SHA256
Prefer QSV System Memory Input With GPU Frame Pool Fallback
This commit is contained in:
1 file changed
+148
-62
@@ -63,7 +63,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
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public AVCodecID AudioCodecId;
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public AVCodecID AudioCodecId;
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/// <summary>
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/// <summary>
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/// Audio bitrate (in bps). If default (0), 128000 bps is used.
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/// Audio bitrate (in bps). If default (0), 256000 bps is used.
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/// For AAC, 128000–320000 bps is common.
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/// For AAC, 128000–320000 bps is common.
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/// </summary>
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/// </summary>
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public int Bitrate;
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public int Bitrate;
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@@ -299,6 +299,23 @@ namespace ADOFAIRenderer.Util.FFmpeg
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return GPUUtil.GetPrioritizedEncoders(_settings.Codec, _settings.ForceSoftware).ToArray();
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return GPUUtil.GetPrioritizedEncoders(_settings.Codec, _settings.ForceSoftware).ToArray();
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}
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}
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/// <summary>
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/// Expands the candidate list into (encoder, input mode) attempts in order.
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/// A QSV encoder is attempted twice: system memory input mode (useFramePool = false) first,
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/// then GPU frame pool input mode (useFramePool = true). Other encoders are attempted once (useFramePool = false).
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/// </summary>
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private static System.Collections.Generic.IEnumerable<(VideoEncoder Encoder, bool UseFramePool)> ExpandQsvInputModes(VideoEncoder[] candidates)
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{
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foreach (var encoder in candidates)
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{
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yield return (encoder, false);
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if (encoder.Kind == EncoderKind.QSV)
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{
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yield return (encoder, true);
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Converts an FFmpeg error code (negative integer) to a human-readable string.
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/// Converts an FFmpeg error code (negative integer) to a human-readable string.
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/// e.g., -1 → "Operation not permitted"
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/// e.g., -1 → "Operation not permitted"
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@@ -367,7 +384,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
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var candidates = GetEncoderCandidates();
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var candidates = GetEncoderCandidates();
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var openedSuccessfully = false;
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var openedSuccessfully = false;
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foreach (var encoder in candidates)
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foreach (var (encoder, useFramePool) in ExpandQsvInputModes(candidates))
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{
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{
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// avcodec_find_encoder_by_name: Searches for an encoder by name (e.g., "h264_nvenc").
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// avcodec_find_encoder_by_name: Searches for an encoder by name (e.g., "h264_nvenc").
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// Returns null if the encoder is not included in the build.
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// Returns null if the encoder is not included in the build.
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@@ -514,9 +531,10 @@ namespace ADOFAIRenderer.Util.FFmpeg
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// Strategy 3) Create QSV device directly (legacy method)
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// Strategy 3) Create QSV device directly (legacy method)
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// → Fallback on older drivers/systems
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// → Fallback on older drivers/systems
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//
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//
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// After obtaining device, attempt using GPU frame pool:
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// After obtaining device, the input mode is configured (see ExpandQsvInputModes):
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// hw_frames_ctx: Pre-allocate frame pool in GPU VRAM (zero-copy, highest performance)
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// Input mode 1, hw_device_ctx: Encoder receives NV12 frames from system memory (attempted first)
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// hw_device_ctx: Encoder reads frames directly from system memory (better compatibility)
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// Input mode 2, hw_frames_ctx: Frames are uploaded to a QSV surface pool in GPU memory
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// (attempted when the encoder cannot be opened in input mode 1)
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//
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//
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// Reference: https://ffmpeg.org/doxygen/trunk/group__lavu__hwcontext.html
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// Reference: https://ffmpeg.org/doxygen/trunk/group__lavu__hwcontext.html
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if (encoder.Kind == EncoderKind.QSV)
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if (encoder.Kind == EncoderKind.QSV)
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@@ -585,64 +603,97 @@ namespace ADOFAIRenderer.Util.FFmpeg
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continue;
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continue;
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}
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}
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// ── Attempt hw_frames_ctx: Pre-create GPU frame pool ──
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if (!useFramePool)
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// AVHWFramesContext pre-allocates frame pool in GPU VRAM,
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// eliminating memory allocation/deallocation overhead for each frame.
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//
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// Pros: Zero-copy capability, highest performance
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// Cons: May fail depending on GPU/driver resolution/format constraints
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// (e.g. specific texture size constraints on Intel Arc → E_INVALIDARG)
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//
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// initial_pool_size: Number of frames to pre-allocate. Matches encoder pipeline depth.
