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ffmpeg-4.2.2/doc/multithreading.txt 2.97 KB
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  FFmpeg multithreading methods
  ==============================================
  
  FFmpeg provides two methods for multithreading codecs.
  
  Slice threading decodes multiple parts of a frame at the same time, using
  AVCodecContext execute() and execute2().
  
  Frame threading decodes multiple frames at the same time.
  It accepts N future frames and delays decoded pictures by N-1 frames.
  The later frames are decoded in separate threads while the user is
  displaying the current one.
  
  Restrictions on clients
  ==============================================
  
  Slice threading -
  * The client's draw_horiz_band() must be thread-safe according to the comment
    in avcodec.h.
  
  Frame threading -
  * Restrictions with slice threading also apply.
  * For best performance, the client should set thread_safe_callbacks if it
    provides a thread-safe get_buffer() callback.
  * There is one frame of delay added for every thread beyond the first one.
    Clients must be able to handle this; the pkt_dts and pkt_pts fields in
    AVFrame will work as usual.
  
  Restrictions on codec implementations
  ==============================================
  
  Slice threading -
   None except that there must be something worth executing in parallel.
  
  Frame threading -
  * Codecs can only accept entire pictures per packet.
  * Codecs similar to ffv1, whose streams don't reset across frames,
    will not work because their bitstreams cannot be decoded in parallel.
  
  * The contents of buffers must not be read before ff_thread_await_progress()
    has been called on them. reget_buffer() and buffer age optimizations no longer work.
  * The contents of buffers must not be written to after ff_thread_report_progress()
    has been called on them. This includes draw_edges().
  
  Porting codecs to frame threading
  ==============================================
  
  Find all context variables that are needed by the next frame. Move all
  code changing them, as well as code calling get_buffer(), up to before
  the decode process starts. Call ff_thread_finish_setup() afterwards. If
  some code can't be moved, have update_thread_context() run it in the next
  thread.
  
  If the codec allocates writable tables in its init(), add an init_thread_copy()
  which re-allocates them for other threads.
  
  Add AV_CODEC_CAP_FRAME_THREADS to the codec capabilities. There will be very little
  speed gain at this point but it should work.
  
  If there are inter-frame dependencies, so the codec calls
  ff_thread_report/await_progress(), set AVCodecInternal.allocate_progress. The
  frames must then be freed with ff_thread_release_buffer().
  Otherwise leave it at zero and decode directly into the user-supplied frames.
  
  Call ff_thread_report_progress() after some part of the current picture has decoded.
  A good place to put this is where draw_horiz_band() is called - add this if it isn't
  called anywhere, as it's useful too and the implementation is trivial when you're
  doing this. Note that draw_edges() needs to be called before reporting progress.
  
  Before accessing a reference frame or its MVs, call ff_thread_await_progress().