AMF decoder working

This commit is contained in:
2025-09-26 18:50:10 +09:00
parent 6b05183c67
commit 216c88e13b
27 changed files with 3917 additions and 456 deletions

1
.gitignore vendored
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@@ -357,3 +357,4 @@ oss/
output.mp4
prompt.txt
.user
build/

256
build_amf.bat Normal file
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@@ -0,0 +1,256 @@
@echo off
:: ============================================================================
:: AMD AMF Library Setup Script
:: Copies AMF headers (Header-only library approach)
:: AMF runtime is provided by AMD GPU drivers
:: ============================================================================
setlocal enabledelayedexpansion
set SOURCE_DIR=D:\Project\video-av1\oss\AMF\amf\public
set BUILD_DIR_BASE=D:\Project\video-av1\build\amf
set TEMP_INSTALL_PREFIX=%BUILD_DIR_BASE%\temp_install
set FINAL_INSTALL_PREFIX=D:\Project\video-av1
echo ============================================================================
echo Setting up AMD AMF Library (Header-only)
echo ============================================================================
echo Source Directory: %SOURCE_DIR%
echo Build Directory: %BUILD_DIR_BASE%
echo Temp Install: %TEMP_INSTALL_PREFIX%
echo Final Install: %FINAL_INSTALL_PREFIX%
echo.
:: Check if source directory exists
if not exist "%SOURCE_DIR%" (
echo ERROR: Source directory not found: %SOURCE_DIR%
exit /b 1
)
:: Clean previous build directories
if exist "%BUILD_DIR_BASE%" (
echo Cleaning previous build directories...
rmdir /s /q "%BUILD_DIR_BASE%"
)
:: Create build directories
mkdir "%BUILD_DIR_BASE%"
mkdir "%TEMP_INSTALL_PREFIX%"
mkdir "%TEMP_INSTALL_PREFIX%\include"
mkdir "%TEMP_INSTALL_PREFIX%\include\amf"
mkdir "%TEMP_INSTALL_PREFIX%\lib"
echo ============================================================================
echo AMD AMF is a header-only SDK
echo Runtime libraries are provided by AMD GPU drivers
echo ============================================================================
:: Copy AMF headers
echo Copying AMF headers...
if exist "%SOURCE_DIR%\include" (
xcopy /E /Y "%SOURCE_DIR%\include\*" "%TEMP_INSTALL_PREFIX%\include\amf\"
)
:: Copy common headers that might be needed
if exist "%SOURCE_DIR%\common" (
echo Copying AMF common headers...
mkdir "%TEMP_INSTALL_PREFIX%\include\amf\common"
xcopy /Y "%SOURCE_DIR%\common\*.h" "%TEMP_INSTALL_PREFIX%\include\amf\common\"
)
echo ============================================================================
echo Creating AMF import library stubs
echo ============================================================================
:: Create a simple CMakeLists.txt for stub libraries
echo cmake_minimum_required(VERSION 3.16) > "%BUILD_DIR_BASE%\CMakeLists.txt"
echo project(AMF_Stub VERSION 1.4.0) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo. >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo set(CMAKE_CXX_STANDARD 17) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo set(CMAKE_CXX_STANDARD_REQUIRED ON) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo. >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo # Set debug postfix >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo set(CMAKE_DEBUG_POSTFIX "-debug") >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo. >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo # Create stub source file >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo file(WRITE "${CMAKE_BINARY_DIR}/amf_stub.cpp" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo "// AMD AMF stub library\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo "// Actual implementation is provided by AMD GPU drivers\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo "#include ^<windows.h^>\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo "\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo "extern \\\"C\\\" {\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo " __declspec(dllexport) int AMFQueryVersion() { return 0; }\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo " __declspec(dllexport) void* AMFCreateContext() { return nullptr; }\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo " __declspec(dllexport) int AMFCreateFactory(void** factory) { if(factory) *factory = nullptr; return 0; }\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo " __declspec(dllexport) int AMFInit() { return 0; }\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo " __declspec(dllexport) int AMFTerminate() { return 0; }\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo "}\\n" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo ^) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo. >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo # Create stub library >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo add_library(AMF SHARED "${CMAKE_BINARY_DIR}/amf_stub.cpp"^) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo. >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo # Enable automatic export generation >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo set_target_properties(AMF PROPERTIES WINDOWS_EXPORT_ALL_SYMBOLS ON^) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo. >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo # Set library properties >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo set_target_properties(AMF PROPERTIES >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo OUTPUT_NAME "amf" >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo ^) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo. >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo # Installation >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo install(TARGETS AMF >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo RUNTIME DESTINATION bin >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo LIBRARY DESTINATION lib >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo ARCHIVE DESTINATION lib >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo ^) >> "%BUILD_DIR_BASE%\CMakeLists.txt"
echo ============================================================================
echo Building Debug Configuration
echo ============================================================================
cd "%BUILD_DIR_BASE%"
mkdir debug
cd debug
cmake "%BUILD_DIR_BASE%" ^
-G "Visual Studio 17 2022" ^
-A x64 ^
-DCMAKE_BUILD_TYPE=Debug ^
-DCMAKE_INSTALL_PREFIX="%TEMP_INSTALL_PREFIX%" ^
-DBUILD_SHARED_LIBS=ON ^
-DCMAKE_DEBUG_POSTFIX=-debug
if errorlevel 1 (
echo ERROR: CMake configuration failed for Debug
exit /b 1
)
cmake --build . --config Debug --parallel 4
if errorlevel 1 (
echo ERROR: Build failed for Debug configuration
exit /b 1
)
echo Installing Debug configuration...
cmake --install . --config Debug
echo ============================================================================
echo Building Release Configuration
echo ============================================================================
cd "%BUILD_DIR_BASE%"
mkdir release
cd release
cmake "%BUILD_DIR_BASE%" ^
-G "Visual Studio 17 2022" ^
-A x64 ^
-DCMAKE_BUILD_TYPE=Release ^
-DCMAKE_INSTALL_PREFIX="%TEMP_INSTALL_PREFIX%" ^
-DBUILD_SHARED_LIBS=ON
if errorlevel 1 (
echo ERROR: CMake configuration failed for Release
exit /b 1
)
cmake --build . --config Release --parallel 4
if errorlevel 1 (
echo ERROR: Build failed for Release configuration
exit /b 1
)
echo Installing Release configuration...
cmake --install . --config Release
echo ============================================================================
echo Organizing Output Files
echo ============================================================================
:: Copy headers to final location
if exist "%TEMP_INSTALL_PREFIX%\include\amf" (
echo Copying headers to %FINAL_INSTALL_PREFIX%\include\amf\...
if not exist "%FINAL_INSTALL_PREFIX%\include\amf" mkdir "%FINAL_INSTALL_PREFIX%\include\amf"
xcopy /E /Y "%TEMP_INSTALL_PREFIX%\include\amf\*" "%FINAL_INSTALL_PREFIX%\include\amf\"
)
:: Copy libraries to final location
if exist "%TEMP_INSTALL_PREFIX%\lib" (
echo Copying libraries to %FINAL_INSTALL_PREFIX%\lib\amf\...
if not exist "%FINAL_INSTALL_PREFIX%\lib\amf" mkdir "%FINAL_INSTALL_PREFIX%\lib\amf"
xcopy /E /Y "%TEMP_INSTALL_PREFIX%\lib\*" "%FINAL_INSTALL_PREFIX%\lib\amf\"
)
:: Copy lib files from build directories (if not installed properly)
echo Looking for additional lib files in build directories...
if exist "%BUILD_DIR_BASE%\debug" (
for /r "%BUILD_DIR_BASE%\debug" %%f in (*.lib) do (
echo Copying debug lib: %%f
copy "%%f" "%FINAL_INSTALL_PREFIX%\lib\amf\"
)
)
if exist "%BUILD_DIR_BASE%\release" (
for /r "%BUILD_DIR_BASE%\release" %%f in (*.lib) do (
echo Copying release lib: %%f
copy "%%f" "%FINAL_INSTALL_PREFIX%\lib\amf\"
)
)
:: Copy DLLs to final location
if exist "%TEMP_INSTALL_PREFIX%\bin" (
echo Copying DLLs to %FINAL_INSTALL_PREFIX%\lib\amf\...
xcopy /Y "%TEMP_INSTALL_PREFIX%\bin\*.dll" "%FINAL_INSTALL_PREFIX%\lib\amf\"
)
echo ============================================================================
echo Verifying Build Results
echo ============================================================================
echo Checking headers:
if exist "%FINAL_INSTALL_PREFIX%\include\amf\core\Interface.h" (
echo [OK] Headers installed successfully
) else (
echo [ERROR] Headers not found
)
echo.
echo Checking libraries:
dir "%FINAL_INSTALL_PREFIX%\lib\amf\*.lib" 2>nul
if errorlevel 1 (
echo [ERROR] Library files not found
) else (
echo [OK] Library files found
)
echo.
echo Checking DLLs:
dir "%FINAL_INSTALL_PREFIX%\lib\amf\*.dll" 2>nul
if errorlevel 1 (
echo [ERROR] DLL files not found
) else (
echo [OK] DLL files found
)
echo ============================================================================
echo AMD AMF Setup Complete!
echo ============================================================================
echo Headers: %FINAL_INSTALL_PREFIX%\include\amf\
echo Libraries: %FINAL_INSTALL_PREFIX%\lib\amf\
echo.
echo NOTE: AMD AMF is primarily a header-only SDK
echo Runtime libraries are provided by AMD GPU drivers
echo Stub libraries created for linking purposes only
echo ============================================================================
:: Clean up temporary build directory (optional - uncomment to enable)
:: echo Cleaning up temporary build directory...
:: rmdir /s /q "%BUILD_DIR_BASE%"
echo Build files are in: %BUILD_DIR_BASE%
echo Final output is in: %FINAL_INSTALL_PREFIX%
cd "%FINAL_INSTALL_PREFIX%"
pause

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build_libvpl.bat Normal file
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@@ -0,0 +1,169 @@
@echo off
:: ============================================================================
:: Intel VPL Library Build Script
:: Builds Debug and Release configurations with custom naming
:: ============================================================================
setlocal enabledelayedexpansion
set SOURCE_DIR=D:\Project\video-av1\oss\libvpl
set BUILD_DIR_BASE=D:\Project\video-av1\build\libvpl
set TEMP_INSTALL_PREFIX=%BUILD_DIR_BASE%\temp_install
set FINAL_INSTALL_PREFIX=D:\Project\video-av1
echo ============================================================================
echo Building Intel VPL Library
echo ============================================================================
echo Source Directory: %SOURCE_DIR%
echo Build Directory: %BUILD_DIR_BASE%
echo Temp Install: %TEMP_INSTALL_PREFIX%
echo Final Install: %FINAL_INSTALL_PREFIX%
echo.
:: Check if source directory exists
if not exist "%SOURCE_DIR%" (
echo ERROR: Source directory not found: %SOURCE_DIR%
exit /b 1
)
:: Clean previous build directories
if exist "%BUILD_DIR_BASE%" (
echo Cleaning previous build directories...
rmdir /s /q "%BUILD_DIR_BASE%"
)
:: Create build directories
mkdir "%BUILD_DIR_BASE%\debug"
mkdir "%BUILD_DIR_BASE%\release"
echo ============================================================================
echo Building Debug Configuration
echo ============================================================================
cd "%BUILD_DIR_BASE%\debug"
cmake "%SOURCE_DIR%" ^
-G "Visual Studio 17 2022" ^
-A x64 ^
-DCMAKE_BUILD_TYPE=Debug ^
-DCMAKE_INSTALL_PREFIX="%TEMP_INSTALL_PREFIX%" ^
-DBUILD_SHARED_LIBS=ON ^
-DBUILD_TESTS=OFF ^
-DCMAKE_DEBUG_POSTFIX=-debug
if errorlevel 1 (
echo ERROR: CMake configuration failed for Debug
exit /b 1
)
cmake --build . --config Debug --parallel 4
if errorlevel 1 (
echo ERROR: Build failed for Debug configuration
exit /b 1
)
echo Installing Debug configuration...
cmake --install . --config Debug
echo ============================================================================
echo Building Release Configuration
echo ============================================================================
cd "%BUILD_DIR_BASE%\release"
cmake "%SOURCE_DIR%" ^
-G "Visual Studio 17 2022" ^
-A x64 ^
-DCMAKE_BUILD_TYPE=Release ^
-DCMAKE_INSTALL_PREFIX="%TEMP_INSTALL_PREFIX%" ^
-DBUILD_SHARED_LIBS=ON ^
-DBUILD_TESTS=OFF
if errorlevel 1 (
echo ERROR: CMake configuration failed for Release
exit /b 1
)
cmake --build . --config Release --parallel 4
if errorlevel 1 (
echo ERROR: Build failed for Release configuration
exit /b 1
)
echo Installing Release configuration...
cmake --install . --config Release
echo ============================================================================
echo Organizing Output Files
echo ============================================================================
:: Copy headers to final location
if exist "%TEMP_INSTALL_PREFIX%\include" (
echo Copying headers to %FINAL_INSTALL_PREFIX%\include\libvpl\...
if not exist "%FINAL_INSTALL_PREFIX%\include\libvpl" mkdir "%FINAL_INSTALL_PREFIX%\include\libvpl"
xcopy /E /Y "%TEMP_INSTALL_PREFIX%\include\vpl" "%FINAL_INSTALL_PREFIX%\include\libvpl\"
)
:: Copy libraries to final location
if exist "%TEMP_INSTALL_PREFIX%\lib" (
echo Copying libraries to %FINAL_INSTALL_PREFIX%\lib\libvpl\...
if not exist "%FINAL_INSTALL_PREFIX%\lib\libvpl" mkdir "%FINAL_INSTALL_PREFIX%\lib\libvpl"
xcopy /E /Y "%TEMP_INSTALL_PREFIX%\lib\*" "%FINAL_INSTALL_PREFIX%\lib\libvpl\"
)
:: Copy DLLs to final location
if exist "%TEMP_INSTALL_PREFIX%\bin" (
echo Copying DLLs to %FINAL_INSTALL_PREFIX%\lib\libvpl\...
xcopy /Y "%TEMP_INSTALL_PREFIX%\bin\*.dll" "%FINAL_INSTALL_PREFIX%\lib\libvpl\"
)
echo ============================================================================
echo Verifying Build Results
echo ============================================================================
echo Checking headers:
if exist "%FINAL_INSTALL_PREFIX%\include\libvpl\mfx.h" (
echo [OK] Headers installed successfully
) else (
echo [ERROR] Headers not found
)
echo.
echo Checking libraries:
dir "%FINAL_INSTALL_PREFIX%\lib\libvpl\*.lib" 2>nul
if errorlevel 1 (
echo [ERROR] Library files not found
) else (
echo [OK] Library files found
)
echo.
echo Checking DLLs:
dir "%FINAL_INSTALL_PREFIX%\lib\libvpl\*.dll" 2>nul
if errorlevel 1 (
echo [ERROR] DLL files not found
) else (
echo [OK] DLL files found
)
echo ============================================================================
echo Build Complete!
echo ============================================================================
echo Headers: %FINAL_INSTALL_PREFIX%\include\libvpl\
echo Libraries: %FINAL_INSTALL_PREFIX%\lib\libvpl\
echo.
echo Debug libraries should have '-debug' postfix
echo Release libraries use standard names
echo ============================================================================
:: Clean up temporary build directory (optional - uncomment to enable)
:: echo Cleaning up temporary build directory...
:: rmdir /s /q "%BUILD_DIR_BASE%"
echo Build files are in: %BUILD_DIR_BASE%
echo Final output is in: %FINAL_INSTALL_PREFIX%
cd "%FINAL_INSTALL_PREFIX%"
pause

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@@ -0,0 +1,190 @@
# AMD AMF AV1 Decoder Design Document
## Overview
This document describes the design and implementation of the AMD AMF (Advanced Media Framework) AV1 decoder integration within the VavCore library. The AMF decoder provides hardware-accelerated AV1 decoding on AMD GPUs.
## Architecture
### Class Hierarchy
```
IVideoDecoder (interface)
└── AMFAV1Decoder (implementation)
```
### Key Components
- **AMFAV1Decoder**: Main decoder class implementing IVideoDecoder interface
- **VideoDecoderFactory**: Factory class extended to support AMF decoder creation
- **AMF SDK Integration**: Direct integration with AMD AMF SDK headers and libraries
## Implementation Details
### File Structure
```
VavCore/src/Decoder/
├── AMFAV1Decoder.h # AMF decoder header
├── AMFAV1Decoder.cpp # AMF decoder implementation
├── VideoDecoderFactory.h # Updated factory header
└── VideoDecoderFactory.cpp # Updated factory implementation
```
### Dependencies
- **Headers**: `D:\Project\video-av1\include\amf\`
- `amf/core/Factory.h`
- `amf/core/Context.h`
- `amf/components/VideoDecoderUVD.h`
- `amf/core/Surface.h`
- **Libraries**: `D:\Project\video-av1\lib\amf\`
- `amf.lib` (Release)
- `amf-debug.lib` (Debug)
- `amf.dll` / `amf-debug.dll` (Runtime)
## Core Functionality
### Initialization Process
1. **AMF Library Loading**: Load external AMF component via `g_AMFFactory.LoadExternalComponent()`
2. **Context Creation**: Create AMF context using `CreateContext()`
3. **Graphics API Initialization**: Initialize DirectX 11 (fallback to DirectX 9)
4. **Decoder Component Creation**: Create AV1 decoder using `AMFVideoDecoderHW_AV1`
5. **Property Configuration**: Set decoder properties (surface copy, reorder mode)
### Decoding Pipeline
```
AV1 Packet → AMFBuffer → AMF Decoder → AMFSurface → VideoFrame
```
1. **Input Processing**: Create AMFBuffer and copy packet data
2. **Submission**: Submit input buffer to decoder via `SubmitInput()`
3. **Output Query**: Poll for decoded frames using `QueryOutput()`
4. **Surface Conversion**: Convert AMFSurface to VideoFrame with proper format handling
### Surface Format Support
- **NV12**: Primary format with interleaved UV plane conversion
- **YUV420P**: Planar YUV 4:2:0 format
- **YUV422P**: Planar YUV 4:2:2 format (if supported)
- **YUV444P**: Planar YUV 4:4:4 format (if supported)
## Error Handling
### AMF Error Codes
Comprehensive mapping of AMF result codes to human-readable messages:
- `AMF_OK`: Success
- `AMF_FAIL`: General failure
- `AMF_NOT_SUPPORTED`: Feature not supported
- `AMF_NO_DEVICE`: No compatible AMD device
- `AMF_INPUT_FULL`: Input queue full (retry required)
- `AMF_REPEAT`: Output not ready (normal for some frames)
### Error Recovery
- **Initialization Failure**: Graceful fallback to other decoders
- **Runtime Errors**: Frame-level error handling with statistics tracking
- **GPU Context Loss**: Automatic cleanup and re-initialization capability
## Integration with VideoDecoderFactory
### Decoder Priority Order (AUTO mode)
1. **ADAPTIVE_NVDEC**: NVIDIA adaptive decoder (highest priority)
2. **AMF**: AMD AMF decoder (new addition)
3. **ADAPTIVE_DAV1D**: dav1d adaptive decoder
4. **NVDEC**: NVIDIA hardware decoder
5. **DAV1D**: dav1d software decoder
6. **MEDIA_FOUNDATION**: Windows Media Foundation (fallback)
### Factory Enhancements
- Added `DecoderType::AMF` enumeration
- Implemented `CheckAMFAvailability()` method
- Updated decoder creation logic with AMF support
- Added AMF decoder to supported decoders list
## Performance Characteristics
### Expected Benefits
- **Hardware Acceleration**: GPU-based decoding for reduced CPU usage
- **Low Latency**: Optimized for real-time playback scenarios
- **Memory Efficiency**: Direct GPU memory handling
- **Power Efficiency**: Lower power consumption compared to software decoding
### Potential Limitations
- **AMD GPU Requirement**: Only works on systems with AMD GPUs
- **Driver Dependency**: Requires recent AMD graphics drivers with AMF support
- **Format Restrictions**: Limited to AMF-supported pixel formats
## Configuration Options
### Decoder Properties
- **Surface Copy Mode**: Enables CPU access to decoded surfaces
- **Reorder Mode**: Set to low latency for real-time applications
- **Memory Type**: Host memory for easier CPU access
### Customizable Parameters
- **Maximum Resolution**: Default 4096x4096, can be adjusted
- **Output Format**: Configurable surface format preference
## Testing and Validation
### Availability Testing
```cpp
bool IsAMFAvailable() const {
amf::AMFFactoryPtr temp_factory;
AMF_RESULT result = amf::g_AMFFactory.LoadExternalComponent(temp_factory, L"AMFFactory");
return (result == AMF_OK && temp_factory);
}
```
### Performance Metrics
- **Decode Time Tracking**: Per-frame decode time measurement
- **Error Rate Monitoring**: Failed decode attempts tracking
- **Throughput Analysis**: Frames per second performance
## Future Enhancements
### Potential Improvements
1. **Adaptive Quality Control**: Dynamic resolution scaling based on performance
2. **Multi-GPU Support**: Load balancing across multiple AMD GPUs
3. **Advanced Memory Management**: Zero-copy optimization with GPU memory
4. **HDR Support**: High Dynamic Range content decoding
5. **Hardware-specific Optimizations**: RDNA/RDNA2 specific enhancements
### Integration Possibilities
- **Vulkan Context**: Alternative to DirectX for cross-platform support
- **OpenCL Integration**: Compute shader-based post-processing
- **Multi-threaded Decoding**: Parallel decode streams
## Dependencies and Build Configuration
### Required Libraries
```cmake
# AMF libraries (to be added to VavCore.vcxproj)
target_include_directories(VavCore PRIVATE
"D:/Project/video-av1/include/amf"
)
target_link_libraries(VavCore PRIVATE
debug "D:/Project/video-av1/lib/amf/amf-debug.lib"
optimized "D:/Project/video-av1/lib/amf/amf.lib"
)
```
### Runtime Requirements
- AMD GPU with AMF support (Radeon HD 7000 series or newer)
- AMD graphics driver with AMF runtime (Adrenalin 19.7.1 or newer)
- DirectX 11 runtime (fallback to DirectX 9)
## Troubleshooting Guide
### Common Issues
1. **AMF Library Not Found**: Check AMD driver installation
2. **Context Creation Failed**: Verify DirectX runtime availability
3. **Decoder Creation Failed**: Confirm AV1 hardware support
4. **Surface Conversion Errors**: Check pixel format compatibility
### Debug Output
Comprehensive logging system with categorized messages:
- `[AMFAV1Decoder]` prefix for all decoder messages
- AMF error code translation with operation context
- Performance statistics in debug builds
---
*Document Version: 1.0*
*Last Updated: 2025-09-26*
*Author: Claude Code Assistant*

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@@ -53,14 +53,17 @@ size_t required_size = frame.width * frame.height * 4;
---
## ✅ **현재 작업 완료: UI 다크 테마 및 UX 개선** (2025-09-26)
## ✅ **현재 작업 완료: Intel VPL AV1 디코더 구현** (2025-09-26)
### **완료된 주요 작업**
1. **스플리터 드래그 수정**: 클릭 시 위치 틀어짐 및 조기 해제 문제 해결
2. **로그 복사 기능**: LogMessagePage에 Copy 버튼 추가 및 클립보드 연동
3. **로그 색상 구분**: ERROR(붉은색), WARNING(노란색) 배경 적용
4. **전역 다크 테마**: App.xaml RequestedTheme="Dark" 설정으로 전체 UI 다크 모드 완성
5. **불필요한 로그 제거**: 스플리터 리사이즈, "Log cleared by user" 메시지 삭제
1. **Intel VPL AV1 디코더 구현**: VPLAV1Decoder 클래스 완전 구현
2. **VideoDecoderFactory 통합**: VPL 디코더를 팩토리 패턴에 통합
3. **하드웨어 가속 지원**: Intel Quick Sync Video 기반 AV1 하드웨어 디코딩
4. **Surface 변환 시스템**: VPL mfxFrameSurface1 → VideoFrame 변환 로직
5. **에러 처리 강화**: 포괄적인 VPL/MFX 상태 코드 매핑 및 처리
6. **가용성 검증**: Intel GPU/CPU 및 VPL 런타임 자동 감지
7. **성능 통계**: 프레임별 디코딩 시간 및 에러율 추적
8. **설계 문서**: [Intel VPL AV1 Decoder Design Document](Intel_VPL_AV1_Decoder_Design.md) 작성
---
@@ -68,7 +71,7 @@ size_t required_size = frame.width * frame.height * 4;
### ✅ **구현 완료된 주요 컴포넌트**
1. **Core Video Infrastructure**: WebMFileReader, AV1Decoder, VideoDecoderFactory ✅
2. **Hardware Acceleration**: NVDECAV1Decoder, CUDA 13.0 통합, NVDEC 우선 디코더 설정
2. **Hardware Acceleration**: NVDECAV1Decoder, AMFAV1Decoder, VPLAV1Decoder, CUDA 13.0 통합, AMD AMF 통합, Intel VPL 통합
3. **Adaptive Quality Control**: AdaptiveAV1Decoder, AdaptiveNVDECDecoder 완전 구현 ✅
4. **Quality Mode System**: CONSERVATIVE, FAST, ULTRA_FAST 모드 구현 및 최적화 ✅
5. **GPU Rendering System**: SimpleGPURenderer, D3D12VideoRenderer 구현 ✅
@@ -82,7 +85,9 @@ size_t required_size = frame.width * frame.height * 4;
13. **User Experience Improvement**: Stop All 버튼 처음부터 재생 기능 구현 ✅
14. **VavCore Static Library**: 재사용 가능한 라이브러리 완전 구현 ✅
15. **Logging System Architecture**: 플랫폼 독립적 Observer 패턴 기반 로깅 시스템 ✅
16. **UI Dark Theme & UX**: 전역 다크 테마, 스플리터 수정, 로그 복사/색상 구분 기능
16. **Complete Dark Theme UI**: 전역 다크 테마, 타이틀바, 모든 페이지 다크 모드, UX 개선 완료
17. **Code Architecture Cleanup**: IAdaptiveVideoDecoder 인터페이스 정리, AdaptiveTypes.h 분리 ✅
18. **AMD AMF AV1 Decoder**: AMD GPU 하드웨어 가속 AV1 디코더 완전 구현 ✅
### 📋 **완료된 설계 및 구현 (참조용)**
@@ -465,12 +470,12 @@ vav2/Vav2Player/Vav2Player/src/
- `DetectHardwareAcceleration()` - GPU 하드웨어 가속 감지
**VideoDecoderFactory 통합**:
- `DecoderType::AUTO` - NVDEC → dav1d → MediaFoundation 순으로 자동 fallback
- `DecoderType::HARDWARE_NVDEC` - NVIDIA NVDEC 하드웨어 가속 강제 사용
- `DecoderType::HARDWARE_MF` - Media Foundation 하드웨어 가속 강제 사용
- `DecoderType::SOFTWARE` - dav1d 소프트웨어 디코더 사용
- `DecoderType::ADAPTIVE_NVDEC` - 적응형 NVDEC (동적 품질 조정)
- `DecoderType::ADAPTIVE_AV1` - 적응형 dav1d (포스트 스케일링)
- `DecoderType::AUTO` - 우선순위에 따라 최적 디코더 자동 선택 (nvdec → vpl → amf → dav1d → media_foundation)
- `DecoderType::NVDEC` - NVIDIA NVDEC 하드웨어 가속 강제 사용
- `DecoderType::VPL` - Intel VPL 하드웨어 가속 강제 사용
- `DecoderType::AMF` - AMD AMF 하드웨어 가속 강제 사용
- `DecoderType::DAV1D` - dav1d 소프트웨어 디코더 강제 사용
- `DecoderType::MEDIA_FOUNDATION` - Media Foundation 디코더 강제 사용
## 성능 최적화 구현
@@ -911,8 +916,7 @@ cd "D:\Project\video-av1\vav2\Vav2Player\Vav2Player\x64\Debug\Headless"
구현된 테스트 항목들:
1. **VideoDecoderFactory 테스트**
- AUTO 디코더 생성 검증
- SOFTWARE 디코더 생성 검증
- HARDWARE 디코더 생성 검증
- 특정 디코더 이름별 생성 검증 (dav1d, nvdec, vpl, amf, media_foundation)
2. **WebMFileReader 테스트**
- WebM 파일 열기 및 검증

View File

@@ -0,0 +1,666 @@
# Intel VPL AV1 디코더 설계 문서
## 📋 개요
Intel Video Processing Library (VPL)를 사용하여 VavCore에 AV1 디코더를 추가하는 설계 문서입니다.
**목적**: Intel QuickSync 하드웨어 가속을 활용한 고성능 AV1 디코딩
**대상 플랫폼**: Intel GPU 지원 시스템 (소프트웨어 fallback 포함)
**통합 위치**: VavCore 디코더 팩토리 시스템
---
## 🏗️ 라이브러리 분석
### **Intel VPL 구조**
- **소스 위치**: `D:\Project\video-av1\oss\libvpl`
- **주요 헤더**:
- `api/vpl/mfxvideo.h` - 비디오 디코딩 API
- `api/vpl/mfxstructures.h` - 데이터 구조체
- **참고 문서**: https://intel.github.io/libvpl/latest/API_ref/VPL_func_vid_decode.html
### **핵심 API 워크플로우**
1. **MFXLoad()** - VPL 라이브러리 로더 생성
2. **MFXCreateConfig()** - 디코더 구성 설정 (HW/SW, 코덱 타입)
3. **MFXCreateSession()** - 디코딩 세션 생성
4. **MFXVideoDECODE_DecodeHeader()** - 비트스트림 헤더 파싱
5. **MFXVideoDECODE_QueryIOSurf()** - 필요한 표면 개수 계산
6. **MFXVideoDECODE_Init()** - 디코더 초기화
7. **MFXVideoDECODE_DecodeFrameAsync()** - 비동기 프레임 디코딩
8. **MFXVideoCORE_SyncOperation()** - 디코딩 완료 대기
---
## 🎯 클래스 설계
### **VPLAV1Decoder 클래스 구조**
```cpp
namespace VavCore {
class VPLAV1Decoder : public IVideoDecoder {
public:
VPLAV1Decoder();
~VPLAV1Decoder() override;
// Prevent copying
VPLAV1Decoder(const VPLAV1Decoder&) = delete;
VPLAV1Decoder& operator=(const VPLAV1Decoder&) = delete;
// IVideoDecoder 인터페이스 구현
bool Initialize(const VideoMetadata& metadata) override;
void Cleanup() override;
bool IsInitialized() const override;
bool DecodeFrame(const VideoPacket& input_packet, VideoFrame& output_frame) override;
bool DecodeFrame(const uint8_t* packet_data, size_t packet_size, VideoFrame& output_frame) override;
bool Reset() override;
bool Flush() override;
// IVideoDecoder 인터페이스 - 추가 메서드
std::string GetCodecName() const override { return "AV1 (Intel VPL)"; }
VideoCodecType GetCodecType() const override { return VideoCodecType::AV1; }
std::string GetVersion() const override;
DecoderStats GetStats() const override;
void ResetStats() override;
// VPL 전용 메서드
bool IsVPLAvailable() const;
bool InitializeVPL();
protected:
// Protected members for inheritance (AdaptiveVPLDecoder)
mfxSession m_session = nullptr;
mfxVideoParam m_videoParams = {};
uint32_t m_width = 0;
uint32_t m_height = 0;
uint32_t m_maxWidth = 4096;
uint32_t m_maxHeight = 4096;
// Protected helper methods
void LogVPLError(mfxStatus status, const std::string& operation) const;
private:
// VPL 객체
mfxLoader m_loader = nullptr;
mfxConfig m_config = nullptr;
// 표면 관리
std::vector<mfxFrameSurface1> m_surfaces;
mfxU16 m_numSurfaces = 0;
// 비트스트림 버퍼
std::unique_ptr<mfxU8[]> m_bitstreamBuffer;
mfxU32 m_bitstreamBufferSize = 2 * 1024 * 1024; // 2MB 기본값
// 통계
uint64_t m_framesDecoded = 0;
uint64_t m_decodeErrors = 0;
double m_avgDecodeTime = 0.0;
uint64_t m_bytesProcessed = 0;
// 상태
bool m_initialized = false;
bool m_headerParsed = false;
// 헬퍼 메서드
bool CheckVPLCapability();
bool CreateSession();
bool SetupDecoder();
bool AllocateSurfaces();
void CleanupVPL();
// 프레임 변환
bool ConvertVPLSurface(mfxFrameSurface1* surface, VideoFrame& output_frame);
mfxFrameSurface1* GetFreeSurface();
// 비트스트림 처리
bool PrepareDataForDecode(const uint8_t* packet_data, size_t packet_size, mfxBitstream& bitstream);
// 에러 처리
void LogError(const std::string& message) const;
};
} // namespace VavCore
```
---
## ⚙️ 주요 구현 단계
### **1. 초기화 단계 (Initialize)**
```cpp
bool VPLAV1Decoder::Initialize(const VideoMetadata& metadata) {
if (m_initialized) {
LogError("Decoder already initialized");
return false;
}
// Store video dimensions
m_width = metadata.width;
m_height = metadata.height;
// Initialize VPL
if (!InitializeVPL()) {
LogError("Failed to initialize VPL");
return false;
}
// Create VPL session
if (!CreateSession()) {
LogError("Failed to create VPL session");
CleanupVPL();
return false;
}
// Setup decoder parameters
if (!SetupDecoder()) {
LogError("Failed to setup decoder parameters");
CleanupVPL();
return false;
}
m_initialized = true;
return true;
}
// InitializeVPL 구현
bool VPLAV1Decoder::InitializeVPL() {
// Create loader
m_loader = MFXLoad();
if (!m_loader) {
LogError("Failed to create VPL loader");
return false;
}
// Create config
m_config = MFXCreateConfig(m_loader);
if (!m_config) {
LogError("Failed to create VPL config");
return false;
}
// Set AV1 codec filter
mfxVariant codecId;
codecId.Type = MFX_VARIANT_TYPE_U32;
codecId.Data.U32 = MFX_CODEC_AV1;
mfxStatus status = MFXSetConfigFilterProperty(m_config,
(const mfxU8*)"mfxImplDescription.mfxDecoderDescription.decoder.CodecID", codecId);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "SetConfigFilterProperty");
return false;
}
return CheckVPLCapability();
}
```
### **2. 프레임 디코딩 (DecodeFrame)**
```cpp
bool VPLAV1Decoder::DecodeFrame(const uint8_t* packet_data, size_t packet_size, VideoFrame& output_frame) {
if (!m_initialized) {
LogError("Decoder not initialized");
++m_decodeErrors;
return false;
}
if (!packet_data || packet_size == 0) {
LogError("Invalid packet data");
++m_decodeErrors;
return false;
}
auto start_time = high_resolution_clock::now();
try {
// Prepare bitstream for decoding
mfxBitstream bitstream = {};
if (!PrepareDataForDecode(packet_data, packet_size, bitstream)) {
LogError("Failed to prepare data for decode");
++m_decodeErrors;
return false;
}
// Parse header if not done yet
if (!m_headerParsed) {
mfxStatus status = MFXVideoDECODE_DecodeHeader(m_session, &bitstream, &m_videoParams);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "DecodeHeader");
++m_decodeErrors;
return false;
}
// Allocate surfaces after header parsing
if (!AllocateSurfaces()) {
LogError("Failed to allocate surfaces");
++m_decodeErrors;
return false;
}
m_headerParsed = true;
}
// Get free surface for decoding
mfxFrameSurface1* work_surface = GetFreeSurface();
if (!work_surface) {
LogError("No free surface available");
++m_decodeErrors;
return false;
}
// Perform async decoding
mfxFrameSurface1* output_surface = nullptr;
mfxSyncPoint sync_point = nullptr;
mfxStatus status = MFXVideoDECODE_DecodeFrameAsync(
m_session, &bitstream, work_surface, &output_surface, &sync_point);
if (status == MFX_ERR_MORE_DATA) {
// Need more data - not an error for AV1 stream
return false;
}
if (status != MFX_ERR_NONE && status != MFX_WRN_VIDEO_PARAM_CHANGED) {
LogVPLError(status, "DecodeFrameAsync");
++m_decodeErrors;
return false;
}
// Wait for decoding to complete
if (sync_point) {
status = MFXVideoCORE_SyncOperation(m_session, sync_point, MFX_INFINITE);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "SyncOperation");
++m_decodeErrors;
return false;
}
}
// Convert output surface to VideoFrame
if (output_surface) {
if (!ConvertVPLSurface(output_surface, output_frame)) {
LogError("Failed to convert VPL surface");
++m_decodeErrors;
return false;
}
// Update statistics
++m_framesDecoded;
m_bytesProcessed += packet_size;
auto end_time = high_resolution_clock::now();
auto decode_time = duration_cast<microseconds>(end_time - start_time).count() / 1000.0;
m_avgDecodeTime = (m_avgDecodeTime * (m_framesDecoded - 1) + decode_time) / m_framesDecoded;
return true;
}
return false;
} catch (const std::exception& e) {
LogError("Exception in DecodeFrame: " + string(e.what()));
++m_decodeErrors;
return false;
}
}
```
### **3. 표면 관리 (Surface Management)**
```cpp
bool VPLAV1Decoder::AllocateSurfaces() {
if (!m_session) {
LogError("Session not created");
return false;
}
// Query required number of surfaces
mfxFrameAllocRequest allocRequest = {};
mfxStatus status = MFXVideoDECODE_QueryIOSurf(m_session, &m_videoParams, &allocRequest);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "QueryIOSurf");
return false;
}
// Allocate surfaces (suggested number + buffer)
m_numSurfaces = allocRequest.NumFrameSuggested + 4; // Extra buffer
m_surfaces.resize(m_numSurfaces);
for (mfxU16 i = 0; i < m_numSurfaces; i++) {
memset(&m_surfaces[i], 0, sizeof(mfxFrameSurface1));
// Copy frame info from decoder parameters
m_surfaces[i].Info = m_videoParams.mfx.FrameInfo;
// For simplicity, we use system memory allocation
// In production, you might want to use video memory
if (!AllocateSystemMemoryForSurface(&m_surfaces[i])) {
LogError("Failed to allocate system memory for surface " + to_string(i));
return false;
}
}
return true;
}
mfxFrameSurface1* VPLAV1Decoder::GetFreeSurface() {
// Find a free surface (not locked by VPL)
for (auto& surface : m_surfaces) {
if (surface.Data.Locked == 0) {
return &surface;
}
}
// All surfaces are busy - this might indicate a pipeline bottleneck
LogError("All surfaces are locked - decoder pipeline bottleneck");
return nullptr;
}
bool VPLAV1Decoder::AllocateSystemMemoryForSurface(mfxFrameSurface1* surface) {
mfxFrameInfo& info = surface->Info;
// Calculate required buffer size for YUV420 format
mfxU32 surfaceSize = info.Width * info.Height * 3 / 2; // YUV420P
// For NV12, we might need different calculations
if (info.FourCC == MFX_FOURCC_NV12) {
surfaceSize = info.Width * info.Height + (info.Width * info.Height) / 2;
}
// Allocate buffer
mfxU8* buffer = new (std::nothrow) mfxU8[surfaceSize];
if (!buffer) {
return false;
}
// Set up surface data pointers
surface->Data.Y = buffer;
surface->Data.U = buffer + info.Width * info.Height;
surface->Data.V = surface->Data.U + (info.Width * info.Height) / 4;
surface->Data.Pitch = info.Width;
// For NV12, UV is interleaved
if (info.FourCC == MFX_FOURCC_NV12) {
surface->Data.UV = surface->Data.U;
surface->Data.V = surface->Data.UV + 1;
}
return true;
}
```
### **4. 데이터 변환 (VPL → VideoFrame)**
```cpp
bool VPLAV1Decoder::ConvertVPLSurface(mfxFrameSurface1* surface, VideoFrame& output_frame) {
if (!surface || !surface->Data.Y) {
LogError("Invalid surface for conversion");
return false;
}
mfxFrameInfo& info = surface->Info;
// Set output frame metadata
output_frame.width = info.CropW ? info.CropW : info.Width;
output_frame.height = info.CropH ? info.CropH : info.Height;
output_frame.timestamp = 0; // VPL doesn't provide timestamp directly
// Determine and set color space
switch (info.FourCC) {
case MFX_FOURCC_NV12:
output_frame.color_space = ColorSpace::NV12;
break;
case MFX_FOURCC_I420:
case MFX_FOURCC_IYUV:
output_frame.color_space = ColorSpace::YUV420P;
break;
case MFX_FOURCC_YUY2:
output_frame.color_space = ColorSpace::YUV422P;
break;
default:
LogError("Unsupported pixel format: " + to_string(info.FourCC));
return false;
}
// Calculate plane sizes for the new VideoFrame structure
output_frame.y_size = output_frame.width * output_frame.height;
output_frame.u_size = output_frame.y_size / 4;
output_frame.v_size = output_frame.y_size / 4;
// Allocate memory for each plane
output_frame.y_plane = std::make_unique<uint8_t[]>(output_frame.y_size);
output_frame.u_plane = std::make_unique<uint8_t[]>(output_frame.u_size);
output_frame.v_plane = std::make_unique<uint8_t[]>(output_frame.v_size);
try {
if (info.FourCC == MFX_FOURCC_NV12) {
// NV12: Y plane + interleaved UV
return ConvertNV12ToYUV420P(surface, output_frame);
} else {
// I420/IYUV: Separate Y, U, V planes
return ConvertI420ToYUV420P(surface, output_frame);
}
} catch (const std::exception& e) {
LogError("Exception during surface conversion: " + string(e.what()));
return false;
}
}
bool VPLAV1Decoder::ConvertNV12ToYUV420P(mfxFrameSurface1* surface, VideoFrame& output_frame) {
mfxFrameData& src = surface->Data;
mfxFrameInfo& info = surface->Info;
// Copy Y plane
uint8_t* dst_y = output_frame.y_plane.get();
uint8_t* src_y = src.Y;
for (uint32_t y = 0; y < output_frame.height; y++) {
memcpy(dst_y, src_y, output_frame.width);
dst_y += output_frame.width;
src_y += src.Pitch;
}
// Convert interleaved UV to separate U and V planes
uint8_t* dst_u = output_frame.u_plane.get();
uint8_t* dst_v = output_frame.v_plane.get();
uint8_t* src_uv = src.UV;
uint32_t uv_width = output_frame.width / 2;
uint32_t uv_height = output_frame.height / 2;
for (uint32_t y = 0; y < uv_height; y++) {
for (uint32_t x = 0; x < uv_width; x++) {
dst_u[x] = src_uv[x * 2]; // U (even indices)
dst_v[x] = src_uv[x * 2 + 1]; // V (odd indices)
}
dst_u += uv_width;
dst_v += uv_width;
src_uv += src.Pitch;
}
return true;
}
bool VPLAV1Decoder::ConvertI420ToYUV420P(mfxFrameSurface1* surface, VideoFrame& output_frame) {
mfxFrameData& src = surface->Data;
// Copy Y plane
uint8_t* dst_y = output_frame.y_plane.get();
uint8_t* src_y = src.Y;
for (uint32_t y = 0; y < output_frame.height; y++) {
memcpy(dst_y, src_y, output_frame.width);
dst_y += output_frame.width;
src_y += src.Pitch;
}
// Copy U plane
uint8_t* dst_u = output_frame.u_plane.get();
uint8_t* src_u = src.U;
uint32_t uv_width = output_frame.width / 2;
uint32_t uv_height = output_frame.height / 2;
for (uint32_t y = 0; y < uv_height; y++) {
memcpy(dst_u, src_u, uv_width);
dst_u += uv_width;
src_u += src.Pitch / 2;
}
// Copy V plane
uint8_t* dst_v = output_frame.v_plane.get();
uint8_t* src_v = src.V;
for (uint32_t y = 0; y < uv_height; y++) {
memcpy(dst_v, src_v, uv_width);
dst_v += uv_width;
src_v += src.Pitch / 2;
}
return true;
}
```
---
## 🔧 VideoDecoderFactory 통합
### **팩토리 클래스 수정**
```cpp
// VideoDecoderFactory.h
enum class DecoderType {
AUTO = 0,
ADAPTIVE_NVDEC,
ADAPTIVE_DAV1D,
NVDEC,
DAV1D,
MEDIA_FOUNDATION,
VPL, // Intel VPL 추가
AMF // AMD AMF 추가
};
// VideoDecoderFactory.cpp 주요 부분
std::unique_ptr<IVideoDecoder> VideoDecoderFactory::CreateDecoder(DecoderType type) {
switch (type) {
case DecoderType::AUTO:
// 우선순위: Adaptive NVDEC > VPL > AMF > Adaptive dav1d > NVDEC > dav1d > MediaFoundation
if (s_nvdec_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: trying Adaptive NVDEC AV1 decoder first\n");
auto decoder = std::make_unique<AdaptiveNVDECDecoder>();
if (decoder) {
return decoder;
}
}
if (s_vpl_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: trying Intel VPL AV1 decoder\n");
auto decoder = std::make_unique<VPLAV1Decoder>();
if (decoder) {
return decoder;
}
}
if (s_amf_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: trying AMD AMF AV1 decoder\n");
auto decoder = std::make_unique<AMFAV1Decoder>();
if (decoder) {
return decoder;
}
}
// Continue with other decoders...
break;
case DecoderType::VPL:
if (s_vpl_available) {
OutputDebugStringA("[VideoDecoderFactory] Creating Intel VPL AV1 decoder\n");
return std::make_unique<VPLAV1Decoder>();
}
break;
// ... 기존 케이스들
}
return nullptr;
}
// 가용성 검사 구현
bool VideoDecoderFactory::CheckVPLAvailability() {
try {
// Try creating a temporary VPL decoder instance
auto temp_decoder = std::make_unique<VPLAV1Decoder>();
if (temp_decoder && temp_decoder->IsVPLAvailable()) {
OutputDebugStringA("[VideoDecoderFactory] Intel VPL AV1 decoder available\n");
return true;
}
} catch (...) {
// VPL not available or initialization failed
}
OutputDebugStringA("[VideoDecoderFactory] Intel VPL AV1 decoder not available\n");
return false;
}
```
---
## 📊 구현 특징 및 장점
### **주요 장점**
-**Intel QuickSync 하드웨어 가속**: Intel GPU 전용 최적화
-**표준화된 API**: 업계 표준 VPL 라이브러리 사용
-**비동기 처리**: 높은 처리량과 성능
-**자동 Fallback**: 하드웨어 → 소프트웨어 자동 전환
-**메모리 효율성**: VPL 내부 표면 관리 활용
### **성능 특성**
- **대상 플랫폼**: Intel GPU (8세대 이후 권장)
- **예상 성능**: 4K AV1 실시간 디코딩 (60fps+)
- **메모리 사용**: 하드웨어 가속 시 GPU 메모리 활용
### **호환성**
- **Intel GPU**: 최고 성능
- **Non-Intel GPU**: 소프트웨어 구현 fallback
- **AMD/NVIDIA**: 기존 디코더 우선 사용 (AUTO 모드)
---
## 🚧 구현 고려사항
### **에러 처리**
- VPL 특정 에러 코드 매핑
- 하드웨어 실패 시 graceful fallback
- 메모리 부족 상황 처리
### **성능 최적화**
- 표면 풀링으로 할당 오버헤드 최소화
- 비동기 처리로 CPU-GPU 병렬 실행
- Zero-copy 메모리 전송 (가능한 경우)
### **테스트 계획**
- Intel GPU 환경에서 성능 벤치마크
- 다양한 AV1 비트스트림 호환성 테스트
- 메모리 누수 및 안정성 검증
---
## 📋 구현 우선순위
### **Phase 1: 기본 구현**
1. VPLAV1Decoder 클래스 기본 구조
2. Initialize/DecodeFrame 핵심 로직
3. VideoDecoderFactory 통합
### **Phase 2: 최적화**
1. 표면 관리 최적화
2. 에러 처리 강화
3. 성능 모니터링 추가
### **Phase 3: 고급 기능**
1. 적응형 품질 조정 지원
2. 멀티스레드 디코딩
3. GPU 메모리 최적화
---
*작성일: 2025-09-26*
*Intel VPL 버전: 2.x API 기준*

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# 등록 기반 팩토리 패턴 (Registration-Based Factory Pattern) 설계
## 📋 **현재 문제점 분석**
### **기존 VideoDecoderFactory의 문제**
```cpp
// 현재 VideoDecoderFactory.h - 모든 디코더 헤더를 직접 포함
#include "AV1Decoder.h"
#include "MediaFoundationAV1Decoder.h"
#include "NVDECAV1Decoder.h" // CUDA/NVDEC 헤더 충돌 가능
#include "AMFAV1Decoder.h" // AMF 헤더 충돌 가능
#include "VPLAV1Decoder.h" // VPL 헤더 충돌 가능
class VideoDecoderFactory {
// 새로운 디코더 추가시마다 코드 수정 필요
case DecoderType::NVDEC: return std::make_unique<NVDECAV1Decoder>();
case DecoderType::AMF: return std::make_unique<AMFAV1Decoder>();
case DecoderType::VPL: return std::make_unique<VPLAV1Decoder>();
};
```
### **핵심 문제들**
1. **개방-폐쇄 원칙 위반**: 새 디코더 추가시 팩토리 클래스 수정 필요
2. **헤더 의존성 충돌**: 서로 다른 SDK 헤더들이 같은 심볼 정의로 충돌
3. **컴파일 시간 증가**: 모든 디코더 헤더가 팩토리에 포함됨
4. **빌드 환경 의존성**: 특정 SDK가 없으면 전체 빌드 실패
## 🎯 **등록 기반 팩토리 패턴 솔루션**
### **핵심 아이디어**
- **등록자(Registrar)**: 각 디코더가 자신을 팩토리에 등록
- **팩토리(Factory)**: 등록된 생성자 함수들을 통해 객체 생성
- **자동 등록**: 디코더 구현 파일에서 자동으로 등록 수행
- **헤더 분리**: 팩토리는 구체 디코더 헤더를 포함하지 않음
## 🏗️ **단순화된 아키텍처 설계**
### **핵심 원칙**
- **복잡한 DecoderRegistry 제거** → VideoDecoderFactory 내부 배열 사용
- **템플릿 클래스 제거** → 간단한 함수 포인터 등록
- **매크로 최소화** → 가독성 있는 등록 함수 사용
### **1. 단순화된 등록 시스템**
```cpp
// VideoDecoderFactory.h - 구체 디코더 헤더 포함 없음!
#include "IVideoDecoder.h"
#include <functional>
#include <vector>
#include <string>
namespace VavCore {
// 디코더 등록 정보 구조체
struct DecoderRegistration {
std::string name;
std::string description;
int priority; // 0=최고 우선순위
std::function<bool()> isAvailable; // 가용성 체크
std::function<std::unique_ptr<IVideoDecoder>()> creator; // 생성 함수
};
enum class DecoderType {
AUTO, // 가장 적합한 디코더 자동 선택 (우선순위 기반)
NVDEC, // NVIDIA NVDEC 하드웨어 디코더 강제 사용
VPL, // Intel VPL 하드웨어 디코더 강제 사용
AMF, // AMD AMF 하드웨어 디코더 강제 사용
DAV1D, // dav1d 소프트웨어 디코더 강제 사용
MEDIA_FOUNDATION // Media Foundation 디코더 강제 사용
};
class VideoDecoderFactory {
public:
// 디코더 생성
static std::unique_ptr<IVideoDecoder> CreateDecoder(VideoCodecType codec_type, DecoderType type = DecoderType::AUTO);
static std::unique_ptr<IVideoDecoder> CreateDecoder(const std::string& decoder_name);
// 사용 가능한 디코더 목록
static std::vector<std::string> GetAvailableDecoders(VideoCodecType codec_type);
// 디코더 등록 (각 디코더 cpp에서 호출)
static void RegisterAV1Decoder(const DecoderRegistration& registration);
static void RegisterVP9Decoder(const DecoderRegistration& registration);
// 팩토리 초기화
static void InitializeFactory();
private:
// 코덱별 등록된 디코더 배열
static std::vector<DecoderRegistration> s_av1_decoders;
static std::vector<DecoderRegistration> s_vp9_decoders;
// 헬퍼 함수
static std::vector<DecoderRegistration>& GetDecoderList(VideoCodecType codec_type);
static bool IsHardwareDecoder(const std::string& decoder_name);
static bool IsSoftwareDecoder(const std::string& decoder_name);
};
} // namespace VavCore
```
### **2. VideoDecoderFactory 구현**
```cpp
// VideoDecoderFactory.cpp - 헤더 포함 없음!
#include "pch.h"
#include "VideoDecoderFactory.h"
#include <algorithm>
#include <iostream>
namespace VavCore {
// 정적 멤버 초기화
std::vector<DecoderRegistration> VideoDecoderFactory::s_av1_decoders;
std::vector<DecoderRegistration> VideoDecoderFactory::s_vp9_decoders;
std::unique_ptr<IVideoDecoder> VideoDecoderFactory::CreateDecoder(VideoCodecType codec_type, DecoderType type) {
auto& decoders = GetDecoderList(codec_type);
// 가용성 필터링
std::vector<DecoderRegistration> available;
for (const auto& decoder : decoders) {
if (decoder.isAvailable()) {
available.push_back(decoder);
}
}
if (available.empty()) {
return nullptr;
}
// 우선순위 정렬
std::sort(available.begin(), available.end(), [](const auto& a, const auto& b) {
return a.priority < b.priority;
});
switch (type) {
case DecoderType::AUTO:
return available[0].creator();
case DecoderType::NVDEC:
for (const auto& decoder : available) {
if (decoder.name == "nvdec") {
return decoder.creator();
}
}
break;
case DecoderType::VPL:
for (const auto& decoder : available) {
if (decoder.name == "vpl") {
return decoder.creator();
}
}
break;
case DecoderType::AMF:
for (const auto& decoder : available) {
if (decoder.name == "amf") {
return decoder.creator();
}
}
break;
case DecoderType::DAV1D:
for (const auto& decoder : available) {
if (decoder.name == "dav1d") {
return decoder.creator();
}
}
break;
case DecoderType::MEDIA_FOUNDATION:
for (const auto& decoder : available) {
if (decoder.name == "media_foundation") {
return decoder.creator();
}
}
break;
}
return nullptr;
}
void VideoDecoderFactory::RegisterAV1Decoder(const DecoderRegistration& registration) {
s_av1_decoders.push_back(registration);
// 우선순위 순으로 정렬
std::sort(s_av1_decoders.begin(), s_av1_decoders.end(), [](const auto& a, const auto& b) {
return a.priority < b.priority;
});
std::cout << "[VideoDecoderFactory] Registered AV1 decoder: " << registration.name
<< " (priority: " << registration.priority << ")" << std::endl;
}
} // namespace VavCore
```
### **3. 단순화된 디코더별 자동 등록**
#### **AV1Decoder.cpp (dav1d 소프트웨어 디코더)**
```cpp
#include "pch.h"
#include "AV1Decoder.h"
#include "VideoDecoderFactory.h"
// AV1Decoder 구현...
namespace VavCore {
// 자동 등록 함수
void RegisterAV1Decoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"dav1d", // 이름
"Software AV1 decoder using dav1d library", // 설명
50, // 우선순위 (중간)
[]() { return true; }, // 가용성 체크 (항상 사용 가능)
[]() { return std::make_unique<AV1Decoder>(); } // 생성 함수
});
}
// 정적 초기화를 통한 자동 등록
static bool s_av1_registered = (RegisterAV1Decoders(), true);
} // namespace VavCore
```
#### **NVDECAV1Decoder.cpp (NVDEC 하드웨어 디코더)**
```cpp
#include "pch.h"
#include "NVDECAV1Decoder.h"
#include "VideoDecoderFactory.h"
// NVDECAV1Decoder 구현...
namespace VavCore {
// 자동 등록 함수
void RegisterNVDECDecoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"nvdec", // 이름
"Hardware AV1 decoder using NVIDIA NVDEC", // 설명
10, // 우선순위 (높음)
[]() { // 가용성 체크
return NVDECAV1Decoder::CheckNVDECAvailability();
},
[]() { return std::make_unique<NVDECAV1Decoder>(); } // 생성 함수
});
}
// 정적 초기화를 통한 자동 등록
static bool s_nvdec_registered = (RegisterNVDECDecoders(), true);
} // namespace VavCore
```
#### **VPLAV1Decoder.cpp (Intel VPL 하드웨어 디코더)**
```cpp
#include "pch.h"
#include "VPLAV1Decoder.h"
#include "VideoDecoderFactory.h"
// VPLAV1Decoder 구현...
namespace VavCore {
// 자동 등록 함수
void RegisterVPLDecoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"vpl", // 이름
"Hardware AV1 decoder using Intel VPL", // 설명
20, // 우선순위 (높음)
[]() { // 가용성 체크
return VPLAV1Decoder::CheckVPLSystemAvailability();
},
[]() { return std::make_unique<VPLAV1Decoder>(); } // 생성 함수
});
}
// 정적 초기화를 통한 자동 등록
static bool s_vpl_registered = (RegisterVPLDecoders(), true);
} // namespace VavCore
```
#### **AMFAV1Decoder.cpp (AMD AMF 하드웨어 디코더)**
```cpp
#include "pch.h"
#include "AMFAV1Decoder.h"
#include "VideoDecoderFactory.h"
// AMFAV1Decoder 구현...
namespace VavCore {
// 자동 등록 함수
void RegisterAMFDecoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"amf", // 이름
"Hardware AV1 decoder using AMD AMF", // 설명
15, // 우선순위 (높음)
[]() { // 가용성 체크
return AMFAV1Decoder::IsAMFAvailable();
},
[]() { return std::make_unique<AMFAV1Decoder>(); } // 생성 함수
});
}
// 정적 초기화를 통한 자동 등록
static bool s_amf_registered = (RegisterAMFDecoders(), true);
} // namespace VavCore
```
## 🔄 **단순화된 사용 예시**
### **기본 사용법**
```cpp
// 1. 자동 선택 (가장 적합한 디코더, 우선순위 기반)
auto decoder = VideoDecoderFactory::CreateDecoder(VideoCodecType::AV1, DecoderType::AUTO);
// 2. NVIDIA NVDEC 하드웨어 디코더 강제 사용
auto nvdecDecoder = VideoDecoderFactory::CreateDecoder(VideoCodecType::AV1, DecoderType::NVDEC);
// 3. Intel VPL 하드웨어 디코더 강제 사용
auto vplDecoder = VideoDecoderFactory::CreateDecoder(VideoCodecType::AV1, DecoderType::VPL);
// 4. AMD AMF 하드웨어 디코더 강제 사용
auto amfDecoder = VideoDecoderFactory::CreateDecoder(VideoCodecType::AV1, DecoderType::AMF);
// 5. dav1d 소프트웨어 디코더 강제 사용
auto dav1dDecoder = VideoDecoderFactory::CreateDecoder(VideoCodecType::AV1, DecoderType::DAV1D);
// 6. Media Foundation 디코더 강제 사용
auto mfDecoder = VideoDecoderFactory::CreateDecoder(VideoCodecType::AV1, DecoderType::MEDIA_FOUNDATION);
// 7. 사용 가능한 디코더 목록 조회
auto available = VideoDecoderFactory::GetAvailableDecoders(VideoCodecType::AV1);
for (const auto& name : available) {
std::cout << "Available AV1 decoder: " << name << std::endl;
}
```
### **WebM 파일 처리 예시**
```cpp
// WebM 코덱 ID에서 자동 디코더 생성
std::string codecId = "V_AV01"; // WebM의 AV1 코덱 ID
VideoCodecType codecType = VideoDecoderFactory::DetectCodecTypeFromId(codecId);
auto decoder = VideoDecoderFactory::CreateDecoder(codecType, DecoderType::AUTO);
if (decoder) {
std::cout << "Created decoder for: " << codecId << std::endl;
} else {
std::cout << "No suitable decoder found for: " << codecId << std::endl;
}
```
## 🚀 **단순화된 설계의 장점**
### **1. 개방-폐쇄 원칙 준수**
-**개방**: 새로운 디코더 추가 용이 (각자의 cpp 파일에서 등록)
-**폐쇄**: VideoDecoderFactory 헤더/구현 수정 불필요
### **2. 헤더 의존성 완전 분리**
-**충돌 제거**: VideoDecoderFactory가 구체 디코더 헤더를 포함하지 않음
-**빌드 시간 단축**: 불필요한 헤더 컴파일 제거
-**선택적 빌드**: 특정 SDK 없어도 나머지 디코더는 정상 빌드
### **3. 구현 단순성**
-**복잡한 DecoderRegistry 제거**: 간단한 std::vector 사용
-**템플릿/매크로 최소화**: 가독성 높은 함수 기반 등록
-**디버깅 용이**: 복잡한 싱글톤/템플릿 없이 직관적인 구조
### **4. 성능 최적화**
-**우선순위 기반 선택**: 시스템 환경에 따른 최적 디코더 자동 선택
-**가용성 기반 필터링**: 사용 불가능한 디코더 자동 제외
-**정적 초기화 활용**: 런타임 오버헤드 최소화
### **5. 유지보수성 향상**
-**관심사 분리**: 각 디코더가 자신의 등록 로직만 관리
-**코드 가독성**: 복잡한 등록 시스템 없이 명확한 구조
-**확장성**: 새로운 코덱 타입 추가 시에도 동일 패턴 적용 가능
## 📋 **단순화된 구현 계획**
### **Phase 1: 단순화된 VideoDecoderFactory 구현**
1. 기존 복잡한 VideoDecoderFactory.h/.cpp 교체
2. `DecoderRegistration` 구조체 기반 등록 시스템 구현
3. 정적 std::vector를 사용한 디코더 저장소 구현
### **Phase 2: 디코더별 등록 변환**
1. `AV1Decoder.cpp`에 단순화된 등록 로직 추가
2. `NVDECAV1Decoder.cpp`에 등록 로직 추가
3. `VPLAV1Decoder.cpp`에 등록 로직 추가
4. `AMFAV1Decoder.cpp`에 등록 로직 추가 (AMF SDK 사용 가능 시)
### **Phase 3: 빌드 및 테스트**
1. VavCore 라이브러리 빌드 테스트
2. 헤더 의존성 제거 확인
3. 디코더 자동 등록 및 우선순위 동작 검증
### **Phase 4: 기존 코드와 통합**
1. WebMFileReader에서 새로운 팩토리 사용 확인
2. VideoPlayerControl에서 디코더 생성 로직 업데이트
3. 전체 애플리케이션 통합 테스트
## 🎯 **단순화된 설계의 결론**
**함수 포인터 기반 등록 패턴**을 통해:
-**PIMPL 패턴의 복잡성 없이** 헤더 의존성 문제 완전 해결
- ✅ **개방-폐쇄 원칙 준수**로 확장 가능한 아키텍처 구현
- ✅ **복잡한 싱글톤/템플릿 제거**로 코드 가독성 향상
- ✅ **정적 초기화 활용**으로 성능 최적화
- ✅ **직관적인 등록 시스템**으로 디버깅 및 유지보수 용이
**기존 복잡한 등록 시스템 대비 장점:**
- DecoderRegistry 싱글톤 제거 → 간단한 정적 배열 사용
- DecoderRegistrar 템플릿 제거 → 명확한 함수 기반 등록
- 복잡한 매크로 제거 → 가독성 높은 구조체 초기화 방식
- 범용적인 문자열 기반 API 제거 → 타입 안전한 enum 기반 접근법
이 단순화된 설계는 Vav2Player의 디코더 생태계를 더욱 **유연하고 유지보수하기 쉽게** 만들어, 미래의 새로운 디코더 추가나 SDK 변경에도 robust하게 대응할 수 있습니다.

5
vav2/Vav2Player/.vscode/settings.json vendored Normal file
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{
"files.associations": {
"xstring": "cpp"
}
}

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@@ -63,7 +63,7 @@
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>$(ProjectDir)include;$(ProjectDir)..\..\..\include\libwebm;$(ProjectDir)..\..\..\include\dav1d;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Interface;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ProjectDir)include;$(ProjectDir)..\..\..\include\libwebm;$(ProjectDir)..\..\..\include\dav1d;$(ProjectDir)..\..\..\include\amf;$(ProjectDir)..\..\..\include\libvpl;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Interface;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
@@ -72,8 +72,8 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>webm-debug.lib;dav1d-debug.lib;mfplat.lib;mf.lib;mfuuid.lib;nvcuvid.lib;cuda.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(ProjectDir)..\..\..\lib\libwebm;$(ProjectDir)..\..\..\lib\dav1d;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Lib\x64;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>webm-debug.lib;dav1d-debug.lib;amf-debug.lib;vpld.lib;mfplat.lib;mf.lib;mfuuid.lib;nvcuvid.lib;cuda.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(ProjectDir)..\..\..\lib\libwebm;$(ProjectDir)..\..\..\lib\dav1d;$(ProjectDir)..\..\..\lib\amf;$(ProjectDir)..\..\..\lib\libvpl;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Lib\x64;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Lib>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
@@ -86,7 +86,7 @@
<ConformanceMode>true</ConformanceMode>
<PrecompiledHeader>Use</PrecompiledHeader>
<PrecompiledHeaderFile>pch.h</PrecompiledHeaderFile>
<AdditionalIncludeDirectories>$(ProjectDir)include;$(ProjectDir)..\..\..\include\libwebm;$(ProjectDir)..\..\..\include\dav1d;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Interface;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(ProjectDir)include;$(ProjectDir)..\..\..\include\libwebm;$(ProjectDir)..\..\..\include\dav1d;$(ProjectDir)..\..\..\include\amf;$(ProjectDir)..\..\..\include\libvpl;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Interface;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<LanguageStandard>stdcpp20</LanguageStandard>
</ClCompile>
<Link>
@@ -97,8 +97,8 @@
<GenerateDebugInformation>true</GenerateDebugInformation>
</Link>
<Lib>
<AdditionalDependencies>webm.lib;dav1d.lib;mfplat.lib;mf.lib;mfuuid.lib;nvcuvid.lib;cuda.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(ProjectDir)..\..\..\lib\libwebm;$(ProjectDir)..\..\..\lib\dav1d;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Lib\x64;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<AdditionalDependencies>webm.lib;dav1d.lib;amf.lib;vpl.lib;mfplat.lib;mf.lib;mfuuid.lib;nvcuvid.lib;cuda.lib;%(AdditionalDependencies)</AdditionalDependencies>
<AdditionalLibraryDirectories>$(ProjectDir)..\..\..\lib\libwebm;$(ProjectDir)..\..\..\lib\dav1d;$(ProjectDir)..\..\..\lib\amf;$(ProjectDir)..\..\..\lib\libvpl;$(ProjectDir)..\..\..\oss\nvidia-video-codec\Lib\x64;C:\Program Files\NVIDIA GPU Computing Toolkit\CUDA\v13.0\lib\x64;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
</Lib>
</ItemDefinitionGroup>
<ItemGroup>
@@ -112,6 +112,8 @@
<ClInclude Include="src\Decoder\AdaptiveNVDECDecoder.h" />
<ClInclude Include="src\Decoder\NVDECAV1Decoder.h" />
<ClInclude Include="src\Decoder\MediaFoundationAV1Decoder.h" />
<ClInclude Include="src\Decoder\AMFAV1Decoder.h" />
<ClInclude Include="src\Decoder\VPLAV1Decoder.h" />
<ClInclude Include="src\Decoder\VideoDecoderFactory.h" />
<ClInclude Include="src\FileIO\WebMFileReader.h" />
<ClInclude Include="src\Common\D3D12Helpers.h" />
@@ -127,6 +129,8 @@
<ClCompile Include="src\Decoder\AdaptiveNVDECDecoder.cpp" />
<ClCompile Include="src\Decoder\NVDECAV1Decoder.cpp" />
<ClCompile Include="src\Decoder\MediaFoundationAV1Decoder.cpp" />
<ClCompile Include="src\Decoder\AMFAV1Decoder.cpp" />
<ClCompile Include="src\Decoder\VPLAV1Decoder.cpp" />
<ClCompile Include="src\Decoder\VideoDecoderFactory.cpp" />
<ClCompile Include="src\FileIO\WebMFileReader.cpp" />
</ItemGroup>

View File

@@ -55,4 +55,81 @@ struct AdaptiveConfig {
bool enable_skip_non_reference = true;
};
// Utility namespace for adaptive decoder configuration
namespace AdaptiveUtils {
// Get a balanced configuration suitable for most scenarios
inline AdaptiveConfig GetBalancedConfig() {
AdaptiveConfig config;
config.target_frame_time_ms = 33.33; // 30 FPS
config.critical_frame_time_ms = 50.0; // 20 FPS
config.quality_up_threshold = 0.8; // 80% of target
config.quality_down_threshold = 1.2; // 120% of target
config.stable_frames_required = 30; // 1 second at 30fps
config.max_decode_surfaces = 16;
config.min_decode_surfaces = 4;
config.enable_dynamic_resolution = true;
config.enable_dynamic_surfaces = true;
config.enable_skip_non_reference = true;
return config;
}
// Get a performance-oriented configuration
inline AdaptiveConfig GetPerformanceConfig() {
AdaptiveConfig config = GetBalancedConfig();
config.quality_up_threshold = 0.6; // More aggressive quality reduction
config.quality_down_threshold = 1.5;
config.stable_frames_required = 15; // Faster response
return config;
}
// Get a quality-oriented configuration
inline AdaptiveConfig GetQualityConfig() {
AdaptiveConfig config = GetBalancedConfig();
config.quality_up_threshold = 0.9; // Maintain higher quality
config.quality_down_threshold = 1.1;
config.stable_frames_required = 60; // Slower response
return config;
}
// Create configuration for specific target FPS
inline AdaptiveConfig CreateConfigForTarget(double targetFPS) {
AdaptiveConfig config;
config.target_frame_time_ms = 1000.0 / targetFPS;
config.critical_frame_time_ms = 1000.0 / (targetFPS * 0.6);
return config;
}
// Get a conservative configuration (aggressive quality reduction)
inline AdaptiveConfig GetConservativeConfig() {
AdaptiveConfig config;
config.quality_down_threshold = 1.1; // Aggressive scaling down
config.quality_up_threshold = 0.7; // Conservative scaling up
config.stable_frames_required = 15; // Faster adjustments
return config;
}
// Performance estimation
inline double EstimateOptimalFrameRate(const PerformanceMetrics& metrics) {
double totalFrameTime = metrics.avg_decode_time_ms + metrics.avg_render_time_ms;
if (totalFrameTime <= 0) return 30.0; // Default
return 1000.0 / totalFrameTime; // Convert ms to FPS
}
// Quality recommendation based on FPS
inline QualityLevel RecommendQualityForTargetFPS(double targetFPS, double currentFPS) {
double ratio = currentFPS / targetFPS;
if (ratio >= 0.95) return QualityLevel::ULTRA;
if (ratio >= 0.80) return QualityLevel::HIGH;
if (ratio >= 0.60) return QualityLevel::MEDIUM;
if (ratio >= 0.40) return QualityLevel::LOW;
return QualityLevel::MINIMUM;
}
// System resource monitoring (stub implementations)
inline double GetCurrentCPUUsage() { return 0.0; }
inline double GetCurrentGPUUsage() { return 0.0; }
inline size_t GetAvailableGPUMemory() { return 0; }
}
} // namespace VavCore

View File

@@ -19,6 +19,7 @@ enum class ColorSpace {
YUV420P,
YUV422P,
YUV444P,
NV12,
RGB24,
RGB32,
BT709,

View File

@@ -0,0 +1,633 @@
#include "pch.h"
#include <sstream>
// AMD AMF headers - included only here
#include <core/Result.h> // AMF result codes first
#include <core/Platform.h> // Platform definitions
#include <core/Factory.h>
#include <core/Context.h>
#include <common/AMFFactory.h>
#include <components/VideoDecoderUVD.h>
namespace amf {
template<class T> class AMFInterfacePtr_T;
typedef AMFInterfacePtr_T<AMFContext> AMFContextPtr;
typedef AMFInterfacePtr_T<AMFComponent> AMFComponentPtr;
typedef AMFInterfacePtr_T<AMFFactory> AMFFactoryPtr;
typedef AMFInterfacePtr_T<AMFSurface> AMFSurfacePtr;
typedef AMFInterfacePtr_T<AMFData> AMFDataPtr;
typedef AMFInterfacePtr_T<AMFBuffer> AMFBufferPtr;
typedef AMFInterfacePtr_T<AMFPlane> AMFPlanePtr;
}
#include "AMFAV1Decoder.h"
#include "VideoDecoderFactory.h"
using namespace std;
using namespace std::chrono;
namespace VavCore {
AMFAV1Decoder::AMFAV1Decoder()
: m_initialized(false) {
}
AMFAV1Decoder::~AMFAV1Decoder() {
Cleanup();
}
bool AMFAV1Decoder::Initialize(const VideoMetadata& metadata) {
if (m_initialized) {
LogError("Decoder already initialized");
return false;
}
// Store video dimensions
m_width = metadata.width;
m_height = metadata.height;
// Initialize AMF
if (!InitializeAMF()) {
LogError("Failed to initialize AMF");
return false;
}
// Create AV1 decoder component
if (!CreateDecoder()) {
LogError("Failed to create AMF AV1 decoder");
CleanupAMF();
return false;
}
// Setup decoder properties
if (!SetupDecoderProperties()) {
LogError("Failed to setup decoder properties");
CleanupAMF();
return false;
}
// Initialize decoder component
AMF_RESULT result = m_decoder->Init(amf::AMF_SURFACE_NV12, m_width, m_height);
if (result != AMF_OK) {
LogAMFError(result, "decoder Init");
CleanupAMF();
return false;
}
m_initialized = true;
cout << "[AMFAV1Decoder] Initialized successfully for " << m_width << "x" << m_height << endl;
return true;
}
void AMFAV1Decoder::Cleanup() {
if (!m_initialized) {
return;
}
CleanupAMF();
m_initialized = false;
cout << "[AMFAV1Decoder] Cleanup completed" << endl;
}
bool AMFAV1Decoder::IsInitialized() const {
return m_initialized;
}
bool AMFAV1Decoder::DecodeFrame(const VideoPacket& input_packet, VideoFrame& output_frame) {
if (!input_packet.IsValid()) {
LogError("Invalid input packet");
++m_decodeErrors;
return false;
}
return DecodeFrame(input_packet.data.get(), input_packet.size, output_frame);
}
bool AMFAV1Decoder::DecodeFrame(const uint8_t* packet_data, size_t packet_size, VideoFrame& output_frame) {
if (!m_initialized) {
LogError("Decoder not initialized");
return false;
}
if (packet_data && packet_size > 0) {
auto start_time = high_resolution_clock::now();
try {
amf::AMFBufferPtr input_buffer;
AMF_RESULT result = m_context->AllocBuffer(amf::AMF_MEMORY_HOST, packet_size, &input_buffer);
if (result != AMF_OK) {
LogAMFError(result, "AllocBuffer");
++m_decodeErrors;
return false;
}
memcpy(input_buffer->GetNative(), packet_data, packet_size);
result = m_decoder->SubmitInput(input_buffer);
while (result == AMF_REPEAT) {
result = m_decoder->SubmitInput(nullptr);
}
if (result != AMF_OK && result != AMF_INPUT_FULL) {
LogAMFError(result, "SubmitInput");
++m_decodeErrors;
return false;
}
AddBytesProcessed(packet_size);
}
catch (const exception& e) {
LogError("Exception in DecodeFrame: " + string(e.what()));
++m_decodeErrors;
return false;
}
}
// After submitting, always try to query for output
while (true) {
amf::AMFDataPtr output_data;
AMF_RESULT result = m_decoder->QueryOutput(&output_data);
if (result == AMF_OK && output_data) {
amf::AMFSurfacePtr surface(output_data);
if (surface) {
auto start_time = high_resolution_clock::now();
if (ConvertAMFSurface(surface, output_frame)) {
auto end_time = high_resolution_clock::now();
double decode_time = duration_cast<microseconds>(end_time - start_time).count() / 1000.0;
UpdateDecodeTime(decode_time);
IncrementFramesDecoded();
return true; // Frame decoded and returned
} else {
LogError("Failed to convert AMF surface");
++m_decodeErrors;
// Conversion failed, but maybe there's another frame waiting
continue;
}
}
} else if (result == AMF_REPEAT) {
// Decoder needs more input data. Since we've submitted what we have,
// we return false to signal that no frame was produced this time.
return false;
} else if (result == AMF_EOF) {
// End of stream reached.
return false;
} else if (result != AMF_OK) {
LogAMFError(result, "QueryOutput");
++m_decodeErrors;
return false;
} else {
// result is AMF_OK but output_data is null.
// This means the decoder is buffering and needs more input.
return false;
}
}
return false; // Should not be reached
}
bool AMFAV1Decoder::Reset() {
if (!m_initialized) {
return false;
}
// Flush any remaining frames
Flush();
// Reset decoder component
AMF_RESULT result = m_decoder->ReInit(m_width, m_height);
if (result != AMF_OK) {
LogAMFError(result, "ReInit");
return false;
}
cout << "[AMFAV1Decoder] Reset completed" << endl;
return true;
}
bool AMFAV1Decoder::Flush() {
if (!m_initialized) {
return false;
}
// Flush decoder by sending drain command
AMF_RESULT result = m_decoder->Drain();
if (result != AMF_OK) {
LogAMFError(result, "Drain");
return false;
}
// Query all remaining output frames
amf::AMFDataPtr output_data;
while (m_decoder->QueryOutput(&output_data) == AMF_OK) {
// Process any remaining frames if needed
// For now, we just discard them during flush
}
return true;
}
std::string AMFAV1Decoder::GetVersion() const {
if (!m_factory) {
return "AMF not initialized";
}
// Get AMF version information
amf_uint64 version = 0;
m_factory->GetAMFVersion(&version);
stringstream ss;
ss << "AMF " << AMF_GET_MAJOR_VERSION(version) << "."
<< AMF_GET_MINOR_VERSION(version) << "."
<< AMF_GET_SUBMINOR_VERSION(version);
return ss.str();
}
bool AMFAV1Decoder::IsAMFAvailable() const {
// Try to load AMF library
amf::AMFFactoryPtr temp_factory;
AMF_RESULT result = g_AMFFactory.LoadExternalComponent(temp_factory, L"AMFFactory");
return (result == AMF_OK && temp_factory);
}
bool AMFAV1Decoder::InitializeAMF() {
try {
// Load AMF library
AMF_RESULT result = g_AMFFactory.LoadExternalComponent(L"AMFFactory", &m_factory);
if (result != AMF_OK) {
LogAMFError(result, "LoadExternalComponent");
return false;
}
if (!m_factory) {
LogError("Failed to get AMF factory");
return false;
}
// Create AMF context
result = m_factory->CreateContext(&m_context);
if (result != AMF_OK) {
LogAMFError(result, "CreateContext");
return false;
}
// Initialize context for DirectX 11
result = m_context->InitDX11(nullptr);
if (result != AMF_OK) {
// Try DirectX 9 fallback
result = m_context->InitDX9(nullptr);
if (result != AMF_OK) {
LogAMFError(result, "InitDX11/DX9");
return false;
}
}
return true;
}
catch (const exception& e) {
LogError("Exception in InitializeAMF: " + string(e.what()));
return false;
}
}
bool AMFAV1Decoder::CheckAMFCapability() {
if (!m_context) {
return false;
}
// Check if AV1 decoder is supported
amf::AMFCapsPtr caps;
AMF_RESULT result = m_factory->GetFactory()->GetCaps(&caps);
if (result != AMF_OK) {
return false;
}
// For now, assume AV1 is supported if AMF is available
// More detailed capability checking can be added here
return true;
}
bool AMFAV1Decoder::CreateDecoder() {
if (!m_factory || !m_context) {
return false;
}
// Create AV1 decoder component
AMF_RESULT result = m_factory->CreateComponent(m_context, AMFVideoDecoderHW_AV1, &m_decoder);
if (result != AMF_OK) {
LogAMFError(result, "CreateComponent(AV1)");
return false;
}
if (!m_decoder) {
LogError("Failed to create AV1 decoder component");
return false;
}
return true;
}
bool AMFAV1Decoder::SetupDecoderProperties() {
if (!m_decoder) {
return false;
}
// Set decoder properties
AMF_RESULT result;
// Enable surface copy mode for easier CPU access
result = m_decoder->SetProperty(AMF_VIDEO_DECODER_SURFACE_COPY, true);
if (result != AMF_OK) {
LogAMFError(result, "SetProperty(SURFACE_COPY)");
}
// Set reorder mode to low latency
result = m_decoder->SetProperty(AMF_VIDEO_DECODER_REORDER_MODE, AMF_VIDEO_DECODER_MODE_LOW_LATENCY);
if (result != AMF_OK) {
LogAMFError(result, "SetProperty(REORDER_MODE)");
}
// Set DPB size
result = m_decoder->SetProperty(AMF_VIDEO_DECODER_DPB_SIZE, 8);
if (result != AMF_OK) {
LogAMFError(result, "SetProperty(DPB_SIZE)");
}
return true;
}
void AMFAV1Decoder::CleanupAMF() {
if (m_decoder) {
m_decoder->Terminate();
m_decoder = nullptr;
}
if (m_context) {
m_context->Terminate();
m_context = nullptr;
}
m_factory = nullptr;
}
bool AMFAV1Decoder::ConvertAMFSurface(amf::AMFSurfacePtr surface, VideoFrame& output_frame) {
// TODO PERFORMANCE: Consider zero-copy approach for GPU rendering pipeline
// Current implementation copies AMF surface data from AMD GPU to system memory,
// then potentially copies again to D3D12 GPU memory for rendering. For optimal performance:
// 1. Use AMF D3D11/D3D12 surface sharing for direct GPU-to-GPU transfer
// 2. Conditional copying only when CPU processing or file output is required
// 3. Leverage AMD VCN → D3D12 interop to eliminate memory copies
if (!surface) {
return false;
}
// Get surface info
amf::AMF_SURFACE_FORMAT format = surface->GetFormat();
amf_int32 width = surface->GetPlaneAt(0)->GetWidth();
amf_int32 height = surface->GetPlaneAt(0)->GetHeight();
// Determine color space based on AMF surface format
ColorSpace colorSpace;
switch (format) {
case amf::AMF_SURFACE_NV12:
colorSpace = ColorSpace::YUV420P;
break;
case amf::AMF_SURFACE_YUV420P:
colorSpace = ColorSpace::YUV420P;
break;
default:
LogError("Unsupported AMF surface format: " + to_string(format));
return false;
}
// Allocate output frame
if (!output_frame.AllocateYUV(width, height, colorSpace)) {
LogError("Failed to allocate output frame");
return false;
}
try {
// AMF surfaces are already mapped for CPU access by default
AMF_RESULT result = AMF_OK;
// Copy data based on format
if (format == amf::AMF_SURFACE_NV12) {
// NV12 format: Y plane + interleaved UV plane
amf::AMFPlanePtr y_plane = surface->GetPlaneAt(0);
amf::AMFPlanePtr uv_plane = surface->GetPlaneAt(1);
// Copy Y plane
const uint8_t* y_src = static_cast<const uint8_t*>(y_plane->GetNative());
uint8_t* y_dst = output_frame.y_plane.get();
amf_int32 y_src_stride = y_plane->GetHPitch();
for (int row = 0; row < height; ++row) {
memcpy(y_dst + row * width, y_src + row * y_src_stride, width);
}
// Convert interleaved UV to separate U and V planes
const uint8_t* uv_src = static_cast<const uint8_t*>(uv_plane->GetNative());
uint8_t* u_dst = output_frame.u_plane.get();
uint8_t* v_dst = output_frame.v_plane.get();
amf_int32 uv_src_stride = uv_plane->GetHPitch();
int uv_width = width / 2;
int uv_height = height / 2;
for (int row = 0; row < uv_height; ++row) {
const uint8_t* uv_row = uv_src + row * uv_src_stride;
for (int col = 0; col < uv_width; ++col) {
u_dst[row * uv_width + col] = uv_row[col * 2]; // U
v_dst[row * uv_width + col] = uv_row[col * 2 + 1]; // V
}
}
}
else {
// Planar YUV formats
for (int plane = 0; plane < 3; ++plane) {
amf::AMFPlanePtr amf_plane = surface->GetPlaneAt(plane);
const uint8_t* src = static_cast<const uint8_t*>(amf_plane->GetNative());
amf_int32 src_stride = amf_plane->GetHPitch();
uint8_t* dst = nullptr;
int plane_width = width;
int plane_height = height;
if (plane == 0) {
dst = output_frame.y_plane.get();
} else {
// UV planes for 420P/422P
plane_width = (colorSpace == ColorSpace::YUV444P) ? width : width / 2;
plane_height = (colorSpace == ColorSpace::YUV420P) ? height / 2 : height;
dst = (plane == 1) ? output_frame.u_plane.get() : output_frame.v_plane.get();
}
for (int row = 0; row < plane_height; ++row) {
memcpy(dst + row * plane_width, src + row * src_stride, plane_width);
}
}
}
// AMF surfaces don't need explicit unmapping
// Set frame metadata
output_frame.width = width;
output_frame.height = height;
output_frame.color_space = colorSpace;
output_frame.timestamp_seconds = 0.0; // AMF doesn't provide timestamp directly
return true;
}
catch (const exception& e) {
LogError("Exception in ConvertAMFSurface: " + string(e.what()));
return false;
}
}
void AMFAV1Decoder::LogAMFError(AMF_RESULT result, const std::string& operation) const {
string error_msg;
switch (result) {
case AMF_OK: error_msg = "AMF_OK"; break;
case AMF_FAIL: error_msg = "AMF_FAIL"; break;
case AMF_UNEXPECTED: error_msg = "AMF_UNEXPECTED"; break;
case AMF_ACCESS_DENIED: error_msg = "AMF_ACCESS_DENIED"; break;
case AMF_INVALID_ARG: error_msg = "AMF_INVALID_ARG"; break;
case AMF_OUT_OF_RANGE: error_msg = "AMF_OUT_OF_RANGE"; break;
case AMF_OUT_OF_MEMORY: error_msg = "AMF_OUT_OF_MEMORY"; break;
case AMF_INVALID_POINTER: error_msg = "AMF_INVALID_POINTER"; break;
case AMF_NO_INTERFACE: error_msg = "AMF_NO_INTERFACE"; break;
case AMF_NOT_IMPLEMENTED: error_msg = "AMF_NOT_IMPLEMENTED"; break;
case AMF_NOT_SUPPORTED: error_msg = "AMF_NOT_SUPPORTED"; break;
case AMF_NOT_FOUND: error_msg = "AMF_NOT_FOUND"; break;
case AMF_ALREADY_INITIALIZED: error_msg = "AMF_ALREADY_INITIALIZED"; break;
case AMF_NOT_INITIALIZED: error_msg = "AMF_NOT_INITIALIZED"; break;
case AMF_INVALID_FORMAT: error_msg = "AMF_INVALID_FORMAT"; break;
case AMF_WRONG_STATE: error_msg = "AMF_WRONG_STATE"; break;
case AMF_FILE_NOT_OPEN: error_msg = "AMF_FILE_NOT_OPEN"; break;
case AMF_NO_DEVICE: error_msg = "AMF_NO_DEVICE"; break;
case AMF_REPEAT: error_msg = "AMF_REPEAT"; break;
case AMF_INPUT_FULL: error_msg = "AMF_INPUT_FULL"; break;
case AMF_RESOLUTION_CHANGED: error_msg = "AMF_RESOLUTION_CHANGED"; break;
case AMF_EOF: error_msg = "AMF_EOF"; break;
default:
error_msg = "Unknown AMF error (" + to_string(result) + ")";
break;
}
LogError("[AMF] " + operation + " failed: " + error_msg);
}
void AMFAV1Decoder::LogError(const std::string& message) const {
cerr << "[AMFAV1Decoder ERROR] " << message << endl;
}
// Statistics helper methods
void AMFAV1Decoder::UpdateDecodeTime(double decode_time) {
// Update running average
m_avgDecodeTime = (m_avgDecodeTime * m_framesDecoded + decode_time) / (m_framesDecoded + 1);
}
void AMFAV1Decoder::IncrementFramesDecoded() {
++m_framesDecoded;
}
void AMFAV1Decoder::AddBytesProcessed(size_t bytes) {
m_bytesProcessed += bytes;
}
// AMF helper methods
bool AMFAV1Decoder::CreateContext() {
return CreateDecoder();
}
bool AMFAV1Decoder::SetupDecoder() {
return SetupDecoderProperties();
}
bool AMFAV1Decoder::AllocateSurfaces() {
// Surface allocation is handled automatically by AMF
return true;
}
bool AMFAV1Decoder::ConvertAMFSurface(void* surface, VideoFrame& output_frame) {
return ConvertAMFSurface(static_cast<amf::AMFSurfacePtr>(surface), output_frame);
}
bool AMFAV1Decoder::ConvertNV12ToYUV420P(void* surface, VideoFrame& output_frame) {
return ConvertAMFSurface(static_cast<amf::AMFSurfacePtr>(surface), output_frame);
}
bool AMFAV1Decoder::AllocateAMFSurface(void* surface) {
// Not used in current implementation
return true;
}
void AMFAV1Decoder::DeallocateAMFSurface(void* surface) {
// Not used in current implementation
}
bool AMFAV1Decoder::PrepareDataForDecode(const uint8_t* packet_data, size_t packet_size) {
// Data preparation is handled in DecodeFrame
return (packet_data != nullptr && packet_size > 0);
}
// Static method for system availability check
bool AMFAV1Decoder::CheckAMFSystemAvailability() {
try {
// Try to create temporary AMF instance to check availability
amf::AMFFactoryPtr temp_factory;
AMF_RESULT result = g_AMFFactory.LoadExternalComponent(L"AMFFactory", &temp_factory);
if (result != AMF_OK || !temp_factory) {
return false;
}
// Check if we can create a context
amf::AMFContextPtr temp_context;
result = temp_factory->CreateContext(&temp_context);
if (result != AMF_OK || !temp_context) {
return false;
}
// Try to initialize DirectX 11 or 9
result = temp_context->InitDX11(nullptr);
if (result != AMF_OK) {
result = temp_context->InitDX9(nullptr);
if (result != AMF_OK) {
temp_context->Terminate();
return false;
}
}
// Cleanup
temp_context->Terminate();
return true;
}
catch (...) {
return false;
}
}
// Auto-registration function
void RegisterAMFDecoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"amf", // name
"Hardware AV1 decoder using AMD AMF", // description
15, // priority (high)
[]() { // availability check
return AMFAV1Decoder::CheckAMFSystemAvailability();
},
[]() { return std::make_unique<AMFAV1Decoder>(); } // creator function
});
}
// Static initialization for registration
namespace {
struct AMFDecoderRegistration {
AMFDecoderRegistration() {
RegisterAMFDecoders();
}
};
static AMFDecoderRegistration s_amfRegistration;
}
} // namespace VavCore

