On 18/03/2024 05:53, Xiang, Haihao wrote:
On So, 2024-03-17 at 20:51 +0000, Mark Thompson wrote:
For hardware cases where we are forced to have a fixed pool of frames
allocated up-front (such as array textures on decoder output), suggest
a possible workaround to the user if an allocation fails because the
pool is exhausted.
---
Perhaps helpful; any thoughts?

The warning comes out before any errors, looking like:

[mpeg2video @ 0x560ff51b4600] Failed to allocate a vaapi/nv12 frame from a
fixed pool of hardware frames.
[mpeg2video @ 0x560ff51b4600] Consider setting extra_hw_frames to a larger
value (currently set to 8, giving a pool size of 14).
[mpeg2video @ 0x560ff51b4600] get_buffer() failed
[vist#0:0/mpeg2video @ 0x560ff5199840] [dec:mpeg2video @ 0x560ff51b3b40] Error
submitting packet to decoder: Operation not permitted

I'm OK to print such warning so user may know how to work around it. But now
many cases are impacted by this error (e.g. https://trac.ffmpeg.org/ticket/10856
), I think it is a regression to user. I still prefer to use a dynamic buffer
pool instead fixed frame pool to avoid such error when the dynamic buffer pool
can work.

How would we implement this on D3D11 or D3D12?

A way of doing the second in particular would be very useful, because the 
current decoder only works on a subset of drivers which don't require array 
textures.

Thanks,

- Mark
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