I have a Microsoft visual studio application that is grabbing frames from cameras and I am trying to display those frames in a Qt application. I am doing some processing with the frames using OpenCV, so the frames are Mat objects. I use QThreads to parallelize the application. I am getting a Access Violation reading location when I try to emit a Mat signal from my CameraThread class.
main.cpp
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
MainWindow window;
window.show();
return app.exec();
}
mainwindow.cpp
#include "main_window.h"
MainWindow::MainWindow()
{
// create a horizontal widget
main_layout = new QVBoxLayout;
QHBoxLayout* row1 = new QHBoxLayout;
QHBoxLayout* row2 = new QHBoxLayout;
for (int i = 0; i < 1; i++) {
camera_array[i] = new CameraWidget(i);
if (i < 4)
row1->addWidget(camera_array[i]);
else
row2->addWidget(camera_array[i]);
}
main_layout->addLayout(row1);
main_layout->addLayout(row2);
// make the central widget the main layout window
central = new QWidget();
central->setLayout(main_layout);
setCentralWidget(central);
}
camerawidget.cpp
#include "stdafx.h"
#include "camera_widget.h"
CameraWidget::CameraWidget(int id)
{
camera_id = id;
qRegisterMetaType<cv::Mat>("cv::Mat");
current_frame = cv::imread("camera_1.png");
thread = new CameraThread(camera_id);
QObject::connect(thread, SIGNAL(renderFrame(cv::Mat)), this, SLOT(updateFrame(cv::Mat)));
thread->start();
}
CameraWidget::~CameraWidget()
{
qDebug("camera widget destructor");
thread->wait(5000);
}
// initializeGL() function is called just once, before paintGL() is called.
void CameraWidget::initializeGL()
{
qglClearColor(Qt::black);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 480.0f, 640.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
glGenTextures(3, &texture);
glBindTexture(GL_TEXTURE_2D, texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 480.0f, 640.0f, GL_BGR, GL_UNSIGNED_BYTE, NULL);
glDisable(GL_TEXTURE_2D);
}
void CameraWidget::paintGL()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glDisable(GL_DEPTH_TEST);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 480.0f, 640.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnable(GL_TEXTURE_2D);
current_frame_i = QImage(current_frame.data, current_frame.cols, current_frame.rows, current_frame.cols * 3, QImage::Format_RGB888);
glBindTexture(GL_TEXTURE_2D, texture);
// ******************************
// getting access violation here
// ******************************
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 480.0f, 640.0f, 0.0f, GL_BGR, GL_UNSIGNED_BYTE, current_frame.ptr());
glBegin(GL_QUADS);
glTexCoord2i(0, 1); glVertex2i(0, 640.0f);
glTexCoord2i(0, 0); glVertex2i(0, 0);
glTexCoord2i(1, 0); glVertex2i(480.0f, 0);
glTexCoord2i(1, 1); glVertex2i(480.0f, 640.0f);
glEnd();
glFlush();
}
void CameraWidget::resizeGL(int w, int h)
{
// setup viewport, projection etc.
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, 480.0f, 640.0f, 0.0f, 0.0f, 1.0f);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
}
void CameraWidget::updateFrame(cv::Mat image)
{
current_frame = image;
update();
}
camerathread.cpp
CameraThread::CameraThread(int id)
{
camera_q = new bounded_frame_queue(50);
}
void CameraThread::run()
{
cv::Mat image;
while (true) {
if (!camera_q->empty()) {
image = camera_q->pop();
if (!image.empty())
emit renderFrame(image);
}
else {
msleep(1);
}
}
}
When I emit renderFrame from the camerathread.cpp, I get an access violation reading location. I cannot read the current_frame.ptr() value in camerawidget.cpp.
Can someone direct me on how I can fix this issue?
What I see is happenning:
You get an image from queue. As per OpenCV docs:
Mat& cv::Mat::operator= ( const Mat & m )
cv::Mat image
(by value) when emitting signal. The copy constructor again doesn't copy any data:Your data pointers are queued on UI thread
You get/try-get new frame triggering release from p.1
Your queued slot is executed and crashes...
Suggestion: I haven't worked much with it, but it seems something like
cv::Mat::clone
to make a deep copy is what you need, to prevent release of memory before it would be used by UI thread.Or possibly it would be enough to define image right when you pop it from queue: