Quoting martin schitter (2024-10-10 10:50:45)
> 
> 
> On 10.10.24 08:06, Lynne via ffmpeg-devel wrote:
> > You can copy libavutil/vulkan* into whatever project you want, and 
> > change 4 #include lines to make it compile.
> > This lets you use the same API to construct and execute shaders as you 
> > would within lavc/lavfi/lavu into your own project. You will need to 
> > make libavutil a dependency as hwcontext_vulkan.c cannot be exported and 
> > must remain within libavutil.
> 
> Thanks for this description and the link. It's very interesting but not 
> exactly the kind of utilization I'm looking for.
> 
> I don't want to use the ffmpeg vulkan utils in another application, as 
> demonstrated in your example. I just want to use it within ffmpeg 
> itself, but slightly different as in all places which I saw until now.
> 
> To bring it to the point:
> 
> I would like to accelerate this trivial 10 and 12bit decoding of 
> bit-packed-scanlines in my DNxUncompressed implementation using compute 
> shaders, whenever the required hardware support is available resp. was 
> enabled on startup and fallback to CPU processing otherwise.

I have to wonder if it would actually help, given the overhead of
copying the data to the GPU and back. Wouldn't it be more useful to
write normal SIMD?

-- 
Anton Khirnov
_______________________________________________
ffmpeg-devel mailing list
ffmpeg-devel@ffmpeg.org
https://ffmpeg.org/mailman/listinfo/ffmpeg-devel

To unsubscribe, visit link above, or email
ffmpeg-devel-requ...@ffmpeg.org with subject "unsubscribe".

Reply via email to