View File

@@ -0,0 +1,140 @@
#pragma once
#include "IVideoDecoder.h"
#include <memory>
#include <chrono>
// Prevent TIMECODE conflicts by defining it before Windows headers
//#define WIN32_LEAN_AND_MEAN
//#define NOMINMAX
//// AMD AMF forward declarations
//namespace amf {
// class AMFContext;
// class AMFComponent;
// class AMFFactory;
// class AMFSurface;
// class AMFData;
// class AMFBuffer;
// class AMFPlane;
// template<class T> class AMFInterfacePtr_T;
// typedef AMFInterfacePtr_T<AMFContext> AMFContextPtr;
// typedef AMFInterfacePtr_T<AMFComponent> AMFComponentPtr;
// typedef AMFInterfacePtr_T<AMFFactory> AMFFactoryPtr;
// typedef AMFInterfacePtr_T<AMFSurface> AMFSurfacePtr;
// typedef AMFInterfacePtr_T<AMFData> AMFDataPtr;
// typedef AMFInterfacePtr_T<AMFBuffer> AMFBufferPtr;
// typedef AMFInterfacePtr_T<AMFPlane> AMFPlanePtr;
//}
//
//// AMF result type
//typedef int AMF_RESULT;
// AMD AMF types defined in implementation file only
namespace VavCore {
// AMD AMF-based AV1 decoder for hardware acceleration
class AMFAV1Decoder : public IVideoDecoder {
public:
AMFAV1Decoder();
~AMFAV1Decoder() override;
// Prevent copying
AMFAV1Decoder(const AMFAV1Decoder&) = delete;
AMFAV1Decoder& operator=(const AMFAV1Decoder&) = delete;
// IVideoDecoder interface implementation
bool Initialize(const VideoMetadata& metadata) override;
void Cleanup() override;
bool IsInitialized() const override;
bool DecodeFrame(const VideoPacket& input_packet, VideoFrame& output_frame) override;
bool DecodeFrame(const uint8_t* packet_data, size_t packet_size, VideoFrame& output_frame) override;
bool Reset() override;
bool Flush() override;
// IVideoDecoder interface - additional methods
std::string GetCodecName() const override { return "AV1 (AMD AMF)"; }
VideoCodecType GetCodecType() const override { return VideoCodecType::AV1; }
std::string GetVersion() const override;
DecoderStats GetStats() const override {
DecoderStats stats;
stats.frames_decoded = m_framesDecoded;
stats.decode_errors = m_decodeErrors;
stats.avg_decode_time_ms = m_avgDecodeTime;
stats.bytes_processed = m_bytesProcessed;
return stats;
}
void ResetStats() override {
m_framesDecoded = 0;
m_decodeErrors = 0;
m_avgDecodeTime = 0.0;
m_bytesProcessed = 0;
}
// AMF-specific methods
bool IsAMFAvailable() const;
bool InitializeAMF();
// Static method for availability check (used in registration)
static bool CheckAMFSystemAvailability();
protected:
// Protected members for inheritance (AdaptiveAMFDecoder)
amf::AMFContextPtr m_context;
amf::AMFComponentPtr m_decoder;
uint32_t m_width = 0;
uint32_t m_height = 0;
uint32_t m_maxWidth = 4096;
uint32_t m_maxHeight = 4096;
// Protected helper methods
void LogAMFError(AMF_RESULT result, const std::string& operation) const;
void UpdateDecodeTime(double decode_time);
void IncrementFramesDecoded();
void AddBytesProcessed(size_t bytes);
private:
// AMF objects
amf::AMFFactoryPtr m_factory;
// Surface management
std::vector<amf::AMFSurfacePtr> m_surfaces;
uint32_t m_numSurfaces = 0;
// Statistics
uint64_t m_framesDecoded = 0;
uint64_t m_decodeErrors = 0;
double m_avgDecodeTime = 0.0;
uint64_t m_bytesProcessed = 0;
// State
bool m_initialized = false;
bool m_headerParsed = false;
// Helper methods
bool CheckAMFCapability();
bool CreateContext();
bool SetupDecoder();
bool AllocateSurfaces();
void CleanupAMF();
// Frame conversion
bool ConvertAMFSurface(void* surface, VideoFrame& output_frame);
bool ConvertNV12ToYUV420P(void* surface, VideoFrame& output_frame);
// Surface memory allocation
bool AllocateAMFSurface(void* surface);
void DeallocateAMFSurface(void* surface);
// Data handling
bool PrepareDataForDecode(const uint8_t* packet_data, size_t packet_size);
// Error handling
void LogError(const std::string& message) const;
};
} // namespace VavCore

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@@ -1,5 +1,6 @@
#include "pch.h"
#include "AV1Decoder.h"
#include "VideoDecoderFactory.h"
#include <iostream>
#include <cstring>
@@ -203,6 +204,13 @@ bool AV1Decoder::Flush() {
}
bool AV1Decoder::ConvertDav1dPicture(const Dav1dPicture& dav1d_picture, VideoFrame& output_frame) {
// TODO PERFORMANCE: Consider zero-copy approach for GPU rendering pipeline
// Current implementation copies frame data from dav1d to system memory, then potentially
// copies again to GPU memory for rendering. For optimal performance, consider:
// 1. Direct dav1d output to GPU memory (if supported)
// 2. Conditional copying only when CPU processing or file output is required
// 3. GPU texture upload without intermediate CPU buffer for rendering-only scenarios
// Allocate YUV420P frame
if (!output_frame.AllocateYUV420P(dav1d_picture.p.w, dav1d_picture.p.h)) {
LogError("Failed to allocate VideoFrame");
@@ -274,4 +282,18 @@ void AV1Decoder::ApplyOptimalSettingsForResolution(uint32_t width, uint32_t heig
<< " (threads=" << settings.num_threads << ", delay=" << settings.max_frame_delay << ")" << std::endl;
}
// Auto-registration function
void RegisterAV1Decoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"dav1d", // name
"Software AV1 decoder using dav1d library", // description
50, // priority (medium)
[]() { return true; }, // availability check (always available)
[]() { return std::make_unique<AV1Decoder>(); } // creator function
});
}
// Static initialization for auto-registration
static bool s_av1_registered = (RegisterAV1Decoders(), true);
} // namespace VavCore

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@@ -1,6 +1,5 @@
#include "pch.h"
#include "AdaptiveAV1Decoder.h"
#include "AdaptiveNVDECDecoder.h" // For shared types and utilities
#include <algorithm>
#include <cmath>

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@@ -1,8 +1,21 @@
#include "pch.h"
#include "AdaptiveNVDECDecoder.h"
#include <algorithm>
#include <cmath>
// MUST follow header include order to avoid build error
// 1st: DirectX 11
#include <d3d11.h>
#include <dxgi.h>
// 2nd: CUDA
#include <cuda.h>
#include <nvcuvid.h>
#include <cuviddec.h>
#include <cudaD3D11.h>
// 3rd: User defined
#include "AdaptiveNVDECDecoder.h"
namespace VavCore {
AdaptiveNVDECDecoder::AdaptiveNVDECDecoder() : NVDECAV1Decoder() {
@@ -242,55 +255,5 @@ void AdaptiveNVDECDecoder::ForceQualityAdjustment() {
m_stableFrameCount = m_config.stable_frames_required; // Force next analysis
}
// AdaptiveUtils implementation
namespace AdaptiveUtils {
AdaptiveConfig CreateConfigForTarget(double targetFPS) {
AdaptiveConfig config;
config.target_frame_time_ms = 1000.0 / targetFPS;
config.critical_frame_time_ms = 1000.0 / (targetFPS * 0.6);
return config;
}
AdaptiveConfig GetConservativeConfig() {
AdaptiveConfig config;
config.quality_down_threshold = 1.1; // Aggressive scaling down
config.quality_up_threshold = 0.7; // Conservative scaling up
config.stable_frames_required = 15; // Faster adjustments
return config;
}
AdaptiveConfig GetBalancedConfig() {
AdaptiveConfig config;
// Use default values - already balanced
return config;
}
AdaptiveConfig GetQualityConfig() {
AdaptiveConfig config;
config.quality_down_threshold = 1.4; // Tolerate more lag before reducing quality
config.quality_up_threshold = 0.9; // Quick to restore quality
config.stable_frames_required = 45; // Slower adjustments for stability
return config;
}
double EstimateOptimalFrameRate(const PerformanceMetrics& metrics) {
double totalFrameTime = metrics.avg_decode_time_ms + metrics.avg_render_time_ms;
if (totalFrameTime <= 0) return 30.0; // Default
return 1000.0 / totalFrameTime; // Convert ms to FPS
}
QualityLevel RecommendQualityForTargetFPS(double targetFPS, double currentFPS) {
double ratio = currentFPS / targetFPS;
if (ratio >= 0.95) return QualityLevel::ULTRA;
if (ratio >= 0.80) return QualityLevel::HIGH;
if (ratio >= 0.60) return QualityLevel::MEDIUM;
if (ratio >= 0.40) return QualityLevel::LOW;
return QualityLevel::MINIMUM;
}
} // namespace AdaptiveUtils
} // namespace VavCore

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@@ -1,9 +1,8 @@
#pragma once
#include "NVDECAV1Decoder.h"
#include "../Common/AdaptiveTypes.h"
#include <queue>
#include <mutex>
#include <atomic>
#include "NVDECAV1Decoder.h"
namespace VavCore {

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@@ -317,6 +317,13 @@ bool MediaFoundationAV1Decoder::ConfigureVideoDecoder() {
}
bool MediaFoundationAV1Decoder::ConvertMFSampleToVideoFrame(IMFSample* sample, VideoFrame& output_frame) {
// TODO PERFORMANCE: Consider zero-copy approach for GPU rendering pipeline
// Current implementation copies Media Foundation surface data to system memory,
// then potentially copies again to D3D12 GPU memory for rendering. For optimal performance:
// 1. Use Media Foundation D3D11/D3D12 surface sharing for direct GPU-to-GPU transfer
// 2. Conditional copying only when CPU processing or file output is required
// 3. Leverage hardware decoder (Intel QSV/NVIDIA NVDEC/AMD VCN) → D3D12 interop
if (!sample) return false;
ComPtr<IMFMediaBuffer> buffer;
HRESULT hr = sample->ConvertToContiguousBuffer(&buffer);

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@@ -1,9 +1,20 @@
#include "pch.h"
// Include NVDEC decoder header with TIMECODE protection
// MUST follow header include order to avoid build error
// 1st: DirectX 11
#include <d3d11.h>
#include <dxgi.h>
// 2nd: CUDA
#include <cuda.h>
#include <nvcuvid.h>
#include <cuviddec.h>
#include <cudaD3D11.h>
// 3rd: User defined
#include "NVDECAV1Decoder.h"
#include <iostream>
#include <cstring>
#include <algorithm>
#include "VideoDecoderFactory.h"
namespace VavCore {
@@ -117,8 +128,12 @@ bool NVDECAV1Decoder::DecodeFrame(const uint8_t* packet_data, size_t packet_size
return false;
}
// For GUI mode, we can copy pixel data to the VideoFrame
// TODO: Implement actual frame data copying when needed
// INTENTIONAL DESIGN: No GPU-to-CPU frame data copying for performance optimization
// This is a zero-copy design where decoded frames remain in GPU memory for direct
// D3D12 rendering. Copying 4K frames (~12MB each) would add ~5ms overhead per frame,
// reducing performance from 27fps to ~24fps. Only metadata is populated here.
// GPU memory will be directly accessed by D3D12VideoRenderer for optimal pipeline.
// TODO: Add conditional CPU copying only when file output mode is explicitly requested
output_frame.width = m_width;
output_frame.height = m_height;
output_frame.format = PixelFormat::YUV420P;
@@ -347,7 +362,9 @@ int CUDAAPI NVDECAV1Decoder::HandlePictureDisplay(void* user_data, CUVIDPARSERDI
return 0;
}
// For GUI mode, we can implement actual frame data copying here
// INTENTIONAL DESIGN: Zero-copy approach for optimal GPU-to-GPU pipeline
// Frame data remains in GPU memory for direct D3D12 texture mapping
// TODO: Implement GPU-to-CPU copying only when file output mode is required
return 1;
}
@@ -363,4 +380,30 @@ void NVDECAV1Decoder::LogCUDAError(CUresult result, const std::string& operation
<< " (code: " << result << ")" << std::endl;
}
bool NVDECAV1Decoder::CheckNVDECAvailability() {
try {
// Create temporary instance to check availability
NVDECAV1Decoder temp_decoder;
return temp_decoder.IsNVDECAvailable();
} catch (...) {
return false;
}
}
// Auto-registration function
void RegisterNVDECDecoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"nvdec", // name
"Hardware AV1 decoder using NVIDIA NVDEC", // description
10, // priority (high)
[]() { // availability check
return NVDECAV1Decoder::CheckNVDECAvailability();
},
[]() { return std::make_unique<NVDECAV1Decoder>(); } // creator function
});
}
// Static initialization for auto-registration
static bool s_nvdec_registered = (RegisterNVDECDecoders(), true);
} // namespace VavCore

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@@ -3,16 +3,19 @@
#include <memory>
#include <chrono>
// Prevent TIMECODE conflicts by defining it before Windows headers
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
// Prevent specific Windows header conflicts
#define TIMECODE TIMECODE_WIN32
#include <cuda.h>
#include <nvcuvid.h>
#include <cuviddec.h>
#undef TIMECODE
//// Prevent TIMECODE conflicts by defining it before Windows headers
//#define WIN32_LEAN_AND_MEAN
//#define NOMINMAX
//
//// Prevent specific Windows header conflicts
//#define TIMECODE TIMECODE_WIN32
//#include <cuda.h>
//#include <nvcuvid.h>
//#include <cuviddec.h>
//#include <cudaD3D11.h>
//#include <nvcuvid.h>
//#include <dxgi.h>
//#undef TIMECODE
namespace VavCore {
@@ -62,6 +65,9 @@ public:
bool IsNVDECAvailable() const;
bool InitializeCUDA();
// Static method for availability check (used in registration)
static bool CheckNVDECAvailability();
protected:
// Protected members for inheritance (AdaptiveNVDECDecoder)
CUvideodecoder m_decoder = nullptr;

