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Frame Synchronization User's Guide

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1. Outgoing Sync triggered from leading and falling edge This action overrides any refresh rate that you may have selected from the refresh rate list Determine the Incoming Signal Type NVIDIA Genlock supports the following external synchronization signal types e TTL 3 3 volt level e Composite Bi level NTSC or PAL sources use bi level composite signals e Composite Tri level HDTV sources commonly use tri level composite signals Normally the software automatically detects the signal type that is being used If necessary you can force the software to detect the signal type 1 Click Detect to force detection of the signal type The software tests each signal type and stops when it detects a match 2 If the signal type cannot be detected click the Incoming sync type list box arrow and then click the item corresponding to the signal source Click Composite Auto Detect if you want the frame lock board to classify the signal as bi level or tri level 3 Click Apply to activate the changes NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 7 CHAPTER 2 NVIDIA Frame Synchronization Understanding the Sync and Connection Status Indicators The Sync and connection status group box displays the status of the sync signals as well as the status of the BNC connection See Figure 2 4 Default Monitor and NVIDIA Quadro FX 3000 Properties PX 5 eo ee Frame synchronization options Lireat this system as
2. 22 NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 CHAPTER 3 Using the OpenGL Extensions wglGetGenlockSourceEdgel3D This call queries the current trigger pulse edge mode Function BOOL wglGetGenlockSourceEdgeI3D HDC hDC UINT uEdge Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card Parameters Out uEdge WGL GENLOCK SOURCE EDGE FALLING 13D Selects the falling edge of the source WGL GENLOCK SOURCE EDGE RISING I3D Selects the rising edge of the source WGL GENLOCK SOURCE EDGE BOTH_I3D Selects both edges of the source Return Values TRUE Success FALSE Failure wglGenlockSampleRatel3D This call sets the trigger pulse as a function of the specified sync source sampling rate Function BOOL wglGenlockSampleRateI3D HDC hDC UINT uRate Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card uRate Specifies every nth pulse of the sync source signal to use for the trigger pulse For example if uRate were set to a value of 2 every other sync source pulse would generate a trigger pulse uRate must be in the range of 1 6 Parameters Out Return Values TRUE Success FALSE Failure wglGetGenlockSampleRatel3D This call queries the current sync source sampling rate for the trigger pulse Function BOOL wglGetGenlockSampleRateI3D HDC hDC UINT
3. Portt In gi The connector is receiving the sync signal from another card r Out E The connector is sending the sync signal to another card r Figure 2 10 Sync and Connection Status NVIDIA Corporation 12 Frame Synchronization User s Guide Version 1 0 CHAPTER 2 NVIDIA Frame Synchronization Sync and Connection Status for the Server e Sync Status Sync Ready Green indicates that a sync pulse is present Timing Indicates whether the timing is locked to the sync signal Grey The timing is locked to the internal V Sync Stereo Always green indicates that it is in sync with a timing signal e Connection Status Out Out is the normal indicator for the server device In In indicates that the system is not selected as a server or client and is not Frame lock enabled Sync and Connection Status for the Client e Sync Status Sync Ready Green indicates that a sync pulse is present Timing Indicates whether the timing is locked to the sync signal Green The timing is locked to the signal on the frame lock connector Red Either no signal on the frame lock connector is detected or the lock to the signal has been lost Stereo Steady green indicates that the client s stereo timing is locked to the server s stereo signal e Connection Status In Out or Out In is the normal indicator for client devices In In indicates that there is no connection at any of the connectors of the client device or the syst
4. gt NVIDIA ForceWare Graphics Drivers Frame Synchronization User s Guide Version 1 0 N NVIDIA Corpog tion A November 5352003 i NVIDIA ForceWare Graphics Drivers Frame Synchronization User s Guide v1 0 Published by NVIDIA Corporation 2701 San Tomas Expressway Santa Clara CA 95050 Copyright 2003 NVIDIA Corporation All rights reserved This software may not in whole or in part be copied through any means mechanical electromechanical or otherwise without the express permission of NVIDIA Corporation Information furnished is believed to be accurate and reliable However NVIDIA assumes no responsibility for the consequences of use of such information nor for any infringement of patents or other rights of third parties which may result from its use No License is granted by implication or otherwise under any patent or patent rights of NVIDIA Corporation Specifications mentioned in the software are subject to change without notice NVIDIA Corporation products are not authorized for use as critical components in life support devices or systems without express written approval of NVIDIA Corporation NVIDIA the NVIDIA logo Accuview Antialiasing Detonator Digital Vibrance Control ForceWare GeForce nForce nView NVKeystone PowerMizer Quadro RIVA TNT TNT2 TwinView and Vanta are registered trademarks or trademarks of NVIDIA Corporation in the United States and or other countries DirectX Mi
