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GetID3 - Bloc informations de fichiers
9 avril 2013, par
Mis à jour : Mai 2013
Langue : français
Type : Image
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GetID3 - Boutons supplémentaires
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Mis à jour : Avril 2013
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Autres articles (95)
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Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
ANNEXE : Les plugins utilisés spécifiquement pour la ferme
5 mars 2010, parLe site central/maître de la ferme a besoin d’utiliser plusieurs plugins supplémentaires vis à vis des canaux pour son bon fonctionnement. le plugin Gestion de la mutualisation ; le plugin inscription3 pour gérer les inscriptions et les demandes de création d’instance de mutualisation dès l’inscription des utilisateurs ; le plugin verifier qui fournit une API de vérification des champs (utilisé par inscription3) ; le plugin champs extras v2 nécessité par inscription3 (...)
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Support audio et vidéo HTML5
10 avril 2011MediaSPIP utilise les balises HTML5 video et audio pour la lecture de documents multimedia en profitant des dernières innovations du W3C supportées par les navigateurs modernes.
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Sur d’autres sites (8148)
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avcodec_decode_video2 fails to decode after frame resolution change
10 avril 2021, par Krzysztof KansyI'm using ffmpeg in Android project via JNI to decode real-time H264 video stream. On the Java side I'm only sending the the byte arrays into native module. Native code is running a loop and checking data buffers for new data to decode. Each data chunk is processed with :



int bytesLeft = data->GetSize();
int paserLength = 0;
int decodeDataLength = 0;
int gotPicture = 0;
const uint8_t* buffer = data->GetData();
while (bytesLeft > 0) {
 AVPacket packet;
 av_init_packet(&packet);
 paserLength = av_parser_parse2(_codecPaser, _codecCtx, &packet.data, &packet.size, buffer, bytesLeft, AV_NOPTS_VALUE, AV_NOPTS_VALUE, AV_NOPTS_VALUE);
 bytesLeft -= paserLength;
 buffer += paserLength;

 if (packet.size > 0) {
 decodeDataLength = avcodec_decode_video2(_codecCtx, _frame, &gotPicture, &packet);
 }
 else {
 break;
 }
 av_free_packet(&packet);
}

if (gotPicture) {
// pass the frame to rendering
}




The system works pretty well until incoming video's resolution changes. I need to handle transition between 4:3 and 16:9 aspect ratios. While having AVCodecContext configured as follows :



_codecCtx->flags2|=CODEC_FLAG2_FAST;
_codecCtx->thread_count = 2;
_codecCtx->thread_type = FF_THREAD_FRAME;

if(_codec->capabilities&CODEC_FLAG_LOW_DELAY){
 _codecCtx->flags|=CODEC_FLAG_LOW_DELAY;
}




I wasn't able to continue decoding new frames after video resolution change. The
got_picture_ptr
flag thatavcodec_decode_video2
enables when whole frame is available was never true after that.

This ticket made me wonder if the issue isn't connected with multithreading. Only useful thing I've noticed is that when I changethread_type
toFF_THREAD_SLICE
the decoder is not always blocked after resolution change, about half of my attempts were successfull. Switching to single-threaded processing is not possible, I need more computing power. Setting up the context to one thread does not solve the problem and makes the decoder not keeping up with processing incoming data.

Everything work well after app restart.


I can only think of one workoround (it doesn't really solve the problem) : unloading and loading the whole library after stream resolution change (e.g as mentioned in here). I don't think it's good tho, it will propably introduce other bugs and take a lot of time (from user's viewpoint).



Is it possible to fix this issue ?



EDIT :

I've dumped the stream data that is passed to decoding pipeline. I've changed the resolution few times while stream was being captured. Playing it with ffplay showed that in moment when resolution changed and preview in application froze, ffplay managed to continue, but preview is glitchy for a second or so. You can see full ffplay log here. In this case video preview stopped when I changed resolution to 960x720 for the second time. (Reinit context to 960x720, pix_fmt: yuv420p
in log).

