
Data Transfer
Quadro SDI Output PG-03776-001_v06 | 23
5.4 STARTING VIDEO TRANSFERS
Once a video device has been configured, and the OpenGL pbuffer(s) required for data
transfer have been allocated and bound to the device, the next step is to commence
video transfers. This step is only required on Windows. The code to do this is listed in
Code Listing 20.
Code Listing 20: Starting VideoTransfers
if (( m_vioHandle ) && !(NvAPI_VIO_IsRunning(m_vioHandle))){
if ( NvAPI_VIO_Start( m_vioHandle ) != NVAPI_OK ) {
MessageBox(NULL, "Error starting video devices.",
"Error", MB_OK);
return E_FAIL;
}
}
5.5 SENDING FBO DATA
Once GPU rendering is complete, the contents of the render buffer or texture objects is
queued to the SDI video device with either the
glPresentFrameKeyedNV() or
glPresentFrameDualFillNV() functions.
void glPresentFrameKeyedNV(uint video_slot,
uint64EXT minPresentTime,
uint beginPresentTimeId,
uint presentDurationId,
enum type,
enum target0, uint fill0, uint key0,
enum target1, uint fill1, uint key1);
glPresentFrameKeyedNV should be utilized to display single- or dual-link fill or fill and
key data. The video_slot parameter specifies the video output slot in the current
rendering context on which this frame should be presented. The value of
minPresentTime should be set to either the earliest time in nanoseconds that the frame
should become visible on the SDI output, or the special value of 0 which indicates that
the frame should be presented at the next vertical retrace.
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