5. How To Set Up Genlock Genlock Quick Start Guide The following are the basic steps to genlocking a system Detailed instructions are provided in the section Detailed Setup Instructions on page 4 1 Set Up the Hardware Connect the external sync source to the BNC connector on the graphics card 2 Set Up the Software Use the Frame Synchronization property page to establish the system as the server to choose the sync source and configure the sync pulse Detailed Setup Instructions Set Up the Hardware 1 Start the system then connect the external source signal to the House Sync connector BNC of the graphics card 2 Check the LED on the connector panel A green LED means the hardware has detected the timing signal and you can proceed to the next step An occasional red flash is OK A red LED means the hardware can t detect the timing signal Check the signal source and correct the problem before proceeding Figure 2 1 illustrates a system that is connected to the external sync source VZZZZA Portd Sync Source Connector Panel Figure 2 1 Example of Genlock Hardware Connections NVIDIA Corporation 4 Frame Synchronization User s Guide Version 1 0 CHAPTER 2 NVIDIA Frame Synchronization Set Up the Software 1 Open the Windows Display Properties control panel and click Settings gt Advanced to navigate to the NVIDIA graphics display properties page 2 Click the Frame Synchronization tree item from
6. frequency from the list 6 Click Apply NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 5 CHAPTER 2 NVIDIA Frame Synchronization The Sync and connection status group box indicates whether the display is genlocked to the external signal The status LEDs should be green as shown in Figure 2 3 Sync and connection status Q Sync ready Out tal Q Timing Out Tal Stereo sync House sync Q O Figure 2 3 Sync and Connection Status for a Genlocked System If the Timing LED is red indicating the display is not synchronized to the timing signal then see Synchronizing to the External House Signal for further instructions Synchronizing to the External House Signal This section provides instructions on additional steps that may be required to achieve successful genlock If in the process your display becomes unstable and you want to restore it to its original configuration do one or more of the following e Click Restore Defaults and then click Apply e Disconnect the external house sync Matching the External House Signal Frequency After clicking Apply in the previous section the external sync signal frequency is displayed in the section Incoming Rate in the control panel e Ifthe rate that you previously selected from the list is different then locate the matching frequency from the list and click Apply e If the rate is not listed but the listed values are within 0 5 Hz of the actual signal
7. page 15 explains the principles behind swap groups and describes the OpenGL extensions to use to control frame lock and swap sync functions e OpenGL Extensions on page 20 details the API calls for the extensions Frame Synchronization Using the OpenGL Extensions Swap sync refers to the synchronization of buffer swaps of multiple application windows By means of swap sync applications running on multiple systems can synchronize the application buffer swaps between all the systems Swap sync requires e proper connection and synchronization of the timing signals e a mechanism for binding several windows together so that buffer swaps can be synchronized across all windows About Buffer Swaps Key Points and Definitions Buffer swaps are performed on windows e Swap Groups If buffer swaps must be synchronized across several windows on a single system you can define a group that consists ofthe specified windows NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 15 CHAPTER 3 Using the OpenGL Extensions 16 e Swap Barriers If buffer swaps must be synchronized across several systems you can define a barrier that consists of the specified groups Buffer Swap Criteria The criteria for buffer swaps involves when a window is ready to swap and when a group is ready to swap Window Buffer Swaps Any hDc that is not a window such as a non visible rendering buffer is always ready ot
