, I need to pass the Surface object to the native method and work on it from there.
I'm planning on using OpenGL ES APIs to do all the rendering job, because it's cross-platform. But I have no idea where does the Surface object comes in.
I've seen several examples where ANativeWindow_fromSurface() is used. I guess I could go that way it if I was not compelled to use OpenGL.
So where do I "set" my Surface object inside native code, so I am good-to-go to rendering my scene frames?
EDIT: Ok, I guess I just was not aware of EGL standard, which seems to be what I need in the presented case.
However, I am still looking for a way to "map" or "convert" a android.view.Surface object into whatever structure handled by EGL context, which I assume to be EGLNativeWindowType, without needing to access any Android-specific APIs.
Thanks in advance.

Can't create Direct2D DXGI Surface

I'm calling this method:
http://msdn.microsoft.com/en-us/library/dd371264(VS.85).aspx
The call fails with E_NOINTERFACE. The documentation is especially unhelpful as to why this may happen. I've enabled all of the DirectX 11 debug stuff and that's the best I got. I know that I have a valid IDXGISurface1* (also tried IDXGISurface) and the other parameters are set correctly. Any ideas as to why this call may fail?
Edit:
I also am having problems creating D3D11 devices. If I pass nullptr as the IDXGIAdapter* argument in D3D11CreateDeviceAndSwapChain, it works fine, but if I enumerate the adapters myself and pass in a pointer (the only one returned), it fails with invalid argument. The MSDN documentation explicitly says that if nullptr is passed, then the system uses the first return from EnumAdapters1. I am running a DX11 system.
Direct2D only works when you create a Direct3D 10.1 device, but it can share surfaces with Direct3D 11. All you need to do is create both devices and render all of your Direct2D content to a texture that you share between them. I use this technique in my own applications to use Direct2D with Direct3D 11. It incurs a slight cost, but it is small and constant per frame.
A basic outline of the process you will need to use is:
Create your Direct3D 11 device like you do normally.
Create a texture with the D3D10_RESOURCE_MISC_SHARED_KEYEDMUTEX option in order to allow access to the ID3D11KeyedMutex interface.
Use the GetSharedHandle to get a handle to the texture that can be shared among devices.
Create a Direct3D 10.1 device, ensuring that it is created on the same adapter.
Use OpenSharedResource function on the Direct3D 10.1 device to get a version of the texture for Direct3D 10.1.
Get access to the D3D10 KeyedMutex interface for the texture.
Use the Direct3D 10.1 version of the texture to create the RenderTarget using Direct2D.
When you want to render with D2D, use the keyed mutex to lock the texture for the D3D10 device. Then, acquire it in D3D11 and render the texture like you were probably already trying to do.
It's not trivial, but it works well, and it is the way that they intended you to interoperate between them. Windows 8 looks like it will introduce full D3D11 compatibility, so it will be just as simple as you expect.
Direct2D uses D3D10 devices not D3D11 devices. D3D11 device is probably that is reported as lacking interface by that E_NOINTERFACE.

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