
Recherche avancée
Autres articles (55)
-
Websites made with MediaSPIP
2 mai 2011, parThis page lists some websites based on MediaSPIP.
-
Contribute to a better visual interface
13 avril 2011MediaSPIP is based on a system of themes and templates. Templates define the placement of information on the page, and can be adapted to a wide range of uses. Themes define the overall graphic appearance of the site.
Anyone can submit a new graphic theme or template and make it available to the MediaSPIP community. -
Submit enhancements and plugins
13 avril 2011If you have developed a new extension to add one or more useful features to MediaSPIP, let us know and its integration into the core MedisSPIP functionality will be considered.
You can use the development discussion list to request for help with creating a plugin. As MediaSPIP is based on SPIP - or you can use the SPIP discussion list SPIP-Zone.
Sur d’autres sites (9044)
-
vp9 : remove another optimization branch in iadst16 which causes overflows.
22 avril 2015, par Ronald S. Bultje -
Display FFMPEG decoded frame in a GLFW window
17 juin 2020, par InfectoI am implementing the client program of a game where the server sends encoded frames of the game to the client (via UDP), while the client decodes them (via FFMPEG) and displays them in a GLFW window. 
My program has two threads :



- 

- Thread 1 : renders the content of the uint8_t* variable
dataToRender
- Thread 2 : keeps obtaining frames from the server, decodes them and updates
dataToRender
accordingly







Thread 1 does the typical rendering of a GLFW window in a while-loop. I have already tried to display some dummy frame data (a completely red frame) and it worked :



while (!glfwWindowShouldClose(window)) {
 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
 ...

 glBindTexture(GL_TEXTURE_2D, tex_handle);
 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, window_width, window_height, 0, GL_RGB, GL_UNSIGNED_BYTE, dataToRender);
 ...
 glfwSwapBuffers(window);
}




Thread 2 is where I am having trouble. I am unable to properly store the decoded frame into my
dataToRender
variable. On top if it, the frame data is originally in YUV format and needs to be converted to RGB. I use FFMPEG'ssws_scale
for that, which also gives me abad dst image pointers
error output in the console. Here's the code snippet responsible for that part :


size_t data_size = frameBuffer.size(); // frameBuffer is a std::vector where I accumulate the frame data chunks
 uint8_t* data = frameBuffer.data(); // convert the vector to a pointer
 picture->format = AV_PIX_FMT_RGB24;
 av_frame_get_buffer(picture, 1);
 while (data_size > 0) {
 int ret = av_parser_parse2(parser, c, &pkt->data, &pkt->size,
 data, data_size, AV_NOPTS_VALUE, AV_NOPTS_VALUE, 0);
 if (ret < 0) {
 fprintf(stderr, "Error while parsing\n");
 exit(1);
 }
 data += ret;
 data_size -= ret;

 if (pkt->size) {
 swsContext = sws_getContext(
 c->width, c->height,
 AV_PIX_FMT_YUV420P, c->width, c->height,
 AV_PIX_FMT_RGB24, SWS_BILINEAR, NULL, NULL, NULL
 );
 uint8_t* rgb24[1] = { data };
 int rgb24_stride[1] = { 3 * c->width };
 sws_scale(swsContext, rgb24, rgb24_stride, 0, c->height, picture->data, picture->linesize);

 decode(c, picture, pkt, outname);
 // TODO: copy content of picture->data[0] to "dataToRender" maybe?
 }
 }




I have already tried doing another sws_scale to copy the content to
dataToRender
and I cannot get rid of thebad dst image pointers
error. Any advice or solution to the problem would be greatly appreciated as I have been stuck for days on this.

