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La conservation du net art au musée. Les stratégies à l’œuvre
26 mai 2011
Mis à jour : Juillet 2013
Langue : français
Type : Texte
Autres articles (111)
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La file d’attente de SPIPmotion
28 novembre 2010, parUne file d’attente stockée dans la base de donnée
Lors de son installation, SPIPmotion crée une nouvelle table dans la base de donnée intitulée spip_spipmotion_attentes.
Cette nouvelle table est constituée des champs suivants : id_spipmotion_attente, l’identifiant numérique unique de la tâche à traiter ; id_document, l’identifiant numérique du document original à encoder ; id_objet l’identifiant unique de l’objet auquel le document encodé devra être attaché automatiquement ; objet, le type d’objet auquel (...) -
Les autorisations surchargées par les plugins
27 avril 2010, parMediaspip core
autoriser_auteur_modifier() afin que les visiteurs soient capables de modifier leurs informations sur la page d’auteurs -
Contribute to documentation
13 avril 2011Documentation is vital to the development of improved technical capabilities.
MediaSPIP welcomes documentation by users as well as developers - including : critique of existing features and functions articles contributed by developers, administrators, content producers and editors screenshots to illustrate the above translations of existing documentation into other languages
To contribute, register to the project users’ mailing (...)
Sur d’autres sites (8813)
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Pass ID3D11Texture2D back buffer to libx264 encoder
17 janvier 2019, par Chris SixsmithI’m writing a C++ program to encode frames from a DirectX game to the H.264/MPEG-4 AVC format. I am using libx264 alone with no other dependencies at the moment.
I have a
ID3D11Texture2D*
resolved back buffer of the next game frame. I need to somehow copy this into thex264_picture
input (apparently YUV420P format according to limited help I’ve found) but I cannot find any way to do so online.Here is my code at the moment :
void Fx264VideoEncoder::Fx264VideoEncoderImpl::InitFrameInputBuffer(const FTexture2DRHIRef& BackBuffer, FFrame& Frame)
{
x264_picture_alloc(Frame.InputPicture, X264_CSP_I420, x264Parameters.i_width, x264Parameters.i_height);
// We need to take the back buffer and convert it to an input format that libx264 can understand
{
ID3D11Texture2D* ResolvedBackBufferDX11 = (ID3D11Texture2D*)(GetD3D11TextureFromRHITexture(Frame.ResolvedBackBuffer)->GetResource());
EPixelFormat PixelFormat = Frame.ResolvedBackBuffer->GetFormat();
// ...?
}
} -
avutil/hwcontext_d3d11va : pass the format value from outside for staging texture
7 mai 2022, par Tong Wuavutil/hwcontext_d3d11va : pass the format value from outside for staging texture
In d3d11va_create_staging_texture(), during the hwmap process, the
ctx->internal->priv is not initialized, resulting in the
texDesc.Format not initialized. Now pass the format value from
d3d11va_transfer_data() to fix it.$ ffmpeg.exe -y -hwaccel qsv -init_hw_device d3d11va=d3d11 \
init_hw_device qsv=qsv@d3d11 -c:v h264_qsv \
i input.h264 -vf "hwmap=derive_device=d3d11va,format=d3d11,hwdownload,format=nv12" \
f null -
Reviewed-by : Soft Works <softworkz@hotmail.com>
Signed-off-by : Tong Wu <tong1.wu@intel.com>
Signed-off-by : Haihao Xiang <haihao.xiang@intel.com> -
Revision dc7da005d7 : Fix to resize logic for 1 pass mode. Proper use/update of resize_state and resi
15 juillet 2015, par MarcoChanged Paths :
Modify /vp9/encoder/vp9_encoder.c
Modify /vp9/encoder/vp9_ratectrl.c
Fix to resize logic for 1 pass mode.Proper use/update of resize_state and resize_pending to constrain
the total amount of downsizing to be at most one scale down, for now.Change-Id : Id18fc32499f2fbdbec16728dcdc9e4eac09098f0