| Commit message (Collapse) | Author | Age |
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This is possible now that the next-API is gone.
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
Signed-off-by: James Almer <jamrial@gmail.com>
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Signed-off-by: leozhang <nowerzt@gmail.com>
Signed-off-by: Timo Rothenpieler <timo@rothenpieler.org>
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scale.c is too generic; scale_eval is more representative
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Adjustment of evaluated values shifted to ff_adjust_scale_dimensions
Shifted code for force_original_aspect_ratio and force_divisble_by from
vf_scale so it is now available for scale_cuda, scale_npp and
scale_vaapi as well.
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Signed-off-by: Timo Rothenpieler <timo@rothenpieler.org>
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I'm not sure why this was written the way it was originally. We
initialise the plane addresses correctly in hwcontext_cuda so
why try and play games to calculate the plane offsets directly
in this code?
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This format is interesting because it's what you get for decoded
10/12bit HEVC 4:4:4.
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When i converted the filter to use texture objects instead of
texture references, I incorrect dropped the `pixel_size` scaling
factor when setting `pitchInBytes`. `src_pitch` is in pixels and
so must be scaled up.
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This change switches the vf_scale_cuda filter from using the
full cuda sdk to using the ffnvcodec headers and loader.
Most of the change is a direct mapping, but I also switched from
using texture references to using texture objects. This is supposed
to be the preferred way of using textures, and the texture object API
is the one I added to ffnvcodec.
Signed-off-by: Philip Langdale <philipl@overt.org>
Signed-off-by: Timo Rothenpieler <timo@rothenpieler.org>
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We have a pattern of wrapping CUDA calls to print errors and
normalise return values that is used in a couple of places. To
avoid duplication and increase consistency, let's put the wrapper
implementation in a shared place and use it everywhere.
Affects:
* avcodec/cuviddec
* avcodec/nvdec
* avcodec/nvenc
* avfilter/vf_scale_cuda
* avfilter/vf_scale_npp
* avfilter/vf_thumbnail_cuda
* avfilter/vf_transpose_npp
* avfilter/vf_yadif_cuda
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It's not used, and pulls in the ffnvcodec header, which does not neccesarily have to exist to build these filters, since they include the full cuda.h.
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Signed-off-by: Timo Rothenpieler <timo@rothenpieler.org>
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