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Bug de détection d’ogg
22 mars 2013, par
Mis à jour : Avril 2013
Langue : français
Type : Video
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Sur d’autres sites (7309)
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Revision 92479d9526 : Make update_partition_context faster Use vpx_memset for updating the partition
26 juin 2013, par Jingning HanChanged Paths :
Modify /vp9/common/vp9_blockd.h
Make update_partition_context fasterUse vpx_memset for updating the partition contexts. Thanks to Noah
for pointing out the need of refactoring in this part.Change-Id : I67fb78429d632298f1cd8a0be346cc76f79392a6
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Revision a63e31e81e : fix test compile error since : 92479d9 Make update_partition_context faster fix
29 juin 2013, par James ZernChanged Paths :
Modify /vp9/common/vp9_blockd.h
fix test compile errorsince :
92479d9 Make update_partition_context fasterfixes :
vp9/common/vp9_blockd.h:408:22 : error :
non-constant-expression cannot be narrowed from type 'int' to 'char' in
initializer list [-Wc+×narrowing]
char pcvalue[2] = (0xe << boffset), (0xf < -
Faster encoding of realtime 3d graphics with opengl and x264
26 décembre 2012, par cloudravenI am working on a system that sends a compressed video to a client from 3d graphics that are done in the server as soon as they are rendered.
I already have the code working, but I feel it could be much faster (and it is already a bottleneck in the system)Here is what I am doing :
First I grab the framebuffer
glReadBuffer( GL_FRONT );
glReadPixels( 0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer );Then I flip the framebuffer, because there is a weird bug with swsScale (which I am using for colorspace conversion) that flips the image vertically when I convert. I am flipping in advance, nothing fancy.
void VerticalFlip(int width, int height, byte* pixelData, int bitsPerPixel)
{
byte* temp = new byte[width*bitsPerPixel];
height--; //remember height array ends at height-1
for (int y = 0; y < (height+1)/2; y++)
{
memcpy(temp,&pixelData[y*width*bitsPerPixel],width*bitsPerPixel);
memcpy(&pixelData[y*width*bitsPerPixel],&pixelData[(height-y)*width*bitsPerPixel],width*bitsPerPixel);
memcpy(&pixelData[(height-y)*width*bitsPerPixel],temp,width*bitsPerPixel);
}
delete[] temp;
}Then I convert it to YUV420p
convertCtx = sws_getContext(width, height, PIX_FMT_RGB24, width, height, PIX_FMT_YUV420P, SWS_FAST_BILINEAR, NULL, NULL, NULL);
uint8_t *src[3]= {buffer, NULL, NULL};
sws_scale(convertCtx, src, &srcstride, 0, height, pic_in.img.plane, pic_in.img.i_stride);Then I pretty much just call the x264 encoder. I am already using the zerolatency preset.
int frame_size = x264_encoder_encode(_encoder, &nals, &i_nals, _inputPicture, &pic_out);
My guess is that there should be a faster way to do this. Capturing the frame and converting it to YUV420p. It would be nice to convert it to YUV420p in the GPU and only after that copying it to system memory, and hopefully there is a way to do color conversion without the need to flip.
If there is no better way, at least this question may help someone trying to do this, to do it the same way I did.