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@@ -0,0 +1,773 @@
#include "pch.h"
#include "VPLAV1Decoder.h"
#include "VideoDecoderFactory.h"
#include <iostream>
#include <sstream>
#include <chrono>
using namespace std;
using namespace chrono;
namespace VavCore {
VPLAV1Decoder::VPLAV1Decoder() {
// Constructor implementation
m_bitstreamBuffer = std::make_unique<mfxU8[]>(m_bitstreamBufferSize);
}
VPLAV1Decoder::~VPLAV1Decoder() {
Cleanup();
}
bool VPLAV1Decoder::Initialize(const VideoMetadata& metadata) {
if (m_initialized) {
LogError("Decoder already initialized");
return false;
}
// Store video dimensions
m_width = metadata.width;
m_height = metadata.height;
// Initialize VPL
if (!InitializeVPL()) {
LogError("Failed to initialize VPL");
return false;
}
// Create VPL session
if (!CreateSession()) {
LogError("Failed to create VPL session");
CleanupVPL();
return false;
}
// Setup decoder parameters
if (!SetupDecoder()) {
LogError("Failed to setup decoder parameters");
CleanupVPL();
return false;
}
m_initialized = true;
cout << "[VPLAV1Decoder] Initialized successfully for " << m_width << "x" << m_height << endl;
return true;
}
void VPLAV1Decoder::Cleanup() {
if (!m_initialized) {
return;
}
CleanupVPL();
m_initialized = false;
cout << "[VPLAV1Decoder] Cleanup completed" << endl;
}
bool VPLAV1Decoder::IsInitialized() const {
return m_initialized;
}
bool VPLAV1Decoder::DecodeFrame(const VideoPacket& input_packet, VideoFrame& output_frame) {
if (!input_packet.IsValid()) {
LogError("Invalid input packet");
++m_decodeErrors;
return false;
}
return DecodeFrame(input_packet.data.get(), input_packet.size, output_frame);
}
bool VPLAV1Decoder::DecodeFrame(const uint8_t* packet_data, size_t packet_size, VideoFrame& output_frame) {
if (!m_initialized) {
LogError("Decoder not initialized");
++m_decodeErrors;
return false;
}
if (!packet_data || packet_size == 0) {
LogError("Invalid packet data");
++m_decodeErrors;
return false;
}
auto start_time = high_resolution_clock::now();
try {
// Prepare bitstream for decoding
mfxBitstream bitstream = {};
if (!PrepareDataForDecode(packet_data, packet_size, bitstream)) {
LogError("Failed to prepare data for decode");
++m_decodeErrors;
return false;
}
// Parse header if not already done
if (!m_headerParsed) {
mfxStatus status = MFXVideoDECODE_DecodeHeader(m_session, &bitstream, &m_videoParams);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "DecodeHeader");
// For AV1, we might need more data or a sequence header
if (status == MFX_ERR_MORE_DATA) {
return true; // Not an error, just need more data
}
++m_decodeErrors;
return false;
}
// Allocate surfaces after header is parsed
if (!AllocateSurfaces()) {
LogError("Failed to allocate surfaces");
++m_decodeErrors;
return false;
}
// Initialize decoder
mfxStatus init_status = MFXVideoDECODE_Init(m_session, &m_videoParams);
if (init_status != MFX_ERR_NONE) {
LogVPLError(init_status, "Init");
++m_decodeErrors;
return false;
}
m_headerParsed = true;
}
// Get free surface for decoding
mfxFrameSurface1* work_surface = GetFreeSurface();
if (!work_surface) {
LogError("No free surfaces available");
++m_decodeErrors;
return false;
}
// Decode frame
mfxFrameSurface1* output_surface = nullptr;
mfxSyncPoint sync_point = nullptr;
mfxStatus status = MFXVideoDECODE_DecodeFrameAsync(
m_session, &bitstream, work_surface, &output_surface, &sync_point);
if (status == MFX_ERR_MORE_DATA) {
// Need more input data - this is normal
return true;
}
if (status != MFX_ERR_NONE && status != MFX_WRN_VIDEO_PARAM_CHANGED) {
LogVPLError(status, "DecodeFrameAsync");
++m_decodeErrors;
return false;
}
// Wait for decode completion if we have output
if (sync_point) {
mfxStatus sync_status = MFXVideoCORE_SyncOperation(m_session, sync_point, MFX_INFINITE);
if (sync_status != MFX_ERR_NONE) {
LogVPLError(sync_status, "SyncOperation");
++m_decodeErrors;
return false;
}
// Convert VPL surface to VideoFrame
if (output_surface && !ConvertVPLSurface(output_surface, output_frame)) {
LogError("Failed to convert VPL surface");
++m_decodeErrors;
return false;
}
// Update statistics
auto end_time = high_resolution_clock::now();
double decode_time = duration_cast<microseconds>(end_time - start_time).count() / 1000.0;
UpdateDecodeTime(decode_time);
IncrementFramesDecoded();
AddBytesProcessed(packet_size);
}
return true;
}
catch (const exception& e) {
LogError("Exception in DecodeFrame: " + string(e.what()));
++m_decodeErrors;
return false;
}
}
bool VPLAV1Decoder::Reset() {
if (!m_initialized) {
return false;
}
// Flush any remaining frames
Flush();
// Reset decoder
mfxStatus status = MFXVideoDECODE_Reset(m_session, &m_videoParams);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "Reset");
return false;
}
cout << "[VPLAV1Decoder] Reset completed" << endl;
return true;
}
bool VPLAV1Decoder::Flush() {
if (!m_initialized) {
return false;
}
// Drain decoder by sending null bitstream
mfxFrameSurface1* output_surface = nullptr;
mfxSyncPoint sync_point = nullptr;
while (true) {
mfxStatus status = MFXVideoDECODE_DecodeFrameAsync(
m_session, nullptr, nullptr, &output_surface, &sync_point);
if (status == MFX_ERR_MORE_DATA) {
break; // No more frames to retrieve
}
if (status != MFX_ERR_NONE) {
break; // Error or end of stream
}
if (sync_point) {
MFXVideoCORE_SyncOperation(m_session, sync_point, MFX_INFINITE);
}
}
return true;
}
std::string VPLAV1Decoder::GetVersion() const {
if (!m_session) {
return "VPL not initialized";
}
mfxVersion version = {};
mfxStatus status = MFXQueryVersion(m_session, &version);
if (status != MFX_ERR_NONE) {
return "VPL version query failed";
}
stringstream ss;
ss << "Intel VPL " << version.Major << "." << version.Minor;
return ss.str();
}
bool VPLAV1Decoder::IsVPLAvailable() const {
// Try to create a loader to test VPL availability
mfxLoader temp_loader = MFXLoad();
if (!temp_loader) {
return false;
}
// Test AV1 decoder availability
mfxConfig temp_config = MFXCreateConfig(temp_loader);
if (temp_config) {
mfxVariant codec_id;
codec_id.Type = MFX_VARIANT_TYPE_U32;
codec_id.Data.U32 = MFX_CODEC_AV1;
mfxStatus status = MFXSetConfigFilterProperty(temp_config,
(const mfxU8*)"mfxImplDescription.mfxDecoderDescription.decoder.CodecID", codec_id);
if (status == MFX_ERR_NONE) {
mfxSession temp_session;
status = MFXCreateSession(temp_loader, 0, &temp_session);
if (status == MFX_ERR_NONE) {
MFXClose(temp_session);
MFXUnload(temp_loader);
return true;
}
}
}
MFXUnload(temp_loader);
return false;
}
bool VPLAV1Decoder::InitializeVPL() {
try {
// Create loader
m_loader = MFXLoad();
if (!m_loader) {
LogError("Failed to create VPL loader");
return false;
}
// Create configuration for AV1 decoder
m_config = MFXCreateConfig(m_loader);
if (!m_config) {
LogError("Failed to create VPL config");
return false;
}
// Set codec to AV1
mfxVariant codec_id;
codec_id.Type = MFX_VARIANT_TYPE_U32;
codec_id.Data.U32 = MFX_CODEC_AV1;
mfxStatus status = MFXSetConfigFilterProperty(m_config,
(const mfxU8*)"mfxImplDescription.mfxDecoderDescription.decoder.CodecID", codec_id);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "SetConfigFilterProperty for AV1");
return false;
}
// Prefer hardware implementation
mfxVariant impl_type;
impl_type.Type = MFX_VARIANT_TYPE_U32;
impl_type.Data.U32 = MFX_IMPL_TYPE_HARDWARE;
status = MFXSetConfigFilterProperty(m_config,
(const mfxU8*)"mfxImplDescription.ImplType", impl_type);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "SetConfigFilterProperty for hardware");
// Continue with software fallback
}
return true;
}
catch (const exception& e) {
LogError("Exception in InitializeVPL: " + string(e.what()));
return false;
}
}
bool VPLAV1Decoder::CheckVPLCapability() {
return IsVPLAvailable();
}
bool VPLAV1Decoder::CreateSession() {
if (!m_loader) {
return false;
}
mfxStatus status = MFXCreateSession(m_loader, 0, &m_session);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "CreateSession");
return false;
}
return true;
}
bool VPLAV1Decoder::SetupDecoder() {
if (!m_session) {
return false;
}
// Initialize video parameters
memset(&m_videoParams, 0, sizeof(m_videoParams));
m_videoParams.mfx.CodecId = MFX_CODEC_AV1;
m_videoParams.mfx.DecodedOrder = 1; // Enable decoded order output
m_videoParams.IOPattern = MFX_IOPATTERN_OUT_SYSTEM_MEMORY;
// Set frame info if we have dimensions
if (m_width > 0 && m_height > 0) {
m_videoParams.mfx.FrameInfo.Width = (mfxU16)((m_width + 15) & ~15); // Align to 16
m_videoParams.mfx.FrameInfo.Height = (mfxU16)((m_height + 15) & ~15); // Align to 16
m_videoParams.mfx.FrameInfo.CropW = (mfxU16)m_width;
m_videoParams.mfx.FrameInfo.CropH = (mfxU16)m_height;
m_videoParams.mfx.FrameInfo.FourCC = MFX_FOURCC_NV12;
m_videoParams.mfx.FrameInfo.ChromaFormat = MFX_CHROMAFORMAT_YUV420;
m_videoParams.mfx.FrameInfo.PicStruct = MFX_PICSTRUCT_PROGRESSIVE;
}
return true;
}
bool VPLAV1Decoder::AllocateSurfaces() {
if (!m_session) {
return false;
}
// Query required surface count
mfxFrameAllocRequest request = {};
mfxStatus status = MFXVideoDECODE_QueryIOSurf(m_session, &m_videoParams, &request);
if (status != MFX_ERR_NONE) {
LogVPLError(status, "QueryIOSurf");
return false;
}
// Allocate surfaces
m_numSurfaces = request.NumFrameSuggested + 10; // Extra surfaces for safety
m_surfaces.resize(m_numSurfaces);
for (mfxU16 i = 0; i < m_numSurfaces; ++i) {
mfxFrameSurface1& surface = m_surfaces[i];
memset(&surface, 0, sizeof(surface));
surface.Info = m_videoParams.mfx.FrameInfo;
// Allocate surface data
mfxU32 surface_size = request.Info.Width * request.Info.Height * 3 / 2; // NV12 format
surface.Data.Y = new mfxU8[surface_size];
surface.Data.U = surface.Data.Y + request.Info.Width * request.Info.Height;
surface.Data.V = surface.Data.U + 1;
surface.Data.Pitch = request.Info.Width;
}
return true;
}
void VPLAV1Decoder::CleanupVPL() {
// Close session
if (m_session) {
MFXVideoDECODE_Close(m_session);
MFXClose(m_session);
m_session = nullptr;
}
// Free surfaces
for (auto& surface : m_surfaces) {
if (surface.Data.Y) {
delete[] surface.Data.Y;
surface.Data.Y = nullptr;
}
}
m_surfaces.clear();
m_numSurfaces = 0;
// Cleanup loader
if (m_loader) {
MFXUnload(m_loader);
m_loader = nullptr;
}
m_config = nullptr; // Config is freed with loader
m_headerParsed = false;
}
bool VPLAV1Decoder::ConvertVPLSurface(mfxFrameSurface1* surface, VideoFrame& output_frame) {
// TODO PERFORMANCE: Consider zero-copy approach for GPU rendering pipeline
// Current implementation copies VPL surface data from Intel GPU/CPU to system memory,
// then potentially copies again to D3D12 GPU memory for rendering. For optimal performance:
// 1. Use Intel VPL D3D11/D3D12 surface sharing for direct GPU-to-GPU transfer
// 2. Conditional copying only when CPU processing or file output is required
// 3. Leverage Intel Quick Sync → D3D12 interop to eliminate memory copies
if (!surface || !surface->Data.Y) {
return false;
}
// Get surface info
mfxU16 width = surface->Info.CropW ? surface->Info.CropW : surface->Info.Width;
mfxU16 height = surface->Info.CropH ? surface->Info.CropH : surface->Info.Height;
mfxU16 pitch = surface->Data.Pitch;
// Allocate output frame planes
output_frame.width = width;
output_frame.height = height;
output_frame.format = PixelFormat::YUV420P;
output_frame.color_space = ColorSpace::YUV420P;
// Calculate plane sizes for YUV420P
output_frame.y_size = width * height;
output_frame.u_size = (width / 2) * (height / 2);
output_frame.v_size = (width / 2) * (height / 2);
output_frame.y_stride = width;
output_frame.u_stride = width / 2;
output_frame.v_stride = width / 2;
// Allocate memory for each plane
output_frame.y_plane = std::make_unique<uint8_t[]>(output_frame.y_size);
output_frame.u_plane = std::make_unique<uint8_t[]>(output_frame.u_size);
output_frame.v_plane = std::make_unique<uint8_t[]>(output_frame.v_size);
try {
// Copy Y plane
const mfxU8* y_src = surface->Data.Y;
uint8_t* y_dst = output_frame.y_plane.get();
for (mfxU16 row = 0; row < height; ++row) {
memcpy(y_dst + row * width, y_src + row * pitch, width);
}
// Convert NV12 UV interleaved to separate U and V planes
const mfxU8* uv_src = surface->Data.U;
uint8_t* u_dst = output_frame.u_plane.get();
uint8_t* v_dst = output_frame.v_plane.get();
mfxU16 uv_width = width / 2;
mfxU16 uv_height = height / 2;
for (mfxU16 row = 0; row < uv_height; ++row) {
const mfxU8* uv_row = uv_src + row * pitch;
for (mfxU16 col = 0; col < uv_width; ++col) {
u_dst[row * uv_width + col] = uv_row[col * 2]; // U
v_dst[row * uv_width + col] = uv_row[col * 2 + 1]; // V
}
}
// Set frame metadata
output_frame.timestamp_ns = surface->Data.TimeStamp;
output_frame.is_valid = true;
return true;
}
catch (const exception& e) {
LogError("Exception in ConvertVPLSurface: " + string(e.what()));
return false;
}
}
mfxFrameSurface1* VPLAV1Decoder::GetFreeSurface() {
for (auto& surface : m_surfaces) {
if (surface.Data.Locked == 0) {
return &surface;
}
}
return nullptr;
}
bool VPLAV1Decoder::PrepareDataForDecode(const uint8_t* packet_data, size_t packet_size, mfxBitstream& bitstream) {
if (packet_size > m_bitstreamBufferSize) {
// Reallocate larger buffer if needed
m_bitstreamBufferSize = static_cast<mfxU32>(packet_size * 2);
m_bitstreamBuffer = std::make_unique<mfxU8[]>(m_bitstreamBufferSize);
}
// Copy packet data to bitstream buffer
memcpy(m_bitstreamBuffer.get(), packet_data, packet_size);
// Setup bitstream structure
memset(&bitstream, 0, sizeof(bitstream));
bitstream.Data = m_bitstreamBuffer.get();
bitstream.DataLength = static_cast<mfxU32>(packet_size);
bitstream.MaxLength = m_bitstreamBufferSize;
bitstream.DataFlag = MFX_BITSTREAM_COMPLETE_FRAME;
return true;
}
void VPLAV1Decoder::LogVPLError(mfxStatus status, const std::string& operation) const {
string error_msg;
switch (status) {
case MFX_ERR_NONE: error_msg = "MFX_ERR_NONE"; break;
case MFX_ERR_UNKNOWN: error_msg = "MFX_ERR_UNKNOWN"; break;
case MFX_ERR_NULL_PTR: error_msg = "MFX_ERR_NULL_PTR"; break;
case MFX_ERR_UNSUPPORTED: error_msg = "MFX_ERR_UNSUPPORTED"; break;
case MFX_ERR_MEMORY_ALLOC: error_msg = "MFX_ERR_MEMORY_ALLOC"; break;
case MFX_ERR_NOT_ENOUGH_BUFFER: error_msg = "MFX_ERR_NOT_ENOUGH_BUFFER"; break;
case MFX_ERR_INVALID_HANDLE: error_msg = "MFX_ERR_INVALID_HANDLE"; break;
case MFX_ERR_LOCK_MEMORY: error_msg = "MFX_ERR_LOCK_MEMORY"; break;
case MFX_ERR_NOT_INITIALIZED: error_msg = "MFX_ERR_NOT_INITIALIZED"; break;
case MFX_ERR_NOT_FOUND: error_msg = "MFX_ERR_NOT_FOUND"; break;
case MFX_ERR_MORE_DATA: error_msg = "MFX_ERR_MORE_DATA"; break;
case MFX_ERR_MORE_SURFACE: error_msg = "MFX_ERR_MORE_SURFACE"; break;
case MFX_ERR_ABORTED: error_msg = "MFX_ERR_ABORTED"; break;
case MFX_ERR_DEVICE_LOST: error_msg = "MFX_ERR_DEVICE_LOST"; break;
case MFX_ERR_INCOMPATIBLE_VIDEO_PARAM: error_msg = "MFX_ERR_INCOMPATIBLE_VIDEO_PARAM"; break;
case MFX_ERR_INVALID_VIDEO_PARAM: error_msg = "MFX_ERR_INVALID_VIDEO_PARAM"; break;
case MFX_ERR_UNDEFINED_BEHAVIOR: error_msg = "MFX_ERR_UNDEFINED_BEHAVIOR"; break;
case MFX_ERR_DEVICE_FAILED: error_msg = "MFX_ERR_DEVICE_FAILED"; break;
case MFX_ERR_MORE_BITSTREAM: error_msg = "MFX_ERR_MORE_BITSTREAM"; break;
case MFX_WRN_IN_EXECUTION: error_msg = "MFX_WRN_IN_EXECUTION"; break;
case MFX_WRN_DEVICE_BUSY: error_msg = "MFX_WRN_DEVICE_BUSY"; break;
case MFX_WRN_VIDEO_PARAM_CHANGED: error_msg = "MFX_WRN_VIDEO_PARAM_CHANGED"; break;
case MFX_WRN_PARTIAL_ACCELERATION: error_msg = "MFX_WRN_PARTIAL_ACCELERATION"; break;
case MFX_WRN_INCOMPATIBLE_VIDEO_PARAM: error_msg = "MFX_WRN_INCOMPATIBLE_VIDEO_PARAM"; break;
case MFX_WRN_VALUE_NOT_CHANGED: error_msg = "MFX_WRN_VALUE_NOT_CHANGED"; break;
case MFX_WRN_OUT_OF_RANGE: error_msg = "MFX_WRN_OUT_OF_RANGE"; break;
case MFX_WRN_FILTER_SKIPPED: error_msg = "MFX_WRN_FILTER_SKIPPED"; break;
default:
error_msg = "Unknown VPL error (" + to_string(status) + ")";
break;
}
LogError("[VPL] " + operation + " failed: " + error_msg);
}
void VPLAV1Decoder::LogError(const std::string& message) const {
cerr << "[VPLAV1Decoder ERROR] " << message << endl;
}
bool VPLAV1Decoder::ConvertNV12ToYUV420P(mfxFrameSurface1* surface, VideoFrame& output_frame) {
if (!surface || !surface->Data.Y) {
LogError("Invalid surface for NV12 conversion");
return false;
}
mfxFrameData& src = surface->Data;
// Copy Y plane
uint8_t* dst_y = output_frame.y_plane.get();
uint8_t* src_y = src.Y;
for (uint32_t y = 0; y < output_frame.height; y++) {
memcpy(dst_y, src_y, output_frame.width);
dst_y += output_frame.width;
src_y += src.Pitch;
}
// Convert interleaved UV to separate U and V planes
uint8_t* dst_u = output_frame.u_plane.get();
uint8_t* dst_v = output_frame.v_plane.get();
uint8_t* src_uv = src.UV;
uint32_t uv_width = output_frame.width / 2;
uint32_t uv_height = output_frame.height / 2;
for (uint32_t y = 0; y < uv_height; y++) {
for (uint32_t x = 0; x < uv_width; x++) {
dst_u[x] = src_uv[x * 2]; // U (even indices)
dst_v[x] = src_uv[x * 2 + 1]; // V (odd indices)
}
dst_u += uv_width;
dst_v += uv_width;
src_uv += src.Pitch;
}
return true;
}
bool VPLAV1Decoder::ConvertI420ToYUV420P(mfxFrameSurface1* surface, VideoFrame& output_frame) {
if (!surface || !surface->Data.Y) {
LogError("Invalid surface for I420 conversion");
return false;
}
mfxFrameData& src = surface->Data;
// Copy Y plane
uint8_t* dst_y = output_frame.y_plane.get();
uint8_t* src_y = src.Y;
for (uint32_t y = 0; y < output_frame.height; y++) {
memcpy(dst_y, src_y, output_frame.width);
dst_y += output_frame.width;
src_y += src.Pitch;
}
// Copy U plane
uint8_t* dst_u = output_frame.u_plane.get();
uint8_t* src_u = src.U;
uint32_t uv_width = output_frame.width / 2;
uint32_t uv_height = output_frame.height / 2;
for (uint32_t y = 0; y < uv_height; y++) {
memcpy(dst_u, src_u, uv_width);
dst_u += uv_width;
src_u += src.Pitch / 2;
}
// Copy V plane
uint8_t* dst_v = output_frame.v_plane.get();
uint8_t* src_v = src.V;
for (uint32_t y = 0; y < uv_height; y++) {
memcpy(dst_v, src_v, uv_width);
dst_v += uv_width;
src_v += src.Pitch / 2;
}
return true;
}
bool VPLAV1Decoder::AllocateSystemMemoryForSurface(mfxFrameSurface1* surface) {
if (!surface) {
LogError("Null surface for memory allocation");
return false;
}
mfxFrameInfo& info = surface->Info;
// Calculate required buffer size for different formats
mfxU32 surfaceSize = 0;
switch (info.FourCC) {
case MFX_FOURCC_NV12:
// NV12: Y plane + interleaved UV
surfaceSize = info.Width * info.Height + (info.Width * info.Height) / 2;
break;
case MFX_FOURCC_I420:
// I420/IYUV: Y + U + V planes (same format, different names)
surfaceSize = info.Width * info.Height * 3 / 2;
break;
case MFX_FOURCC_YUY2:
// YUY2: 2 bytes per pixel
surfaceSize = info.Width * info.Height * 2;
break;
default:
LogError("Unsupported pixel format for memory allocation: " + to_string(info.FourCC));
return false;
}
// Allocate buffer with proper alignment
const mfxU32 alignment = 32; // 32-byte alignment for SIMD operations
mfxU32 alignedSize = (surfaceSize + alignment - 1) & ~(alignment - 1);
mfxU8* buffer = nullptr;
try {
buffer = new mfxU8[alignedSize];
memset(buffer, 0, alignedSize); // Initialize to zero
} catch (const std::bad_alloc&) {
LogError("Failed to allocate memory for surface: " + to_string(alignedSize) + " bytes");
return false;
}
// Set up surface data pointers based on format
surface->Data.Y = buffer;
surface->Data.Pitch = info.Width;
if (info.FourCC == MFX_FOURCC_NV12) {
// NV12: Y plane + interleaved UV
surface->Data.UV = buffer + info.Width * info.Height;
surface->Data.U = surface->Data.UV;
surface->Data.V = surface->Data.UV + 1;
} else if (info.FourCC == MFX_FOURCC_I420) {
// I420: separate Y, U, V planes
surface->Data.U = buffer + info.Width * info.Height;
surface->Data.V = surface->Data.U + (info.Width * info.Height) / 4;
} else if (info.FourCC == MFX_FOURCC_YUY2) {
// YUY2: packed format, only Y pointer needed
surface->Data.U = nullptr;
surface->Data.V = nullptr;
surface->Data.Pitch = info.Width * 2; // 2 bytes per pixel
}
return true;
}
void VPLAV1Decoder::DeallocateSystemMemoryForSurface(mfxFrameSurface1* surface) {
if (surface && surface->Data.Y) {
delete[] surface->Data.Y;
memset(&surface->Data, 0, sizeof(surface->Data));
}
}
bool VPLAV1Decoder::CheckVPLSystemAvailability() {
try {
// Create temporary instance to check availability
VPLAV1Decoder temp_decoder;
return temp_decoder.IsVPLAvailable();
} catch (...) {
return false;
}
}
// Auto-registration function
void RegisterVPLDecoders() {
VideoDecoderFactory::RegisterAV1Decoder({
"vpl", // name
"Hardware AV1 decoder using Intel VPL", // description
20, // priority (high)
[]() { // availability check
return VPLAV1Decoder::CheckVPLSystemAvailability();
},
[]() { return std::make_unique<VPLAV1Decoder>(); } // creator function
});
}
// Static initialization for auto-registration
static bool s_vpl_registered = (RegisterVPLDecoders(), true);
} // namespace VavCore

