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Stereo master soundtrack
17 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Audio
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Elephants Dream - Cover of the soundtrack
17 octobre 2011, par
Mis à jour : Octobre 2011
Langue : English
Type : Image
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#7 Ambience
16 octobre 2011, par
Mis à jour : Juin 2015
Langue : English
Type : Audio
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#6 Teaser Music
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#5 End Title
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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#3 The Safest Place
16 octobre 2011, par
Mis à jour : Février 2013
Langue : English
Type : Audio
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Sur d’autres sites (2846)
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avcodec/dca : add REV1AUX sync word
7 janvier 2016, par foo86 -
the workstation' Image decode and render perform,use same code,worse than laptop
12 janvier 2024, par karma1995i'm working on Image decoding and rendering,trying to develop a software to process and display 4K TIFF and DPX sequence.Developing on my laptop and testing on both laptop and workstation.It's wired that workstaion's performance worse than laptop,my hardware and code information is here :
The information of both machine


- 

- Laptop
platform : windows 11
CPU : Intel I9-13900H 14C 20T
GPU : RTX 4060 Laptop GPU
Mem : 64G
Disk : SSD
- Workstaton
platform : windows 10
CPU : Intel Xeon 56C 112T
GPU : RTX A6000
Mem : 512
Disk : SSD
IDE
IDE is Qt, version 5.14.0, both on laptop and workstation.






For Image decoding, ffmpeg is used


void SeqDecodeTask::run()
{
 QElapsedTimer timer;
 timer.start();
 SwsContext* swsCtx = nullptr;
 AVPixelFormat srcFmt = AV_PIX_FMT_NONE;
 AVPixelFormat dstFmt = AV_PIX_FMT_NONE;
 AVFormatContext* fmtCtx;
 const AVCodec* codec;
 AVCodecContext* codecCtx;
 AVStream* stream;
 int index = -1;
 AVPacket pkt;
 AVFrame* frame = av_frame_alloc();
 AVFrame* output = av_frame_alloc();
 fmtCtx = avformat_alloc_context();

 if(avformat_open_input(&fmtCtx, file_.toUtf8(),
 nullptr, nullptr) < 0) {
 return;
 }
 if (avformat_find_stream_info(fmtCtx, nullptr) < 0) {
 return;
 }
 for (unsigned int i = 0; i < fmtCtx->nb_streams; i++) {
 if (fmtCtx->streams[i]->codecpar->codec_type == AVMEDIA_TYPE_VIDEO) {
 index = static_cast<int>(i);
 continue;
 }
 }
 if (index < 0) {
 return;
 }
 stream = fmtCtx->streams[index];
 fmtCtx->streams[index]->discard = AVDISCARD_DEFAULT;
 codecCtx = avcodec_alloc_context3(nullptr);
 if (avcodec_parameters_to_context(
 codecCtx,
 fmtCtx->streams[index]->codecpar) < 0) {
 return;
 }
 codec = avcodec_find_decoder(codecCtx->codec_id);
 if (codec == nullptr) {
 return;
 }
 if (avcodec_open2(codecCtx, codec, nullptr) < 0) {
 return;
 }
 av_read_frame(fmtCtx, &pkt);
 avcodec_send_packet(codecCtx, &pkt);
 avcodec_receive_frame(codecCtx, frame);

 if (srcFmt == AV_PIX_FMT_NONE) {
 srcFmt = static_cast<avpixelformat>(frame->format);
 }
 dstFmt = AV_PIX_FMT_RGBA64LE;
 cv::Mat mat(cv::Size(frame->width, frame->height), CV_16UC4);
 if (!(frame->width < 0 || frame->height < 0)) {
 if (swsCtx == nullptr) {
 swsCtx = sws_alloc_context();
 swsCtx = sws_getContext(frame->width,
 frame->height,
 srcFmt,
 frame->width,
 frame->height,
 dstFmt,
 SWS_BICUBIC, nullptr,
 nullptr, nullptr);
 }

 swsCtx = sws_getContext(frame->width, frame->height,
 srcFmt,
 frame->width, frame->height,
 dstFmt,
 SWS_BICUBIC, nullptr, nullptr, nullptr);
 av_image_fill_arrays(output->data, output->linesize,
 static_cast(mat.data),
 dstFmt,
 frame->width, frame->height, 1);
 sws_scale(swsCtx, static_cast<const>(frame->data),
 frame->linesize, 0, frame->height, output->data, output->linesize);
 }
 av_packet_unref(&pkt);
 av_frame_free(&output);
 av_frame_free(&frame);
 sws_freeContext(swsCtx);
 avcodec_free_context(&codecCtx);
 avformat_free_context(fmtCtx);

 buffer_->edit(true, item_, index_, file_, mat);

 emit decodeTaskFinished();
 qDebug() << "decode time " << timer.elapsed();
}
</const></avpixelformat></int>


Simply get the media information, decode, format transform and store in mat.It's a QRunnable class for multithread.