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// Align resolution to multiples of 32: Texture alignment condition required by QSV hardware.
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//
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// Reference:
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// AVHWFramesContext: https://ffmpeg.org/doxygen/trunk/structAVHWFramesContext.html
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// av_hwframe_ctx_alloc: https://ffmpeg.org/doxygen/trunk/group__lavu__hwcontext.html
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bool framesCtxReady = false;
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AVBufferRef* hwFramesRef = ffmpeg.av_hwframe_ctx_alloc(hwDeviceCtx);
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if (hwFramesRef != null)
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{
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var framesCtx = (AVHWFramesContext*)hwFramesRef->data;
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framesCtx->format = AVPixelFormat.AV_PIX_FMT_QSV; // Hardware surface format
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framesCtx->sw_format = AVPixelFormat.AV_PIX_FMT_NV12; // Software-side format
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framesCtx->width = (_settings.Width + 31) & ~31; // 32-multiple alignment (bitmask)
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framesCtx->height = (_settings.Height + 31) & ~31; // 32-multiple alignment (bitmask)
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framesCtx->initial_pool_size = 4; // Frame pool size
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err = ffmpeg.av_hwframe_ctx_init(hwFramesRef);
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if (err >= 0)
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{
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// Success: Connect hw_frames_ctx to codec context.
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// Increment ref count with av_buffer_ref to keep valid after hwFramesRef is released.
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_pCodecContext->hw_frames_ctx = ffmpeg.av_buffer_ref(hwFramesRef);
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_isQsvEncoder = true;
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framesCtxReady = true;
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Melon<RenderMod>.Logger.Msg($"{encoder.Name}: hw_frames_ctx initialization succeeded (GPU frame pool mode)");
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_pHwFrame = ffmpeg.av_frame_alloc();
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if (_pHwFrame == null)
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throw new Exception("Failed to allocate QSV hardware frame structure.");
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}
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else
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{
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Melon<RenderMod>.Logger.Warning($"{encoder.Name}: hw_frames_ctx failed — {GetFFmpegErrorString(err)} (Code: {err}). Falling back to hw_device_ctx mode.");
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}
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ffmpeg.av_buffer_unref(&hwFramesRef);
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}
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// ── When hw_frames_ctx fails: Fallback to hw_device_ctx + NV12 system memory ──
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// In hw_device_ctx mode, the encoder receives NV12 frames from system memory (RAM)
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// directly and uploads to GPU internally.
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// Slightly slower than hw_frames_ctx, but compatibility is much better.
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//
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// Change pix_fmt to NV12: Use software format directly instead of hardware surface (QSV).
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// _isQsvEncoder = false: Skip manual upload in WriteFrame().
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if (!framesCtxReady)
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{
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{
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// ── Input mode 1 (primary): hw_device_ctx + NV12 system memory ──
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// The encoder receives NV12 frames in system memory (RAM) and the QSV runtime uploads them to the GPU.
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//
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// pix_fmt is the software format NV12.
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// _isQsvEncoder = false: WriteFrame() passes the NV12 frame to the encoder without uploading it.
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_pCodecContext->pix_fmt = AVPixelFormat.AV_PIX_FMT_NV12;
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_pCodecContext->pix_fmt = AVPixelFormat.AV_PIX_FMT_NV12;
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_pCodecContext->hw_device_ctx = ffmpeg.av_buffer_ref(hwDeviceCtx);
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_pCodecContext->hw_device_ctx = ffmpeg.av_buffer_ref(hwDeviceCtx);
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_isQsvEncoder = false; // System memory mode, no manual frame upload required
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_isQsvEncoder = false;
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Melon<RenderMod>.Logger.Msg($"{encoder.Name}: Using system memory input mode (hw_device_ctx)");
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}
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else
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{
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// ── Input mode 2 (fallback): hw_frames_ctx GPU frame pool ──
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// Used when the encoder cannot be opened in input mode 1.
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// AVHWFramesContext pre-allocates a pool of QSV surfaces in GPU memory (pix_fmt AV_PIX_FMT_QSV),
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// and WriteFrame() uploads each NV12 frame to a surface of the pool (av_hwframe_transfer_data).
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//
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// Pool creation depends on the texture types the GPU/driver accepts
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// (e.g. Intel Arc A770 rejects NV12 textures with D3D11_BIND_RENDER_TARGET → E_INVALIDARG 0x80070057).
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//
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// initial_pool_size: Number of surfaces in the pool (QsvFramePoolSize).
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// The encoder keeps submitted surfaces until they are encoded, so the pool has to hold
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// the frames in the encoder pipeline plus the frame being uploaded.