8. pulse delay maxDelay using the equation maxDelay maxLineDelay x maxPixelDelay Function Parameters In Parameters Out Return Values BOOL wglQueryGenlockMaxSourceDelayI3D HDC hDC UINT uMaxLineDelay UINT uMaxPixelDelay hDC Device context for the frame lock card or a window residing on the frame lock card uMaxLineDelay The maximum number of raster scan lines per frame This includes all visible and non visible lines such as vertical blanking lines for all fields uMaxPixelDelay The maximum number of pixels per raster scan line This includes all visible and non visible pixels such as horizontal blank TRUE Success FALSE Failure 24 NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 CHAPTER 3 Using the OpenGL Extensions Exported WGL_NV_swap_group Functions The exported functions for this extensions are e JoinSwapGroupNV e BindSwapBarrierNV e QuerySwapGroupNV e QueryMaxSwapGroupsNV e QueryFrameCountNV e ResetFrameCountNV JoinSwapGroupNV This call adds the OpenGL window with the device context hDC to the swap group specified by group If hoc is already a member of a different group it is implicitly removed from that group first Function BOOL JoinSwapGroupNV HDC hDC GLuint group Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card group Swap group number to which the device context is to be as
9. source signal upon which to base the trigger pulse call wglGenlockSourcel3D and specify either the internal sync signal or an external sync signal e To query the sync source call wglGetGenlockSourcel3D 1 The current hardware does not support triggering on field data so you cannot specify triggering on left only or right only frames NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 17 CHAPTER 3 Using the OpenGL Extensions Configure the Trigger Pulse The trigger pulse is derived from the sync source and is the signal to which all frame lock enabled boards are synchronized Specify the trigger pulse as follows e Set An Edge Mode Set the sync pulse to coincide with the leading edge the falling edge or both the leading and falling edge of the source sync signal by calling wglGenlockSourceEdgel3D and specifying either the rising edge the falling edge or both edges To query the edge mode call wglGetGenlockSourceEdgeI3D e Set a Sampling Value Set the sync pulse as a function of samplings of the source signal by calling wglGenlockSampleRatel3D and specifying every nth source pulse to use for the trigger pulse The minimum value is 1 The maximum value is 6 As an example if a value of 2 is used then every other source pulse would generate a trigger pulse To query the sample value call wglGetGenlockSampleRateI3D e Set an Optional Delay Value If the next display dow
10. C ofan OpenGL window There is only a single genlock device for each graphics adapter regardless of the number of monitors supported by the adapter Function BOOL wglEnableGenlockI3D HDC hDC Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card Return Values TRUE Success FALSE Failure NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 CHAPTER 3 Using the OpenGL Extensions wglDisableGenlockI3D This call disables genlock for a monitor Function Parameters In Return Values BOOL wglDisableGenlockI3D HDC hDC hDC Device context for the frame lock card or a window residing on the frame lock card TRUE Success FALSE Failure wglIsEnabledGenlockI3D This call queries the current genlock enable disable state Function Parameters In Parameters Out Return Values BOOL wglIsEnabledGenlockI3D HDC hDC BOOL pFlag hDC Device context for the frame lock card or a window residing on the frame lock card pFlag 0 Genlock is disabled 1 Genlock is enabled TRUE Success FALSE Failure wglGenlockSourcel3D This call sets the sync source upon which the frame lock sync trigger is based Function Parameters In Parameters Out Return Values BOOL wglGenlockSourceI3D HDC hDC UINT uSource hDC Device context for the frame lock card or a window residing on the frame lock card uSource WGL GENLOCK SOURCE MULTIVI
11. EW 13D Select the internal sync signal as the sync source WGL GENLOCK SOURCE EXTERNAL SYNC_I3D Select the external house sync as the sync source TRUE Success FALSE Failure NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 21 CHAPTER 3 Using the OpenGL Extensions wglGetGenlockSourcel3D This call queries the current sync source Function BOOL wglGetGenlockSourceI3D HDC hDC UINT uSource Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card Parameters Out uSource WGL GENLOCK SOURCE MULTIVIEW 13D The internal sync signal is the sync source WGL GENLOCK SOURCE EXTERNAL SYNC_I3D The external house sync is the sync source Return Values TRUE Success FALSE Failure wglGenlockSourceEdgel3D This call synchronizes the trigger pulse to the edge or edges of the source signal Function BOOL wglGenlockSourceEdgeI3D HDC hDC UINT uEdge Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card uEdge WG WG GEN Selects GEN OCK SOURCE the falling edge o f the EDGE FALLING 13D source LOCK SOURCE WG Parameters Out Selects EDGE RISING 13D the rising edge of the source OCK SOURCE GEN EDG E BOTH 13D Selects both edges of the source Return Values TRUE Success FALSE Failure
