On 2020-08-05 9:55, Marton Balint wrote:
On Wed, 5 Aug 2020, Steve Lhomme wrote:
When used aggressively, calling SubmitDecoderBuffers() just after
ReleaseDecoderBuffer() may have the buffers not used properly and created
decoding artifacts.
It's likely due to the time to copy the submitted buffer in CPU mapped
memory
to GPU memory. SubmitDecoderBuffers() doesn't appear to wait for the
state
of the buffer submitted to become "ready".
Is this an API bug or the code is not using the API properly? Please
clarify this in the commit message if you can.
I do not know. The documentation on SubmitDecoderBuffers or
ReleaseDecoderBuffer doesn't say anything about that. Maybe the driver
documentation that manufacturers use have more information, but I don't
have it.
For now it's not supported in the legacy API using AVD3D11VAContext,
we need to
add a ID3D11DeviceContext in there as it cannot be derived from the other
interfaces we provide (ID3D11VideoContext is not a kind of
ID3D11DeviceContext).
---
libavcodec/dxva2.c | 33 +++++++++++++++++++++++++++++++++
libavcodec/dxva2_internal.h | 2 ++
2 files changed, 35 insertions(+)
diff --git a/libavcodec/dxva2.c b/libavcodec/dxva2.c
index 32416112bf..1a0e5b69b2 100644
--- a/libavcodec/dxva2.c
+++ b/libavcodec/dxva2.c
@@ -692,6 +692,12 @@ int ff_dxva2_decode_init(AVCodecContext *avctx)
d3d11_ctx->surface = sctx->d3d11_views;
d3d11_ctx->workaround = sctx->workaround;
d3d11_ctx->context_mutex = INVALID_HANDLE_VALUE;
+
+ D3D11_QUERY_DESC query = { 0 };
+ query.Query = D3D11_QUERY_EVENT;
+ if (FAILED(ID3D11Device_CreateQuery(device_hwctx->device,
&query,
+
(ID3D11Query**)&sctx->wait_copies)))
+ sctx->wait_copies = NULL;
}
#endif
@@ -729,6 +735,8 @@ int ff_dxva2_decode_uninit(AVCodecContext *avctx)
av_buffer_unref(&sctx->decoder_ref);
#if CONFIG_D3D11VA
+ if (sctx->wait_copies)
+ ID3D11Asynchronous_Release(sctx->wait_copies);
for (i = 0; i < sctx->nb_d3d11_views; i++) {
if (sctx->d3d11_views[i])
ID3D11VideoDecoderOutputView_Release(sctx->d3d11_views[i]);
@@ -932,6 +940,12 @@ int ff_dxva2_common_end_frame(AVCodecContext
*avctx, AVFrame *frame,
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx)) {
+ if (sctx->wait_copies) {
+ AVHWFramesContext *frames_ctx =
(AVHWFramesContext*)avctx->hw_frames_ctx->data;
+ AVD3D11VADeviceContext *device_hwctx =
frames_ctx->device_ctx->hwctx;
+ ID3D11DeviceContext_Begin(device_hwctx->device_context,
sctx->wait_copies);
+ }
+
buffer = &buffer11[buffer_count];
type = D3D11_VIDEO_DECODER_BUFFER_PICTURE_PARAMETERS;
}
@@ -1005,9 +1019,28 @@ int ff_dxva2_common_end_frame(AVCodecContext
*avctx, AVFrame *frame,
#if CONFIG_D3D11VA
if (ff_dxva2_is_d3d11(avctx))
+ {
coding style, same line opening brackets
+ int maxWait = 10;
You can push this initialization (and maybe the comment below) one block
down as far as I see.
+ /* wait until all the buffer release is done copying data to
the GPU
+ * before doing the submit command */
+ if (sctx->wait_copies) {
+ AVHWFramesContext *frames_ctx =
(AVHWFramesContext*)avctx->hw_frames_ctx->data;
+ AVD3D11VADeviceContext *device_hwctx =
frames_ctx->device_ctx->hwctx;
+ ID3D11DeviceContext_End(device_hwctx->device_context,
sctx->wait_copies);
+
+ while (maxWait-- && S_FALSE ==
+
ID3D11DeviceContext_GetData(device_hwctx->device_context,
+ sctx->wait_copies,
NULL, 0, 0)) {
+ ff_dxva2_unlock(avctx);
+ SleepEx(2, TRUE);
+ ff_dxva2_lock(avctx);
+ }
+ }
+
hr =
ID3D11VideoContext_SubmitDecoderBuffers(D3D11VA_CONTEXT(ctx)->video_context,
D3D11VA_CONTEXT(ctx)->decoder,
buffer_count,
buffer11);
+ }
#endif
#if CONFIG_DXVA2
if (avctx->pix_fmt == AV_PIX_FMT_DXVA2_VLD) {
diff --git a/libavcodec/dxva2_internal.h b/libavcodec/dxva2_internal.h
index b822af59cd..c44e8e09b0 100644
--- a/libavcodec/dxva2_internal.h
+++ b/libavcodec/dxva2_internal.h
@@ -81,6 +81,8 @@ typedef struct FFDXVASharedContext {
ID3D11VideoDecoderOutputView **d3d11_views;
int nb_d3d11_views;
ID3D11Texture2D *d3d11_texture;
+
+ ID3D11Asynchronous *wait_copies;
#endif
Regards,
Marton
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