-
avcodec_decode_video2 fails to decode after frame resolution change
7 octobre 2016, par Krzysztof KansyI’m using ffmpeg in Android project via JNI to decode real-time H264 video stream. On the Java side I’m only sending the the byte arrays into native module. Native code is running a loop and checking data buffers for new data to decode. Each data chunk is processed with :
int bytesLeft = data->GetSize();
int paserLength = 0;
int decodeDataLength = 0;
int gotPicture = 0;
const uint8_t* buffer = data->GetData();
while (bytesLeft > 0) {
AVPacket packet;
av_init_packet(&packet);
paserLength = av_parser_parse2(_codecPaser, _codecCtx, &packet.data, &packet.size, buffer, bytesLeft, AV_NOPTS_VALUE, AV_NOPTS_VALUE, AV_NOPTS_VALUE);
bytesLeft -= paserLength;
buffer += paserLength;
if (packet.size > 0) {
decodeDataLength = avcodec_decode_video2(_codecCtx, _frame, &gotPicture, &packet);
}
else {
break;
}
av_free_packet(&packet);
}
if (gotPicture) {
// pass the frame to rendering
}The system works pretty well until incoming video’s resolution changes. I need to handle transition between 4:3 and 16:9 aspect ratios. While having AVCodecContext configured as follows :
_codecCtx->flags2|=CODEC_FLAG2_FAST;
_codecCtx->thread_count = 2;
_codecCtx->thread_type = FF_THREAD_FRAME;
if(_codec->capabilities&CODEC_FLAG_LOW_DELAY){
_codecCtx->flags|=CODEC_FLAG_LOW_DELAY;
}I wasn’t able to continue decoding new frames after video resolution change. The
got_picture_ptr
flag thatavcodec_decode_video2
enables when whole frame is available was never true after that.
This ticket made me wonder if the issue isn’t connected with multithreading. Only useful thing I’ve noticed is that when I changethread_type
toFF_THREAD_SLICE
the decoder is not always blocked after resolution change, about half of my attempts were successfull. Switching to single-threaded processing is not possible, I need more computing power. Setting up the context to one thread does not solve the problem and makes the decoder not keeping up with processing incoming data.
Everything work well after app restart.I can only think of one workoround (it doesn’t really solve the problem) : unloading and loading the whole library after stream resolution change (e.g as mentioned in here). I don’t think it’s good tho, it will propably introduce other bugs and take a lot of time (from user’s viewpoint).
Is it possible to fix this issue ?
EDIT :
I’ve dumped the stream data that is passed to decoding pipeline. I’ve changed the resolution few times while stream was being captured. Playing it with ffplay showed that in moment when resolution changed and preview in application froze, ffplay managed to continue, but preview is glitchy for a second or so. You can see full ffplay log here. In this case video preview stopped when I changed resolution to 960x720 for the second time. (Reinit context to 960x720, pix_fmt: yuv420p
in log). -
Render FFmpeg AVFrame as OpenGL texture ?
5 mars 2019, par ZeroDefectI’m attempting to to render a jpeg image (1024x1024 pixels) in the form of an FFmpeg AVFrame as a texture in OpenGL. What I get instead is something that appears as a 1024x1024 dark green quad :
The code to render the AVFrame data in OpenGL is shown below. I have convinced myself that the raw RGB data held within the FFmpeg AVFrame data is not solely dark green.
GLuint g_texture = {};
//////////////////////////////////////////////////////////////////////////
void display()
{
// Clear color and depth buffers
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glMatrixMode(GL_MODELVIEW); // Operate on model-view matrix
glEnable(GL_TEXTURE_2D);
GLuint texture = g_texture;
glBindTexture(GL_TEXTURE_2D, texture);
// Draw a quad
glBegin(GL_QUADS);
glVertex2i(0, 0); // top left
glVertex2i(1024, 0); // top right
glVertex2i(1024, 1024); // bottom right
glVertex2i(0, 1024); // bottom left
glEnd();
glDisable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glFlush();
}
/* Initialize OpenGL Graphics */
void initGL(int w, int h)
{
glViewport(0, 0, w, h); // use a screen size of WIDTH x HEIGHT
glEnable(GL_TEXTURE_2D); // Enable 2D texturing
glMatrixMode(GL_PROJECTION); // Make a simple 2D projection on the entire window
glOrtho(0.0, w, h, 0.0, 0.0, 100.0);
glMatrixMode(GL_MODELVIEW); // Set the matrix mode to object modeling
//glTranslatef( 0, 0, -15 );
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClearDepth(0.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear the window
}
//////////////////////////////////////////////////////////////////////////
int main(int argc, char *argv[])
{
std::shared_ptr<avframe> apAVFrame;
if (!load_image_to_AVFrame(apAVFrame, "marble.jpg"))
{
assert(false);
return 1;
}
// From here on out, the AVFrame is RGB interleaved
// and is sized to 1,024 x 1,024 (power of 2).
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
glutInitWindowSize(1060, 1060);
glutInitWindowPosition(0, 0);
glutCreateWindow("OpenGL - Creating a texture");
glGenTextures(1, &g_texture);
//glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, g_texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, apAVFrame->width,
apAVFrame->height, 0, GL_RGB, GL_UNSIGNED_BYTE,
apAVFrame->data[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); /* We will use linear interpolation for magnification filter */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); /* We will use linear interpolation for minifying filter */
initGL(1060, 1060);
glutDisplayFunc(display);
glutMainLoop();
return 0;
}
</avframe>Environment :
- Ubuntu 18.04
- GCC v8.2
EDIT : As per @immibis’ suggestion below, it all works when I change the rendering of the quad to :
// Draw a quad
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2i(0, 0); // top left
glTexCoord2f(1, 0);
glVertex2i(1024, 0); // top right
glTexCoord2f(1, 1);
glVertex2i(1024, 1024); // bottom right
glTexCoord2f(0, 1);
glVertex2i(0, 1024); // bottom left
glEnd();