fixes#8857
If we do not clear the enc_ctrl, we will reuse previous frames' data like FrameType.
Reviewed-by: Xiang, Haihao <haihao.xiang@intel.com>
Signed-off-by: James Almer <jamrial@gmail.com>
When encoding yuva420 (alpha) frames, the vpx encoder uses a second
vpx_codec_ctx to encode the alpha stream. However, codec options were
only being applied to the primary encoder. This patch updates
codecctl_int and codecctl_intp to also apply codec options to the alpha
codec context when encoding frames with alpha.
This is necessary to take advantage of libvpx speed optimizations
such as 'row-mt' and 'cpu-used' when encoding videos with alpha.
Without this patch, the speed optimizations are only applied to the
primary stream encoding, and the overall encoding is just as slow
as it would be without the options specified.
Signed-off-by: Adam Chelminski <chelminski.adam@gmail.com>
Signed-off-by: James Zern <jzern@google.com>
It is a special BSF that is only available via the av_bsf_list-API;
it is not part of the list generated from the declarations in
bitstream_filters.c and therefore needn't have external linkage.
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
Adding DX11 relevant device type checks and adjusting callback with
proper MediaSDK pair type support.
Signed-off-by: Artem Galin <artem.galin@intel.com>
Adding DX11 relevant device type checks and adjusting callback with
proper MediaSDK pair type support.
Signed-off-by: Artem Galin <artem.galin@intel.com>
Adding DX11 relevant device type checks and adjusting callback with
proper MediaSDK pair type support.
Signed-off-by: Artem Galin <artem.galin@intel.com>
Microsoft VideoProcessor requires texture with D3DUSAGE_RENDERTARGET flag as output.
There is no way to allocate array of textures with D3D11_BIND_RENDER_TARGET flag
and .ArraySize > 2 by ID3D11Device_CreateTexture2D due to the Microsoft limitation.
Adding AVD3D11FrameDescriptors array to store array of single textures
instead of texture with multiple slices resolves this.
Signed-off-by: Artem Galin <artem.galin@intel.com>
UPD: Rebase of last patch set over current master and use DX9 as default device type.
Makes selection of dxva2/DX9 device type by default as before with explicit d3d11va/DX11 usage to cover more HW configurations.
Added warning message to expect changing default device type in the future.
Fixes TGL / AV1 decode as requires DX11 with explicit DX11 type
selection.
Add headless/multi adapter support and fixes:
https://trac.ffmpeg.org/ticket/7511https://trac.ffmpeg.org/ticket/6827http://ffmpeg.org/pipermail/ffmpeg-trac/2017-November/041901.htmlhttps://trac.ffmpeg.org/ticket/7933338fbcd5bbhttps://github.com/jellyfin/jellyfin/issues/2626#issuecomment-602153952
Any other fixes are welcome including OpenCL interop patch since I don't have proper setup to validate this use case
Decoding, encoding, transcoding have been validated.
child_device_type option is responsible for d3d11va/dxva2 device selection
Usage examples:
DirectX 11:
-init_hw_device qsv:hw,child_device_type=d3d11va
-init_hw_device qsv:hw,child_device_type=d3d11va,child_device=0
OR
-init_hw_device d3d11va=dx -init_hw_device qsv@dx
DirectX 9 is still supported but requires explicit selection:
-init_hw_device qsv:hw,child_device_type=dxva2
OR
-init_hw_device dxva2=dx -init_hw_device qsv@dx
Signed-off-by: Artem Galin <artem.galin@intel.com>
This enables usage of non-powered/headless GPU, better HDR support.
Pool of resources is allocated as one texture with array of slices.
Signed-off-by: Artem Galin <artem.galin@intel.com>
Adding DX11 relevant device type checks and adjusting callbacks with
proper MediaSDK pair type support.
Extending structure for proper MediaSDK pair type support.
Signed-off-by: Artem Galin <artem.galin@intel.com>