12. Synchronization 2 Designate one of the cards to be the server device The remaining cards are client devices The server determines the trigger pulse for the client devices The trigger pulse is derived from the V sync of the server video Figure 2 6 shows an example of four frame locked systems Out Out Client Server Client Client Figure 2 6 Example of Frame Lock Hardware Connections Set Up the Server 1 Start the system that you have designated as the server then open the Windows Display Properties control panel and click Settings gt Advanced to navigate to the NVIDIA graphics display properties page 2 Click the Frame Synchronization tree item from the slide out tray Default Monitor and NVIDIA Quadro FX 3000 Properties FR Monitor Troubleshoot Color Management Quadro FX 3000 Quadro FX 3000 A os Cs cs Screen Adjustment VIDIA Display Timing Frame synchronization options Color Correction S Perfor Edu C Treat this system as client OpenGL Settirx Y Treat this system as server Additional C Leading edge Refresh rate Hz 60 00 v Direct3D Settin C Fali z Overlay Controls aling edge Sync delay us oo Troubleshooting House sync en gt Incoming rate approx 0 00 Incoming sync type emperature Settir R gt Refresh Rate Over Dutgoing sync interval 0 C Sync to field 1 Change Resolution Syne and connection status frame om oea O Sync ready In w O Timing d
13. client Treat this system as server Leading edge Ealing edge J House sync Incoming rate approx 0 00 Dutgoing sync interval 2 O Timing using internal timing Monitor Troubleshoot amp Quadro FX 3000 nr VIDIA Refresh rate Hz Syne delay us Incoming syne type Composite v C Syne to field 1 60 00 v oo v Cha House sync Koa Figure 2 4 Sync Status Indicators House Sync Green indicates that a signal is present at the BNC connector 5 House Panel icon layout corresponds to the layout of the physical connectors Sync Ready Green indicates that a sync pulse is present Timing Indicates whether the timing is locked to the sync signal Green The timing is locked to the house sync Grey The timing is locked to the internal V Sync Red The display is not synchronized to the timing signal Stereo Sync Always green indicates that it is in sync with a timing signal NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 CHAPTER 2 NVIDIA Frame Synchronization How To Set Up Frame Lock Frame Lock Quick Start Guide The following are the basic steps to frame locking several systems Detailed instructions are provided in the section Detailed Setup Instructions on page 9 1 Set Up the Hardware Connect all the systems together using standard CATS patch cabling WARNING The voltage and s
14. crosoft Microsoft Internet Explorer logo Windows Windows logo Windows NT and or other Microsoft products referenced in this guide are either registered trademarks or trademarks of Microsoft Corporation in the U S and or other countries OpenGL is a registered trademark of Silicon Graphics Inc Other company and product names may be trademarks or registered trademarks of the respective owners with which they are associated NVIDIA Corporation Driver Utilities Frame Synchronization User s Guide Ver Table of Contents 4 1 About NVIDIA Frame LOCK bocca de ace Ann arena 1 2 NVIDIA Frame Synchronization 0 0c eee 2 Frame Synchronization Principles rat 6 2244 a 8 KH a8 388 fan Rew ee Dee hee 3 GenloCk 5 0 Sees ANS 3 Frame Lock with SWapOynC ss 2 urraca a e AE IA anne 3 Frame Lock Genlack 2 4 2 dE a en A IA A oee 3 How Te SsetlP Benlack 3 se Pada sa dhe ede A A aa AAA 4 Quick Stat Gulde 2 p 0849 She BEE Oe BREE See e E e aaae er ber 4 Detailed Setup InStruciOnss gia e de ogle sopane p ia b ee Bre e ewe ee amp ds be A 4 How To Set Wp Frame Lock a a rea a rk ee reader 9 Frame Lock Quick Start Guides 24 Fark aaa a e A E A eS 9 Detailed Setup InStUCUONS lt lt isidro a a bee o ana 9 Testing the Connections seo s ur un p ar tena Ok p as e A RR E 12 SWapP OyAG gt 22 we a A EA PA o rap 13 Seting Up Genlock FFrame LOCK 2 2a kr 2a SWS o 14 3 Using the OpenGL Extensions 0 cece ee e
15. ee nn 15 Frame Synchronization Using the OpenGL Extensions 2 2 222m nn nn nn 15 About B lfer SWAPS 2 Pa ns wad a a ea ae bh 15 Enabling and Configuring Genlock o s osassa ediad ensdras tck nr tiia tenrai 17 Configuring TOF SWap SYNG s e Ad en ee 19 OpenGL EXTENSIONS o area soa o ds ee A A IR O ehe de Ba ne ds a SG 20 Exported WGL 13D genlock FUNCIONS coets a E eRe SON eke wd Bd eas 20 Exported WGL_NV_swap_group Functions nn 25 NVIDIA Corporation i NVIDIA Drivers Frame Synchronization User s Guide Version 1 0 NVIDIA Corporation CHAPTER About NVIDIA Frame Synchronization ABOUT NVIDIA FRAME SYNCHRONIZATION When presenting applications across multiple displays or projection systems it is important that the displays operate in unison to create the appearance of a single display Seamless presentation requires the following processes Synchronizing the rendering of frames across all displays e Synchronizing the swapping of front and back buffers About This Document NVIDIA Frame Lock hardware and software enable you to create one large virtual canvas using multiple displays as explained in the following sections e NVIDIA Frame Synchronization on page 2 explains how to set up the hardware and software on multiple systems for frame synchronization e Using the OpenGL Extensions on page 15 explains how to use the OpenGL extensions supported by NVIDIA for synchronizing the display
