On 2020-08-11 13:08, Soft Works wrote:


-----Original Message-----
From: ffmpeg-devel <ffmpeg-devel-boun...@ffmpeg.org> On Behalf Of
Steve Lhomme
Sent: Tuesday, August 11, 2020 12:44 PM
To: ffmpeg-devel@ffmpeg.org
Subject: Re: [FFmpeg-devel] [PATCH v3 1/2] dxva: wait until D3D11 buffer
copies are done before submitting them


Even though the discussion is heated (fitting with the weather here) I don't
mind. I learned some stuff and it pushed me to dig deeper. I can't just accept
your word for it. I need something solid if I'm going to remove a lock that
helped me so far.

You're not supposed to accept my word. I wouldn’t do either. You could have
just valued it as a possibility..that's all.

So I'm currently tooling VLC to be able to bring the decoder to its knees and
find out what it can and cannot do safely. So far I can still see decoding
artifacts when I don't a lock, which would mean I still need the mutex, for the
reasons given in the previous mail.

Are you actually using D3D11 staging textures? I'm still not clear about
that "old-api" way.

No. I render the texture slices on the screen straight from the decoder. In a separate thread from the libavcodec thread(s).

I'm curious: what's your motivation for using D3D11 over D3D9?

At first for UWP apps (no other way except for D3D12). But now also because it supports HDR.

I mean, we are always transcoding without rendering a video to any surface.
Our reasons to use D3D11 are these two:

1. Works headless (without connected display)
2. Works without user session (like inside a Windows service)

What's yours?

When implementing D3D11 for QuickSync I managed to get very close to
DXVA2 performance eventually, but I hardly ever have been able to exceed it..

Same here, especially because I never managed to make it work without copying first to another texture. But I might give it another try in light of all this.

PS: Yes, it's damn hot here as well! :-)

Kind regards,
softworkz
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