What is the fastest way to display images to a Qt widget? I have decoded the video using libavformat and libavcodec, so I already have raw RGB or YCbCr 4:2:0 frames. I am currently using a QGraphicsView with a QGraphicsScene object containing a QGraphicsPixmapItem. I am currently getting the frame data into a QPixmap by using the QImage constructor from a memory buffer and converting it to QPixmap using QPixmap::fromImage().
I like the results of this and it seems relatively fast, but I can't help but think that there must be a more efficient way. I've also heard that the QImage to QPixmap conversion is expensive. I have implemented a solution that uses an SDL overlay on a widget, but I'd like to stay with just Qt since I am able to easily capture clicks and other user interaction with the video display using the QGraphicsView.
I am doing any required video scaling or colorspace conversions with libswscale so I would just like to know if anyone has a more efficient way to display the image data after all processing has been performed.
Thanks.
Thanks for the answers, but I finally revisited this problem and came up with a rather simple solution that gives good performance. It involves deriving from QGLWidget
and overriding the paintEvent()
function. Inside the paintEvent()
function, you can call QPainter::drawImage(...)
and it will perform the scaling to a specified rectangle for you using hardware if available. So it looks something like this:
class QGLCanvas : public QGLWidget
{
public:
QGLCanvas(QWidget* parent = NULL);
void setImage(const QImage& image);
protected:
void paintEvent(QPaintEvent*);
private:
QImage img;
};
QGLCanvas::QGLCanvas(QWidget* parent)
: QGLWidget(parent)
{
}
void QGLCanvas::setImage(const QImage& image)
{
img = image;
}
void QGLCanvas::paintEvent(QPaintEvent*)
{
QPainter p(this);
//Set the painter to use a smooth scaling algorithm.
p.setRenderHint(QPainter::SmoothPixmapTransform, 1);
p.drawImage(this->rect(), img);
}
With this, I still have to convert the YUV 420P to RGB32, but ffmpeg has a very fast implementation of that conversion in libswscale. The major gains come from two things:
QImage
to QPixmap
, which is happening in the QPainter::drawImage()
function is performed at the original image resolution as opposed to the upscaled fullscreen resolution.I was pegging my processor on just the display (decoding was being done in another thread) with my previous method. Now my display thread only uses about 8-9% of a core for fullscreen 1920x1200 30fps playback. I'm sure it could probably get even better if I could send the YUV data straight to the video card, but this is plenty good enough for now.
I have the same problem with gtkmm (gtk+ C++ wrapping). The best solution besides using a SDL overlay was to update directly the image buffer of the widget then ask for a redraw. But I don't know if it is feasible with Qt ...
my 2 cents
Depending on your OpenGL/shading skills you could try to copy the videos frames to a texture, map the texture to a rectangle (or anything else..fun!) and display it in a OpenGL scene. Not the most straight approach, but fast, because you're writing directly into the graphics memory (like SDL). I would also recoomend to use YCbCR only since this format is compressed (color, Y=full Cb,Cr are 1/4 of the frame) so less memory + less copying is needed to display a frame. I'm not using Qts GL directly but indirectly using GL in Qt (vis OSG) and can display about 7-11 full HD (1440 x 1080) videos in realtime.
If you love us? You can donate to us via Paypal or buy me a coffee so we can maintain and grow! Thank you!
Donate Us With