16. em is not selected as a server or client and is not Frame lock enabled Swap Sync The application controls synchronization of buffer swaps swap sync between applications Proper connection and synchronization of the timing signal are required for correct synchronization of buffer swaps See Using the OpenGL Extensions on page 15 for instructions on how an application can use the extensions to accomplish swap sync NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 13 CHAPTER 2 NVIDIA Frame Synchronization Setting Up Genlock Frame Lock 14 The procedures in the previous two sections describe the more common uses of NVIDIA Frame Sync A third use involves a combination of genlock and frame lock In this setup a set of client systems are connected to a system that is designated as the server as described in How To Set Up Frame Lock on page 9 The difference is that the server system is genlocked to an external house sync as described in How To Set Up Genlock on page 4 Sync Source Figure 2 11 Example of Genlock Frame Lock Configuration NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 CHAPTER 3 Using the OpenGL Extensions USING THE OPENGL EXTENSIONS This chapter explains how to use the OpenGL extensions supported by the NVIDIA driver for accomplishing frame synchronization of applications e Frame Synchronization Using the OpenGL Extensions on
17. er of swap groups and swap barriers that are supported by the implementation Function BOOL QueryMaxSwapGroupsNV HDC hDC GLuint maxGroups GLuint maxBarriers Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card Parameters Out maxGroups The maximum group number supported by the implementation maxBarriers The maximum barrier number supported by the implementation Return Values TRUE Success FALSE Failure In this case maxGroups and maxBarriers are undefined QueryFrameCountNV QueryFrameCountNV returns in count the current frame counter for swapGroup This call returns the current frame count of the swap group Function BOOL QueryFrameCountNV HDC hDC GLuint count Parameters In hDC Device context for the frame lock card or for a window residing on the frame lock card Parameters Out count The current frame count of the swap group Return Values TRUE Frame count successfully retrieved FALSE Frame count retrieval failed NVIDIA Corporation 26 Frame Synchronization User s Guide Version 1 0 CHAPTER 3 Using the OpenGL Extensions ResetFrameCountNV This call resets to zero the frame count of the swap group The call succeeds only on the master device Function BOOL ResetFrameCountNV HDC hDC Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card Parameters Out Return Values TRUE Fra
18. f the next display downstream requires a slight delay enter the sync offset in microseconds in the Sync Delay box The sync offset is the delay between the source trigger point and the actual sync pulse See Figure 2 9 The value can be in the range of 0 to the time needed to display an entire frame Source signal SH A y A a Sync Pulse je jj yt ddo Sync Delay Skew Figure 2 9 Offset Applied to Sync Pulse 5 Click Apply to activate the changes NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 11 CHAPTER 2 NVIDIA Frame Synchronization Testing the Connections To test the connections click Initialize Link on the Server control panel The Sync and connection status group box displays the status of the sync signals as well as the status of the RJ45 ports The two ports are represented by connector icons See Figure 2 10 Default Monitor and NVIDIA Quadro FX 3000 Properties PR Monitor Troubleshoot Quadro FX 3000 Frame synchronization options mi Y Treat this system as server Y Leading edge Refresh rate Hz C Ealing edge Sync delay us House sync Incoming rate approx 0 00 Incoming sync type Composite vw Dutgoing sync interval 2 7 Syne to field 1 Syne and connection status Syne ready Dut tl Timing using internal timing u E O Stereo sync House sync House Porto E Panel icon layout corresponds to the layout of the physical connectors
19. herwise the following criteria must be satisfied before a buffer swap for a window can be performed The window itself must be ready meaning A buffer swap command has been issued for it Its swap interval has elapsed Ifthe window belongs to a group all the windows in the group must be ready Ifthe window belongs to a group and that group is bound to a barrier all groups bound to that barrier must be ready Group and Barrier Buffer Swaps e Buffer swaps for all windows in a swap group take place concurrently and buffer swaps for all groups using a barrier take place concurrently For barrier swaps the vertical retraces of the screens of all the groups must also be synchronized otherwise there is no guarantee of concurrency between groups e An implementation may support a limited number of swap groups and barriers and may have restrictions on where the users of a barrier can reside For example an implementation may allow the users to reside on different display devices or even hosts An implementation may return zero for any of maxGroups and maxBarriers returned by QueryMaxSwapGroupsNV if swap groups or barriers are not available in that implementation or on that host Frame Counter The implementation provides a universal counter or frame counter among all systems that are locked together by swap groups barriers It is based on the internal synchronization signal which triggers the buffer swap To obtain the cu