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// Width/height are aligned to multiples of 32: texture alignment condition required by QSV hardware.
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//
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// Frame pool memory type (AVQSVFramesContext.frame_type, a combination of MFX_MEMTYPE_* flags):
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// Windows (D3D11): MFX_MEMTYPE_VIDEO_MEMORY_DECODER_TARGET (0x0010) is tried first, then 0.
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// 0x0010 creates the D3D11 textures with D3D11_BIND_DECODER.
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// 0 lets FFmpeg select MFX_MEMTYPE_VIDEO_MEMORY_PROCESSOR_TARGET (0x0020),
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// which creates the textures with D3D11_BIND_RENDER_TARGET.
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// Other platforms (VAAPI): 0. FFmpeg sets the memory type of a VAAPI child pool itself.
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// Both types are accepted by the QSV encoder as video memory input.
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// When every type fails, the next candidate encoder is tested.
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//
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// Reference:
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// AVHWFramesContext: https://ffmpeg.org/doxygen/trunk/structAVHWFramesContext.html
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// av_hwframe_ctx_alloc: https://ffmpeg.org/doxygen/trunk/group__lavu__hwcontext.html
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// AVQSVFramesContext.frame_type: https://github.com/FFmpeg/FFmpeg/blob/release/8.0/libavutil/hwcontext_qsv.h
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// frame_type → D3D11 bind flags (qsv_init_child_ctx, qsv_get_d3d11va_bind_flags): https://github.com/FFmpeg/FFmpeg/blob/release/8.0/libavutil/hwcontext_qsv.c
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// MFX_MEMTYPE_* values: https://github.com/intel/libvpl/blob/main/api/vpl/mfxstructures.h
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bool framesCtxReady = false;
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int[] frameTypes = isWindows
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? new[] { QsvMemTypeVideoMemoryDecoderTarget, 0 }
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: new[] { 0 };
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foreach (var frameType in frameTypes)
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{
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AVBufferRef* hwFramesRef = ffmpeg.av_hwframe_ctx_alloc(hwDeviceCtx);
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if (hwFramesRef == null) break;
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var framesCtx = (AVHWFramesContext*)hwFramesRef->data;
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framesCtx->format = AVPixelFormat.AV_PIX_FMT_QSV; // Hardware surface format
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framesCtx->sw_format = AVPixelFormat.AV_PIX_FMT_NV12; // Software-side format
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framesCtx->width = (_settings.Width + 31) & ~31; // 32-multiple alignment (bitmask)
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framesCtx->height = (_settings.Height + 31) & ~31; // 32-multiple alignment (bitmask)
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framesCtx->initial_pool_size = QsvFramePoolSize;
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SetQsvFrameType(framesCtx, frameType);
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err = ffmpeg.av_hwframe_ctx_init(hwFramesRef);
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if (err >= 0)
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{
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// Success: Connect hw_frames_ctx to codec context.
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// Increment ref count with av_buffer_ref to keep valid after hwFramesRef is released.
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_pCodecContext->hw_frames_ctx = ffmpeg.av_buffer_ref(hwFramesRef);
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_isQsvEncoder = true;
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framesCtxReady = true;
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Melon<RenderMod>.Logger.Msg($"{encoder.Name}: Using GPU frame pool input mode (hw_frames_ctx, frame_type=0x{frameType:X4}, pool={QsvFramePoolSize})");
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ffmpeg.av_buffer_unref(&hwFramesRef);
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_pHwFrame = ffmpeg.av_frame_alloc();
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if (_pHwFrame == null)
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throw new Exception("Failed to allocate QSV hardware frame structure.");
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break;
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}
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Melon<RenderMod>.Logger.Warning($"{encoder.Name}: hw_frames_ctx failed with frame_type=0x{frameType:X4} — {GetFFmpegErrorString(err)} (Code: {err})");
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ffmpeg.av_buffer_unref(&hwFramesRef);
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}
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if (!framesCtxReady)
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{
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Melon<RenderMod>.Logger.Warning($"{encoder.Name}: GPU frame pool input mode is unavailable. Testing next candidate codec.");
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ffmpeg.av_buffer_unref(&hwDeviceCtx);
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{
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var pCtx = _pCodecContext;
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ffmpeg.avcodec_free_context(&pCtx);
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}
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_pCodecContext = null;
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continue;
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}
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}
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}
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// Transfer ownership of hwDeviceCtx to codec context,
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// Transfer ownership of hwDeviceCtx to codec context,
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@@ -704,11 +755,19 @@ namespace ADOFAIRenderer.Util.FFmpeg
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break;
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break;
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}
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}
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// If open fails, free codec context and try next encoder.
