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>
Fixes: Infinite loop
Fixes: 36666/clusterfuzz-testcase-minimized-ffmpeg_AV_CODEC_ID_JPEG2000_fuzzer-5912760671141888
Found-by: continuous fuzzing process https://github.com/google/oss-fuzz/tree/master/projects/ffmpeg
Reviewed-by: Paul B Mahol <onemda@gmail.com>
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
Fixes: signed integer overflow: 1683879955 - -466265224 cannot be represented in type 'int'
Fixes: 37419/clusterfuzz-testcase-minimized-ffmpeg_AV_CODEC_ID_APE_fuzzer-6074294407921664
Found-by: continuous fuzzing process https://github.com/google/oss-fuzz/tree/master/projects/ffmpeg
Reviewed-by: Paul B Mahol <onemda@gmail.com>
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
Fixes: Timeout
Fixes: 37035/clusterfuzz-testcase-minimized-ffmpeg_AV_CODEC_ID_XPM_fuzzer-5142718576721920
Found-by: continuous fuzzing process https://github.com/google/oss-fuzz/tree/master/projects/ffmpeg
Reviewed-by: Paul B Mahol <onemda@gmail.com>
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>