20. ignal on the frame lock ports are different from Ethernet signals Do not connect a Frame lock port to an Ethernet card or network hub Doing so can cause damage to the hardware 2 Set Up the Server Use the Frame Synchronization property page to establish the system as the server 3 Set Up the Clients Use the Frame Synchronization property page for each client to enable frame lock on that system and to add an optional delay to the sync pulse before transmitting to other clients Detailed Setup Instructions Set Up the Hardware 1 Daisy chain the graphics cards together using a standard CATS patch cable plugged into the external RJ45 connector You can connect to any of the two RJ45 connectors located on the graphics card bracket Each connector automatically configures itself as an input or output after all the connections are made and one system is configured as a synchronization server see Set Up the Server on page 10 A flashing green LED indicates an input and a flashing yellow LED indicates an output If there is no server assigned and connected then both LEDs are a steady green Figure 2 5 Frame Lock Connectors WARNING The voltage and signal on the frame lock ports are different from Ethernet signals Do not connect a Frame lock port to an Ethernet card or network hub Doing so can cause damage to the hardware NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 9 CHAPTER 2 NVIDIA Frame
21. isplay not synchronized n m O Stereo sync House sync O Restore defaults Figure 2 7 Frame Synchronization Page 3 Check the Treat this system as Server check box NVIDIA Corporation 10 Frame Synchronization User s Guide Version 1 0 CHAPTER 2 NVIDIA Frame Synchronization 4 Configure the Sync Pulse Frequency Click the Refresh rate Hz list box arrow and then click the frequency you want to use for the sync pulse The sync pulse frequency refresh rate must be supported by all the displays that are frame locked to the server 5 Click Apply to activate the changes The Sync and connection status group box indicates the type of timing used for the frame lock server system The Timing LED should be gray as shown in Figure 2 8 Sync and connection status O Sync ready Out Tal O Timing using internal timing Dut tal O stereo sync House sync Oo O Figure 2 8 Sync and Connection Status for a Frame Lock Server Set Up the Clients Using the OpenGL Extensions You can set up the slave devices using the OpenGL extensions See Using the OpenGL Extensions on page 15 Using the Frame Synchronization page 1 For each slave system start the system and then open the Windows Display Properties control panel and click Settings gt Advanced to navigate to the NVIDIA graphics display properties page 2 Click the Frame Synchronization tree item from the slide out tray 3 Click the Treat this system as Client check box 4 I
22. me counter is successfully reset FALSE Frame counter not successfully reset NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 27
23. nstream requires a slight delay delay the trigger pulse in pixels by calling wglGenlockSourceDelay13D and specify a delay The minimum delay value is 0 The maximum delay value is the number of pixel clocks needed to display an entire frame To determine the maximum delay value Call the function wglQueryGenlockMaxSourceDelay13D and obtain the values for maxLineDelay and maxPixelDelay Calculate the maximum delay using the equation maxDelay maxLineDelay x maxPixelDelay NVIDIA Corporation 18 Frame Synchronization User s Guide Version 1 0 CHAPTER 3 Using the OpenGL Extensions Configuring for Swap Sync Configuring Swap Groups You can assign an OpenGL window to a swap group There is a maximum number of allowable swap groups that can be created for any particular implementation To determine the maximum swap group number call QueryMaxSwapGroupsNV To assign a window to a swap group call JoinSwapGroupNv and specify the swap group number If hDc is already a member of a different group it is implicitly removed from that group If the swap group number is zero the hDC is removed from the current group To query the current swap group call QuerySwapGroupNV Configuring Swap Barriers You can bind a group to a barrier There is a maximum number of barriers that can be created To determine the maximum barrier number call QueryMaxSwapGroupsNV To bind a group to a barrier call BindSwa