- Thread 1 : renders the content of the uint8_t* variable
-
Streaming Audio with OpenAL and FFMPEG
28 janvier 2013, par Michael BarthAlright, basically I'm working on a simple video player and I'll probably be asking another question about lagging video\syncing to audio later, but for now I'm having a problem with audio. What I've managed to do to is go through all of the audio frames of a video and add them to a vector buffer then play the audio from that buffer using OpenAL.
This is inefficient and memory hogging and so I need to be able stream it using what I guess is called a rotating buffer. I've ran into problems, one being that there's not a lot of information on streaming with OpenAL let alone the proper way to decode audio with FFMPEG and pipe it to OpenAL. I'm even less comfortable using a vector for my buffer because I honestly have no idea how vectors work in C++, but I some how managed to pull something out of my head to make it work.
Currently I have a Video class that looks like this :
class Video
{
public:
Video(string MOV);
~Video();
bool HasError();
string GetError();
void UpdateVideo();
void RenderToQuad(float Width, float Height);
void CleanTexture();
private:
string FileName;
bool Error;
int videoStream, audioStream, FrameFinished, ErrorLevel;
AVPacket packet;
AVFormatContext *pFormatCtx;
AVCodecContext *pCodecCtx, *aCodecCtx;
AVCodec *pCodec, *aCodec;
AVFrame *pFrame, *pFrameRGB, *aFrame;
GLuint VideoTexture;
struct SwsContext* swsContext;
ALint state;
ALuint bufferID, sourceID;
ALenum format;
ALsizei freq;
vector bufferData;
};The bottom private variables are the relevant ones. Currently I'm decoding audio in the class constructor to an AVFrame and adding the data to bufferData like so :
av_init_packet(&packet);
alGenBuffers(1, &bufferID);
alGenSources(1, &sourceID);
alListener3f(AL_POSITION, 0.0f, 0.0f, 0.0f);
int GotFrame = 0;
freq = aCodecCtx->sample_rate;
if (aCodecCtx->channels == 1)
format = AL_FORMAT_MONO16;
else
format = AL_FORMAT_STEREO16;
while (av_read_frame(pFormatCtx, &packet) >= 0)
{
if (packet.stream_index == audioStream)
{
avcodec_decode_audio4(aCodecCtx, aFrame, &GotFrame, &packet);
bufferData.insert(bufferData.end(), aFrame->data[0], aFrame->data[0] + aFrame->linesize[0]);
av_free_packet(&packet);
}
}
av_seek_frame(pFormatCtx, audioStream, 0, AVSEEK_FLAG_BACKWARD);
alBufferData(bufferID, format, &bufferData[0], static_cast<alsizei>(bufferData.size()), freq);
alSourcei(sourceID, AL_BUFFER, bufferID);
</alsizei>In my UpdateVideo() is where I'm decoding video to an OpenGL texture through the video stream, so it would make sense for me to decode my audio there and stream it :
void Video::UpdateVideo()
{
alGetSourcei(sourceID, AL_SOURCE_STATE, &state);
if (state != AL_PLAYING)
alSourcePlay(sourceID);
if (av_read_frame(pFormatCtx, &packet) >= 0)
{
if (packet.stream_index == videoStream)
{
avcodec_decode_video2(pCodecCtx, pFrame, &FrameFinished, &packet);
if (FrameFinished)
{
sws_scale(swsContext, pFrame->data, pFrame->linesize, 0, pCodecCtx->height, pFrameRGB->data, pFrameRGB->linesize);
av_free_packet(&packet);
}
}
else if (packet.stream_index == audioStream)
{
/*
avcodec_decode_audio4(aCodecCtx, aFrame, &FrameFinishd, &packet);
if (FrameFinished)
{
//Update Audio and rotate buffers here!
}
*/
}
glGenTextures(1, &VideoTexture);
glBindTexture(GL_TEXTURE_2D, VideoTexture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, 3, pCodecCtx->width, pCodecCtx->height, 0, GL_RGB, GL_UNSIGNED_BYTE, pFrameRGB->data[0]);
}
else
{
av_seek_frame(pFormatCtx, videoStream, 0, AVSEEK_FLAG_BACKWARD);
}
}So I guess the big question is how do I do it ? I've got no clue. Any help is appreciated, thank you !