C
5
HAPTER
API Control
•
•
•
•
•
•
•
• Setting most GVO attributes only causes the value to be cached in the X server.
The values will be flushed to the hardware either when
NV_CTRL_GVO_DISPLAY_X_SCREEN is enabled, or when a GLX pbuffer is bound to
the GVO output (with glXBindVideoImageNV()).
• GLX_NV_video_out and NV_CTRL_GVO_DISPLAY_X_SCREEN are mutually
exclusive.
If NV_CTRL_GVO_DISPLAY_X_SCREEN is enabled, then glXGetVideoDeviceNV will
fail. Similarly, if a GLX client has locked the GVO output (via glXGetVideoDeviceNV),
then NV_CTRL_GVO_DISPLAY_X_SCREEN will fail. The
NV_CTRL_GVO_GLX_LOCKED event will be sent when a GLX client locks the GVO
output.
76
FRAMELOCK).
If you specify GENLOCK or FRAMELOCK, you should also specify
NV_CTRL_GVO_SYNC_SOURCE.
Use NV_CTRL_GVO_SYNC_INPUT_DETECTED and
NV_CTRL_GVO_SDI_SYNC_INPUT_DETECTED to detect what input syncs are
present.
If no analog sync is detected but it is known that a valid bi‐level or tri‐level sync is
connected, set NV_CTRL_GVO_COMPOSITE_SYNC_INPUT_DETECT_MODE
appropriately and retest with
NV_CTRL_GVO_COMPOSITE_SYNC_INPUT_DETECTED.
If syncing to input sync, query theNV_CTRL_GVO_INPUT_VIDEO_FORMAT
attribute.
The input video format can only be queried after SYNC_SOURCE is specified.
Specify the NV_CTRL_GVO_OUTPUT_VIDEO_FORMAT.
Specify the NV_CTRL_GVO_DATA_FORMAT.
Specify any custom Color Space Conversion (CSC) matrix, offset, and scale with
XNVCTRLSetGvoColorConversion().
If using the GLX_NV_video_out extension to display one or more pbuffers, call
glXGetVideoDeviceNV() to lock the GVO output for use by the GLX client, then
bind the pbuffer(s) to the GVO output with glXBindVideoImageNV() and send
pbuffers to the GVO output with glXSendPbufferToVideoNV().
See the GLX_NV_video_out spec for more details.
If, rather than using the GLX_NV_video_out extension to display GLX pbuffers on
the GVO output, you wish display the X screen on the GVO output, set
NV_CTRL_GVO_DISPLAY_X_SCREEN to
NV_CTRL_GVO_DISPLAY_X_SCREEN_ENABLE.
Quadro FX 4800/5800 and Quadro CX SDI User's Guide– Version 1.0
NVIDIA Corporation