24. of frames among multiple displays as well as synchronizing buffer swaps among multiple application windows Other Documents For details on using the NVIDIA Display Properties see the ForceWare Release 50 Graphics Drivers User 5 Guide System Requirements e Windows 2000 or Windows XP Quadro FX 3000G Graphics Card e NVIDIA Forceware Graphics Driver version 52 72 or later NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 1 CHAPTER 2 NVIDIA Frame Synchronization NVIDIA FRAME SYNCHRONIZATION Visual computing applications that involve multiple displays or even multiple windows within a display can require special signal processing and application controls in order to function properly For example display graphics must be synchronized with a video camera to produce quality recordings and applications presented on multiple displays must be synchronized to complete the illusion of a larger virtual canvas This chapter explains how the NVIDIA Frame Lock graphics cards and Frame Synchronization software lets you synchronize windows and displays for various visual computing applications NVIDIA Corporation 2 Frame Synchronization User s Guide Version 1 0 CHAPTER 2 NVIDIA Frame Synchronization Frame Synchronization Principles NVIDIA Frame Synchronizing actually involves two main processes e Genlock Synchronizing the displays to an external sync source e Frame Lock and Swap Sync Synch
25. pBarrierNV and specify the group and barrier numbers If the barrier number is zero then the group in unbound from the current barrier To query the current barrier call QuerySwapGroupNV NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 19 CHAPTER 3 Using the OpenGL Extensions OpenGL Extensions This section describes the relevant OpenGL extensions supported by the NVIDIA display driver to be shipped with the NVIDIA frame lock hardware The set of extensions supported for frame lock are exported as WGL_ 13D genlockandWGL NV swap group These are exported in the WGL extension string which can be queried by wglGetExtensionsStringAR This documentation covers the WGL versions of the extensions which are exported on Microsoft WindowsNT XP systems There is an equivalent Unix version of these extensions GLX_NV_swap group Exported WGL_I3D_genlock Functions 20 The exported functions for this extension are e wglEnableGenlockI3D e wglDisableGenlockI3D e wglIsEnabledGenlockI3D e wglGenlockSourcel3D wglGetGenlockSourcel3D e wglGenlockSourceEdgel3D wglGetGenlockSourceEdgel3D e wglGenlockSampleRatel3D e wglGetGenlockSampleRatel3D e wglGenlockSourceDelayI3D e wglGetGenlockSourceDelayI3D e wglQueryGenlockMaxSourceDelayI3D wglEnableGenlockI3D This call enables genlock for all monitors connected to a device device context hD
26. ronizing applications across multiple systems Genlock Genlock is the process of synchronizing the pixel scanning of one or more displays to an external synchronization source NVIDIA genlock requires the external signal to be either TTL or composite such as used for NTSC PAL or HDTV Frame Lock with Swap Sync Proper synchronization of an application running on multiple displays involves the following two processes e Frame Lock Frame lock involves the use of hardware to synchronize the frames on each display in a connected system When an application is displayed across multiple monitors frame locked systems help maintain image continuity to create a virtual canvas Frame lock is especially critical for stereo viewing where the left and right fields must be in sync across all displays e Swap Sync Swap sync refers to the synchronization of buffer swaps of multiple application windows By means of swap sync applications running on multiple systems can synchronize the application buffer swaps between all the systems Swap sync requires that the systems are frame locked Frame Lock Genlock Genlock can also be combined with frame lock When several systems are connected together a sync signal is fed from a master system to the other systems in the network and the displays are synchronized with each other NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 3 CHAPTER 2 NVIDIA Frame Synchronization
27. rrent frame count call QueryFrameCountNV To reset the frame count back to zero call Reset FrameCountNV In a system that has an NVIDIA frame lock device installed and enabled ResetFrameCountNV succeeds only when the frame lock device is configured as a Master device NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 CHAPTER 3 Using the OpenGL Extensions Enabling and Configuring Genlock See the section OpenGL Extensions on page 20 for detailed API descriptions of the extensions referred to in this section Enabling Genlock Each display that is intended to be part of a frame lock network must be enabled To enable call wglEnableGenlockI3D To disable call wglDisableGenlockI3D This call should be made before changing frame sync parameters in order to avoid synchronization problems e To query the state of a display call wglIsEnabledGenlockI3D Configuring the Sync Trigger The start of each frame is synchronized to the sync trigger pulse This pulse can be based on the vertical retrace signal of the frame lock device configured as the Master device or it can be derived from an external video signal like a house sync signal Configuring the trigger pulse involves e Selecting the sync source signal e Deriving the trigger pulse from the sync source based on the sync source edge sampling frequency and an optional delay Select the Sync Source e To select the
