Comments (8)
You should check ffmediaelement: https://github.com/unosquare/ffmediaelement
It is quite good, however not maintained anymore.. it is using ffmeg 4.x
And you should check your code with memory profiler. You should not allocate any object during the the play (after initialization of course)
And you should avoid copying the decoded frame's pixel data. (so decode directly to the required destination memory area)
I'm decoding several fullHD (or bigger) H.265 streams without any noticable cpu usage.
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Closing it now, they are even example does it.
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ok, sorry,
actually i have implemented everything already: demux, decoding, rendering are seperated into different thread.
but just the performance is not very good, it takes some extra CPU, so i wanna know some suggestions.
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You should check ffmediaelement: https://github.com/unosquare/ffmediaelement It is quite good, however not maintained anymore.. it is using ffmeg 4.x
And you should check your code with memory profiler. You should not allocate any object during the the play (after initialization of course) And you should avoid copying the decoded frame's pixel data. (so decode directly to the required destination memory area)
I'm decoding several fullHD (or bigger) H.265 streams without any noticable cpu usage.
actually i guess i can't avoid to copy pixels from ffmpeg, because i need to upload the frame pixels decoded by ffmpeg to OpenGL, i used PBO to upload.
not sure if there are some ways out there to map ffmpeg frame pixels to OpenGL FBO/Texture directly in the back without dealing with CPU?
anyway thanks for your suggestion, i'll dig into this project to find how it renders.
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I think the better you describe the problem and why you need solve one is a key - we might but cannot guess 100% here, as fairly cheap memory to memory copy is not would you can expect in real life as you talking about GPU, has nothing to do with this project rather than expectations.
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I think the better you describe the problem and why you need solve one is a key - we might but cannot guess 100% here, as fairly cheap memory to memory copy is not would you can expect in real life as you talking about GPU, has nothing to do with this project rather than expectations.
ok,~ thanks anyway! 😉
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@jcyuan https://github.com/SuRGeoNix/Flyleaf look this,DirectX instead of OpenGL ,I am also interested in opengl
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@jcyuan https://github.com/SuRGeoNix/Flyleaf look this,DirectX instead of OpenGL ,I am also interested in opengl
thanks! ❤
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Related Issues (20)
- FFmpeg.Autogen Error when i run on ubuntu HOT 3
- Use fixed-size buffers instead of custom classes HOT 2
- Recommendations for container deployment HOT 3
- Missing some interfaces? HOT 2
- Access to [AVOption.default_var.str] causes AccessViolationException HOT 11
- FFMpeg.Autogen.dll is failing Strong Name Validation HOT 2
- System.NotSupportedException:“Specified method is not supported.” HOT 2
- can't get filtering_video.c FFmpeg example migrated to FFmpeg.AutoGen HOT 3
- use Intel GPU Decode,Error initializing an MFX session: -3. HOT 2
- use Intel GPU Decode,Error initializing an MFX session: -3 HOT 2
- Add support for ffmpeg 6.1 bindings HOT 2
- Specied method not supported HOT 2
- Any fileds in AVFrame after crop_top/crop_bottom/crop_left/crop_right cannot fill correctly in 32bit system HOT 1
- Strong name validation failed HOT 8
- about DllImport?
- about 7.0 HOT 1
- ffmpeg 7 HOT 3
- Break change in FFmepg.AutoGen version 7.0.0 HOT 9
- It seems `HWDeviceContext` are missing? HOT 4
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