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".