28. signed The value must be between 0 and maxGroups see QueryMaxSwapGroupsNV on page 26 If 0 the device context is unbound from its current group Parameters Out Return Values TRUE Success FALSE Failure BindSwapBarrierNV This call binds a swap group to a barrier Function BOOL BindSwapBarrierNV GLuint group GLuint barrier Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card group Swap group number that is to be bound to a barrier barrier Barrier number to which the swap group is to be bound Value must be between 0 and maxBarrier see QueryMaxSwapGroupsNV on page 26 Parameters Out Return Values TRUE Success FALSE Failure NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 25 CHAPTER 3 Using the OpenGL Extensions QuerySwapGroupNV This call returns the swap group number and barrier number to which the device context is bound Function BOOL QuerySwapGroupNV HDC hDC GLuint group GLuint barrier Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card Parameters Out group The group number to which the device context is bound or assigned barrier The barrier number to which the device context is bound Return Values TRUE Success FALSE Failure In this case group and barrier are undefined QueryMaxSwapGroupsNV This call returns the maximum numb
29. the slide out tray Default Monitor and NVIDIA Quadro FX 3000 Properties PR Troubleshoot Quadro FX 3000 CECE Quadro FX 3000 a Screen Adjustment BNIDIA Display Timing Frame synchronization options Color Correction 2 Performance amp Qua C Treat this system as client S OpenGL Setting Treat this system as server k pedir Y Leading edge Refresh rate Hz 6000 v ect ettin 3 N Overlay Controls UI Falling edge Sync delay us 000 Troubleshooting House sync NVRotate Incoming rate approx 0 00 Incoming sync type Outgoing sync intervat 0 C Syne to field 1 Temperature Settir Refresh Rate Over henge Resolution Sync and connection status q a e O Timing display not synchronized in E O Stereo sync House sync 00 Figure 2 2 Frame Synchronization Page 3 Check the Treat this system as Server check box 4 If the external signal is an interlaced signal such as used to drive a 1080160 display then click the Sync to field 1 check box For example when the Sync to field 1 check box is checked then only the first field of a 60Hz interlaced signal is used to synchronize the display In this way the effective 120Hz field sync is converted to a 60Hz frame sync 5 Click the Refresh Rate list arrow and choose a refresh rate that matches the external sync frequency If you do not know the external sync frequency then pick a reasonable
30. then enter the frequency directly into the list box and click Apply Adjusting for Interlaced External House Signals If the external signal is an interlaced signal then check the Sync to field 1 check box and click Apply Generating a Sync Frequency Slower than the External House Signal If the external sync frequency is not support by your display because it is too high you can use the external house signal to generate a sync signal of a reduced frequency by sampling the external signal Enter a number in the Outgoing sync interval box then click Apply NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 CHAPTER 2 NVIDIA Frame Synchronization This number represents the number of external sync pulses to receive before generating the synchronization pulse For example if the house sync frequency is 120 Hz then entering 1 in the Outgoing sync interval box results in a 60 Hz sync pulse l l l l Sync Pulse Outgoing Sync Interval value of 1 This action overrides any refresh rate that you may have selected from the refresh rate list Generating a Sync Frequency Faster than the External House Signal You can double the sync frequency by triggering the sync pulse off both the leading and falling edge of the source sync signal This works only with TTL level signals In the Sync Options section click both the leading and falling edge check box House signal Sync Pulse l
31. uRate Parameters In hDC Device context for the frame lock card or a window residing on the frame lock card Parameters Out uRate The nth pulse of the sync source used for the trigger pulse For example if uRate were set to a value of 2 every other sync source pulse would generate a trigger pulse Return Values TRUE Success FALSE Failure NVIDIA Corporation Frame Synchronization User s Guide Version 1 0 23 CHAPTER 3 Using the OpenGL Extensions wglGenlockSourceDelayI3D This call specifies the delay to apply to the trigger pulse Function Parameters In Parameters Out Return Values BOOL wglGenlockSourceDelayI3D HDC hDC UINT uDelay hDC Device context for the frame lock card or a window residing on the frame lock card uDelay The delay in pixels from the sync source trigger edge to the actual trigger pulse TRUE Success FALSE Failure wglGetGenlockSourceDelayI3D This call queries the current trigger pulse delay Function Parameters In Parameters Out Return Values BOOL wglGetGenlockSourceDelayI3D HDC hDC UINT uDelay hDC Device context for the frame lock card or a window residing on the frame lock card uDelay The delay in pixels from the sync source trigger edge to the actual trigger pulse TRUE Success FALSE Failure wglQueryGenlockMaxSourceDelayI3D This call queries the maximum line and pixel delay Use these values to calculate the maximum trigger

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