- From: Fathy Boundjadj via GitHub <sysbot+gh@w3.org>
- Date: Sat, 21 Jan 2017 17:06:21 +0000
- To: public-media-capture-logs@w3.org
fathyb has just created a new issue for https://github.com/w3c/mediacapture-image: == Add a way to get stream raw pixels == `ImageCapture` lacks a way of getting raw camera pixels, I currently use `glTexImage2D`+`glReadPixels` but it's not efficient because of GPU synchronization and the slow frame roundtrip. I also tried `drawImage`+`getImageData` as said in the current draft but it's only 1ms better on my computer and two times slower on most Android phones. `ImageBitmap` are great for onscreen stuffs, but they do not provide an efficient way to process the camera data on the CPU, for a barcode reader for example. I do not think we should replace it with `ImageData` (again) but maybe provide both. We could have two function, `grabFrame` and `grabImageData`, where grabFrame triggers (maybe?) and upload to the GPU and then return an `ImageBitmap` and `grabImageData` triggers a CPU read and then return an `ImageData`, as most (if not all?) camera drivers store there frame in the CPU memory. The problem with `ImageData` being that if it's allocated each frame it could cause GC freezes. An other solution would be to provide a way (asynchronously?) to get an `ImageData` from an `ImageBitmap`, the vendors could then efficiently store both if needed and prevent a useless roundtrip. Please view or discuss this issue at https://github.com/w3c/mediacapture-image/issues/147 using your GitHub account
Received on Saturday, 21 January 2017 17:06:28 UTC