For rendering, have tried both QPainter and SceneGraph
QPainter :


void PaintedItemRender::paint(QPainter *painter)
{
 QElapsedTimer timer;
 timer.start();
 painter->setRenderHint(QPainter::Antialiasing, true);
 int width = this->width();
 int height = this->height();
// if (defaultWidth_ == NULL || defaultHeight_ == NULL) {
// defaultWidth_ = width;
// defaultHeight_ = height;
// }
 painter->setBrush(Qt::black);
 painter->drawRect(0, 0, width, height);

 QImage img = image_.scaled(QSize(width, height), Qt::KeepAspectRatio);
 /* calculate display position */
 int x = (this->width() - img.width()) / 2;
 int y = (this->height() - img.height()) / 2;

 painter->drawImage(QPoint(x, y), img);
 qDebug() << "paint time: " <code>


SceneGraph


QSGNode *SceneGraphRender::updatePaintNode(QSGNode* oldNode,
 QQuickItem::UpdatePaintNodeData* updatePaintNodeData)
{
 Q_UNUSED(updatePaintNodeData)
 QSGSimpleTextureNode* tex = nullptr;
 QSGTransformNode* trans = nullptr;
 if(!oldNode) {
 tex = new QSGSimpleTextureNode;
 tex->setFlag(QSGNode::OwnsMaterial, true);
 tex->setFiltering(QSGTexture::Linear);
 tex->setTexture(window()->createTextureFromImage(image_));
 tex->setRect(0, 0, width(), height());
 trans = new QSGTransformNode();
 if (!image_.isNull()) {
 float factorW = 1;
 float factorH = 1;
 if (image_.width() > width()) {
 factorH = factorW = width() / image_.width();
 }
 else if (image_.height() > height()) {
 factorW = factorH = height() / image_.height();
 }
 else if (image_.width() < width() && image_.height() < height()) {
 if (width() - image_.width() < image_.height() - height()) {
 factorH = factorW = width() / image_.width();
 }
 else {
 factorH = factorW = height() / image_.height();
 }
 }
 QMatrix4x4 mat;
 float scaledW = tex->rect().width() * factorW;
 float scaledH = tex->rect().height() * factorH;
 if (width() > scaledW) {
 mat.translate((width() - tex->rect().width() * factorW) / 2, 0);
 }
 if (height() > scaledH) {
 mat.translate(0, (height() - tex->rect().height() * factorH) / 2);
 }
 mat.scale(factorW, factorH);
 trans->setMatrix(mat);
 trans->markDirty(QSGNode::DirtyMatrix);
 }
 else {
 scaled_ = true;
 }
 trans->appendChildNode(tex);
 }
 else {
 trans = static_cast<qsgtransformnode>(oldNode);
 tex = static_cast<qsgsimpletexturenode>(trans->childAtIndex(0));
 QSGTexture* texture = tex->texture();
 tex->setTexture(window()->createTextureFromImage(image_));
 tex->setRect(0, 0, image_.width(), image_.height());
 texture->deleteLater();
 if(!image_.isNull() && scaled_) {
 float factorW = 1;
 float factorH = 1;
 if (image_.width() > width()) {
 factorH = factorW = width() / image_.width();
 }
 else if (image_.height() > height()) {
 factorW = factorH = height() / image_.height();
 }
 else if (image_.width() < width() && image_.height() < height()) {
 if (width() - image_.width() < image_.height() - height()) {
 factorH = factorW = width() / image_.width();
 }
 else {
 factorH = factorW = height() / image_.height();
 }

 }
 QMatrix4x4 mat;
 float scaledW = tex->rect().width() * factorW;
 float scaledH = tex->rect().height() * factorH;
 if (width() > scaledW) {
 mat.translate((width() - tex->rect().width() * factorW) / 2, 0);
 }
 if (height() > scaledH) {
 mat.translate(0, (height() - tex->rect().height() * factorH) / 2);
 }
 mat.scale(factorW, factorH);
 trans->setMatrix(mat);
 trans->markDirty(QSGNode::DirtyMatrix);
 scaled_ = false;
 }
 }
 return trans;
}
</qsgsimpletexturenode></qsgtransformnode>


Time Usage
Test image sequence is 4K DPX sequence, 12 bits, RGB.Decode only use one thread ;


- 

- Laptop
decoding : around 200ms per frame
rendering : around 20ms per frame
- Workstation
decoding : over 600ms per frame
rendering : around 80ms per frame






i'm tring to figure out the reason that make performance diffrent and fix it, appreciate for any advice, thank you.


-
avcodec/iff : add support for vertical word compression in ILBM
6 janvier 2017, par Paul B Mahol