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// If open fails, free codec context and QSV frame state, then try next candidate.
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Melon<RenderMod>.Logger.Warning($"Failed to initialize hardware encoder {encoder.Name}: {GetFFmpegErrorString(openResult)} (Code: {openResult}). Testing next candidate codec.");
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var inputMode = encoder.Kind == EncoderKind.QSV ? (useFramePool ? " (GPU frame pool input mode)" : " (system memory input mode)") : "";
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Melon<RenderMod>.Logger.Warning($"Failed to initialize encoder {encoder.Name}{inputMode}: {GetFFmpegErrorString(openResult)} (Code: {openResult}). Testing next candidate.");
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var pCodecCtx = _pCodecContext;
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var pCodecCtx = _pCodecContext;
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ffmpeg.avcodec_free_context(&pCodecCtx);
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ffmpeg.avcodec_free_context(&pCodecCtx);
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_pCodecContext = null;
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_pCodecContext = null;
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_isQsvEncoder = false;
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if (_pHwFrame != null)
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{
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var pHwFrame = _pHwFrame;
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ffmpeg.av_frame_free(&pHwFrame);
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_pHwFrame = null;
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}
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}
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}
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if (!openedSuccessfully || _pCodecContext == null)
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if (!openedSuccessfully || _pCodecContext == null)
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@@ -977,6 +1036,7 @@ namespace ADOFAIRenderer.Util.FFmpeg
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/// Sets a private option (priv_data) of the encoder.
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/// Sets a private option (priv_data) of the encoder.
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/// Returns true when FFmpeg accepts the option. Otherwise logs a warning with the FFmpeg error and returns false.
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/// Returns true when FFmpeg accepts the option. Otherwise logs a warning with the FFmpeg error and returns false.
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/// </summary>
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/// </summary>
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// ReSharper disable once UnusedMethodReturnValue.Local
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private bool TrySetOption(string name, string value)
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private bool TrySetOption(string name, string value)
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{
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{
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var ret = ffmpeg.av_opt_set(_pCodecContext->priv_data, name, value, 0);
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var ret = ffmpeg.av_opt_set(_pCodecContext->priv_data, name, value, 0);
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@@ -986,6 +1046,32 @@ namespace ADOFAIRenderer.Util.FFmpeg
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return false;
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return false;
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}
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}
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/// <summary>
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/// MFX_MEMTYPE_VIDEO_MEMORY_DECODER_TARGET (0x0010): frames are in video memory and belong to video decoder render targets.
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/// Reference: https://github.com/intel/libvpl/blob/main/api/vpl/mfxstructures.h
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/// </summary>
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private const int QsvMemTypeVideoMemoryDecoderTarget = 0x0010;
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/// <summary>
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/// Number of surfaces in the QSV GPU frame pool (AVHWFramesContext.initial_pool_size) of GPU frame pool input mode.
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/// Same value as the encoder frame pool of the FFmpeg hardware encoding example (initial_pool_size = 20).
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/// Reference: https://github.com/FFmpeg/FFmpeg/blob/release/8.0/doc/examples/vaapi_encode.c
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/// </summary>
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private const int QsvFramePoolSize = 20;
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/// <summary>
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/// Writes AVQSVFramesContext.frame_type of a QSV frames context (AVHWFramesContext.hwctx).
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/// FFmpeg.AutoGen has no AVQSVFramesContext type, so the field is written at its offset.
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/// Field order of AVQSVFramesContext: mfxFrameSurface1* surfaces, int nb_surfaces, int frame_type, mfxFrameInfo* info
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/// → frame_type is at offset sizeof(pointer) + sizeof(int) (12 bytes on 64-bit).
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/// Reference: https://github.com/FFmpeg/FFmpeg/blob/release/8.0/libavutil/hwcontext_qsv.h
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/// </summary>
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private static void SetQsvFrameType(AVHWFramesContext* framesCtx, int frameType)
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{
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if (framesCtx->hwctx == null) return;
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*(int*)((byte*)framesCtx->hwctx + IntPtr.Size + sizeof(int)) = frameType;
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}
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/// <summary>
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/// <summary>
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/// Largest declared maximum that is treated as an actual quality range.
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/// Largest declared maximum that is treated as an actual quality range.
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/// A declared maximum above this value is treated as unbounded, and the fallback range 0~51 is used.
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/// A declared maximum above this value is treated as unbounded, and the fallback range 0~51 is used.
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