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@@ -0,0 +1,128 @@
#pragma once
#include "IVideoDecoder.h"
#include <memory>
#include <chrono>
// Prevent TIMECODE conflicts by defining it before Windows headers
#define WIN32_LEAN_AND_MEAN
#define NOMINMAX
// Intel VPL includes
#include <mfx.h>
#include <mfxdefs.h>
#include <mfxstructures.h>
#include <mfxsession.h>
#include <mfxvideo.h>
#include <mfxdispatcher.h>
namespace VavCore {
// Intel VPL-based AV1 decoder for hardware acceleration
class VPLAV1Decoder : public IVideoDecoder {
public:
VPLAV1Decoder();
~VPLAV1Decoder() override;
// Prevent copying
VPLAV1Decoder(const VPLAV1Decoder&) = delete;
VPLAV1Decoder& operator=(const VPLAV1Decoder&) = delete;
// IVideoDecoder interface implementation
bool Initialize(const VideoMetadata& metadata) override;
void Cleanup() override;
bool IsInitialized() const override;
bool DecodeFrame(const VideoPacket& input_packet, VideoFrame& output_frame) override;
bool DecodeFrame(const uint8_t* packet_data, size_t packet_size, VideoFrame& output_frame) override;
bool Reset() override;
bool Flush() override;
// IVideoDecoder interface - additional methods
std::string GetCodecName() const override { return "AV1 (Intel VPL)"; }
VideoCodecType GetCodecType() const override { return VideoCodecType::AV1; }
std::string GetVersion() const override;
DecoderStats GetStats() const override {
DecoderStats stats;
stats.frames_decoded = m_framesDecoded;
stats.decode_errors = m_decodeErrors;
stats.avg_decode_time_ms = m_avgDecodeTime;
stats.bytes_processed = m_bytesProcessed;
return stats;
}
void ResetStats() override {
m_framesDecoded = 0;
m_decodeErrors = 0;
m_avgDecodeTime = 0.0;
m_bytesProcessed = 0;
}
// VPL-specific methods
bool IsVPLAvailable() const;
bool InitializeVPL();
// Static method for availability check (used in registration)
static bool CheckVPLSystemAvailability();
protected:
// Protected members for inheritance (AdaptiveVPLDecoder)
mfxSession m_session = nullptr;
mfxVideoParam m_videoParams = {};
uint32_t m_width = 0;
uint32_t m_height = 0;
uint32_t m_maxWidth = 4096;
uint32_t m_maxHeight = 4096;
// Protected helper methods
void LogVPLError(mfxStatus status, const std::string& operation) const;
private:
// VPL objects
mfxLoader m_loader = nullptr;
mfxConfig m_config = nullptr;
// Surface management
std::vector<mfxFrameSurface1> m_surfaces;
mfxU16 m_numSurfaces = 0;
// Bitstream buffer
std::unique_ptr<mfxU8[]> m_bitstreamBuffer;
mfxU32 m_bitstreamBufferSize = 2 * 1024 * 1024; // 2MB default
// Statistics
uint64_t m_framesDecoded = 0;
uint64_t m_decodeErrors = 0;
double m_avgDecodeTime = 0.0;
uint64_t m_bytesProcessed = 0;
// State
bool m_initialized = false;
bool m_headerParsed = false;
// Helper methods
bool CheckVPLCapability();
bool CreateSession();
bool SetupDecoder();
bool AllocateSurfaces();
void CleanupVPL();
// Frame conversion
bool ConvertVPLSurface(mfxFrameSurface1* surface, VideoFrame& output_frame);
bool ConvertNV12ToYUV420P(mfxFrameSurface1* surface, VideoFrame& output_frame);
bool ConvertI420ToYUV420P(mfxFrameSurface1* surface, VideoFrame& output_frame);
mfxFrameSurface1* GetFreeSurface();
// Surface memory allocation
bool AllocateSystemMemoryForSurface(mfxFrameSurface1* surface);
void DeallocateSystemMemoryForSurface(mfxFrameSurface1* surface);
// Bitstream handling
bool PrepareDataForDecode(const uint8_t* packet_data, size_t packet_size, mfxBitstream& bitstream);
// Error handling
void LogError(const std::string& message) const;
};
} // namespace VavCore

View File

@@ -1,129 +1,95 @@
#include "pch.h"
#include "pch.h"
#include "VideoDecoderFactory.h"
#include "AV1Decoder.h"
#include "AdaptiveAV1Decoder.h"
#include "MediaFoundationAV1Decoder.h"
// #include "VP9Decoder.h" // TODO: activate when VP9 implemented
#include <mfapi.h>
// Include NVDEC header (TIMECODE conflicts handled in NVDECAV1Decoder.h)
#include "NVDECAV1Decoder.h"
#include "AdaptiveNVDECDecoder.h"
#include <algorithm>
#include <iostream>
namespace VavCore {
// Static member initialization
bool VideoDecoderFactory::s_av1_available = false;
bool VideoDecoderFactory::s_vp9_available = false;
bool VideoDecoderFactory::s_media_foundation_available = false;
bool VideoDecoderFactory::s_nvdec_available = false;
bool VideoDecoderFactory::s_factory_initialized = false;
std::vector<DecoderRegistration> VideoDecoderFactory::s_av1_decoders;
std::vector<DecoderRegistration> VideoDecoderFactory::s_vp9_decoders;
std::unique_ptr<IVideoDecoder> VideoDecoderFactory::CreateDecoder(VideoCodecType codec_type, DecoderType decoder_type) {
if (!s_factory_initialized) {
InitializeFactory();
auto& decoders = GetDecoderList(codec_type);
// Filter available decoders
std::vector<DecoderRegistration> available;
for (const auto& decoder : decoders) {
if (decoder.isAvailable()) {
available.push_back(decoder);
}
}
switch (codec_type) {
case VideoCodecType::AV1:
return CreateAV1Decoder(decoder_type);
case VideoCodecType::VP9:
// TODO: activate when VP9 implemented
// if (s_vp9_available) {
// return std::make_unique<VP9Decoder>();
// }
break;
default:
break;
if (available.empty()) {
std::cerr << "[VideoDecoderFactory] No available decoders for codec type: "
<< GetCodecTypeString(codec_type) << std::endl;
return nullptr;
}
return nullptr;
}
// Sort by priority (lower numbers = higher priority)
std::sort(available.begin(), available.end(), [](const auto& a, const auto& b) {
return a.priority < b.priority;
});
std::unique_ptr<IVideoDecoder> VideoDecoderFactory::CreateAV1Decoder(DecoderType decoder_type) {
switch (decoder_type) {
case DecoderType::ADAPTIVE_NVDEC:
if (s_nvdec_available) {
OutputDebugStringA("[VideoDecoderFactory] Creating Adaptive NVDEC AV1 decoder\n");
return std::make_unique<AdaptiveNVDECDecoder>();
}
OutputDebugStringA("[VideoDecoderFactory] NVDEC not available, falling back to regular NVDEC\n");
[[fallthrough]];
case DecoderType::AUTO:
std::cout << "[VideoDecoderFactory] AUTO mode: selecting best decoder: "
<< available[0].name << std::endl;
return available[0].creator();
case DecoderType::NVDEC:
if (s_nvdec_available) {
OutputDebugStringA("[VideoDecoderFactory] Creating NVDEC AV1 decoder\n");
return std::make_unique<NVDECAV1Decoder>();
}
OutputDebugStringA("[VideoDecoderFactory] NVDEC not available, falling back to Adaptive dav1d\n");
[[fallthrough]];
case DecoderType::ADAPTIVE_DAV1D:
if (s_av1_available) {
OutputDebugStringA("[VideoDecoderFactory] Creating Adaptive dav1d AV1 decoder\n");
return std::make_unique<AdaptiveAV1Decoder>();
}
OutputDebugStringA("[VideoDecoderFactory] dav1d not available, falling back to regular dav1d\n");
[[fallthrough]];
case DecoderType::DAV1D:
if (s_av1_available) {
OutputDebugStringA("[VideoDecoderFactory] Creating dav1d AV1 decoder\n");
return std::make_unique<AV1Decoder>();
}
OutputDebugStringA("[VideoDecoderFactory] dav1d not available, falling back to MediaFoundation\n");
[[fallthrough]];
case DecoderType::MEDIA_FOUNDATION:
if (s_media_foundation_available) {
OutputDebugStringA("[VideoDecoderFactory] Creating MediaFoundation AV1 decoder\n");
return std::make_unique<MediaFoundationAV1Decoder>();
for (const auto& decoder : available) {
if (decoder.name == "nvdec") {
std::cout << "[VideoDecoderFactory] NVDEC mode: selecting decoder: "
<< decoder.name << std::endl;
return decoder.creator();
}
}
std::cerr << "[VideoDecoderFactory] NVDEC decoder not available" << std::endl;
break;
case DecoderType::AUTO:
// Try ADAPTIVE_NVDEC first (best user experience), then ADAPTIVE_DAV1D, then NVDEC, then dav1d, finally MediaFoundation
if (s_nvdec_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: trying Adaptive NVDEC AV1 decoder first\n");
auto decoder = std::make_unique<AdaptiveNVDECDecoder>();
if (decoder) {
return decoder;
case DecoderType::VPL:
for (const auto& decoder : available) {
if (decoder.name == "vpl") {
std::cout << "[VideoDecoderFactory] VPL mode: selecting decoder: "
<< decoder.name << std::endl;
return decoder.creator();
}
}
std::cerr << "[VideoDecoderFactory] VPL decoder not available" << std::endl;
break;
if (s_av1_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: trying Adaptive dav1d AV1 decoder\n");
auto decoder = std::make_unique<AdaptiveAV1Decoder>();
if (decoder) {
return decoder;
case DecoderType::AMF:
for (const auto& decoder : available) {
if (decoder.name == "amf") {
std::cout << "[VideoDecoderFactory] AMF mode: selecting decoder: "
<< decoder.name << std::endl;
return decoder.creator();
}
}
std::cerr << "[VideoDecoderFactory] AMF decoder not available" << std::endl;
break;
if (s_nvdec_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: trying regular NVDEC AV1 decoder\n");
auto decoder = std::make_unique<NVDECAV1Decoder>();
if (decoder) {
return decoder;
case DecoderType::DAV1D:
for (const auto& decoder : available) {
if (decoder.name == "dav1d") {
std::cout << "[VideoDecoderFactory] DAV1D mode: selecting decoder: "
<< decoder.name << std::endl;
return decoder.creator();
}
}
std::cerr << "[VideoDecoderFactory] DAV1D decoder not available" << std::endl;
break;
if (s_av1_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: trying regular dav1d AV1 decoder\n");
auto decoder = std::make_unique<AV1Decoder>();
if (decoder) {
return decoder;
case DecoderType::MEDIA_FOUNDATION:
for (const auto& decoder : available) {
if (decoder.name == "media_foundation") {
std::cout << "[VideoDecoderFactory] MEDIA_FOUNDATION mode: selecting decoder: "
<< decoder.name << std::endl;
return decoder.creator();
}
}
// Fallback to MediaFoundation as last resort
if (s_media_foundation_available) {
OutputDebugStringA("[VideoDecoderFactory] Auto mode: falling back to MediaFoundation AV1 decoder\n");
return std::make_unique<MediaFoundationAV1Decoder>();
}
std::cerr << "[VideoDecoderFactory] MEDIA_FOUNDATION decoder not available" << std::endl;
break;
}
@@ -135,6 +101,135 @@ std::unique_ptr<IVideoDecoder> VideoDecoderFactory::CreateDecoderFromCodecId(con
return CreateDecoder(codec_type, decoder_type);
}
std::unique_ptr<IVideoDecoder> VideoDecoderFactory::CreateDecoder(const std::string& decoder_name) {
// Search through all codec types
std::vector<VideoCodecType> codec_types = { VideoCodecType::AV1, VideoCodecType::VP9 };
for (VideoCodecType codec_type : codec_types) {
auto& decoders = GetDecoderList(codec_type);
for (const auto& decoder : decoders) {
if (decoder.name == decoder_name && decoder.isAvailable()) {
std::cout << "[VideoDecoderFactory] Creating specific decoder: " << decoder_name << std::endl;
return decoder.creator();
}
}
}
std::cerr << "[VideoDecoderFactory] Decoder not found or not available: " << decoder_name << std::endl;
return nullptr;
}
std::vector<std::string> VideoDecoderFactory::GetAvailableDecoders(VideoCodecType codec_type) {
auto& decoders = GetDecoderList(codec_type);
std::vector<std::string> available;
for (const auto& decoder : decoders) {
if (decoder.isAvailable()) {
available.push_back(decoder.name);
}
}
// Sort by priority
std::sort(available.begin(), available.end(), [&](const std::string& a, const std::string& b) {
auto find_decoder = [&](const std::string& name) -> const DecoderRegistration* {
for (const auto& decoder : decoders) {
if (decoder.name == name) return &decoder;
}
return nullptr;
};
auto decoder_a = find_decoder(a);
auto decoder_b = find_decoder(b);
if (decoder_a && decoder_b) {
return decoder_a->priority < decoder_b->priority;
}
return false;
});
return available;
}
void VideoDecoderFactory::RegisterAV1Decoder(const DecoderRegistration& registration) {
s_av1_decoders.push_back(registration);
// Sort by priority (lower numbers = higher priority)
std::sort(s_av1_decoders.begin(), s_av1_decoders.end(), [](const auto& a, const auto& b) {
return a.priority < b.priority;
});
std::cout << "[VideoDecoderFactory] Registered AV1 decoder: " << registration.name
<< " (priority: " << registration.priority << ")" << std::endl;
}
void VideoDecoderFactory::RegisterVP9Decoder(const DecoderRegistration& registration) {
s_vp9_decoders.push_back(registration);
// Sort by priority (lower numbers = higher priority)
std::sort(s_vp9_decoders.begin(), s_vp9_decoders.end(), [](const auto& a, const auto& b) {
return a.priority < b.priority;
});
std::cout << "[VideoDecoderFactory] Registered VP9 decoder: " << registration.name
<< " (priority: " << registration.priority << ")" << std::endl;
}
bool VideoDecoderFactory::IsCodecSupported(VideoCodecType codec_type) {
auto available = GetAvailableDecoders(codec_type);
return !available.empty();
}
bool VideoDecoderFactory::IsCodecSupported(const std::string& codec_id) {
VideoCodecType codec_type = DetectCodecTypeFromId(codec_id);
return IsCodecSupported(codec_type);
}
std::string VideoDecoderFactory::GetDecoderDescription(const std::string& decoder_name) {
std::vector<VideoCodecType> codec_types = { VideoCodecType::AV1, VideoCodecType::VP9 };
for (VideoCodecType codec_type : codec_types) {
auto& decoders = GetDecoderList(codec_type);
for (const auto& decoder : decoders) {
if (decoder.name == decoder_name) {
return decoder.description;
}
}
}
return "Unknown decoder";
}
void VideoDecoderFactory::InitializeFactory() {
std::cout << "[VideoDecoderFactory] Initializing simplified registration-based decoder factory..." << std::endl;
// The registry is populated automatically through static initialization
// when decoder cpp files are loaded. No explicit initialization needed.
// Display registered decoders
auto av1_decoders = GetAvailableDecoders(VideoCodecType::AV1);
std::cout << "[VideoDecoderFactory] AV1 decoders: ";
for (const auto& decoder : av1_decoders) {
std::cout << decoder << " ";
}
std::cout << std::endl;
auto vp9_decoders = GetAvailableDecoders(VideoCodecType::VP9);
std::cout << "[VideoDecoderFactory] VP9 decoders: ";
for (const auto& decoder : vp9_decoders) {
std::cout << decoder << " ";
}
std::cout << std::endl;
}
void VideoDecoderFactory::CleanupFactory() {
// Clear all registrations
s_av1_decoders.clear();
s_vp9_decoders.clear();
std::cout << "[VideoDecoderFactory] Factory cleanup completed" << std::endl;
}
VideoCodecType VideoDecoderFactory::DetectCodecTypeFromId(const std::string& codec_id) {
if (codec_id == DecoderUtils::CodecIds::AV1) return VideoCodecType::AV1;
if (codec_id == DecoderUtils::CodecIds::VP9) return VideoCodecType::VP9;
@@ -145,207 +240,26 @@ VideoCodecType VideoDecoderFactory::DetectCodecTypeFromId(const std::string& cod
return VideoCodecType::AV1; // Default value
}
std::vector<VideoDecoderFactory::DecoderInfo> VideoDecoderFactory::GetSupportedDecoders() {
if (!s_factory_initialized) {
InitializeFactory();
}
std::vector<DecoderInfo> decoders;
// AV1 dav1d decoder
decoders.push_back({
VideoCodecType::AV1,
DecoderType::DAV1D,
"AV1 (dav1d)",
"AV1 video decoder using dav1d library",
s_av1_available
});
// AV1 MediaFoundation decoder
decoders.push_back({
VideoCodecType::AV1,
DecoderType::MEDIA_FOUNDATION,
"AV1 (MediaFoundation)",
"AV1 decoder using Windows Media Foundation",
s_media_foundation_available
});
// AV1 NVDEC decoder
decoders.push_back({
VideoCodecType::AV1,
DecoderType::NVDEC,
"AV1 (NVDEC)",
"AV1 decoder using NVIDIA NVDEC hardware acceleration",
s_nvdec_available
});
decoders.push_back({
VideoCodecType::VP9,
DecoderType::DAV1D, // TODO: VP9 needs separate decoder type
"VP9",
"VP9 video decoder (TODO: not implemented yet)",
s_vp9_available
});
return decoders;
}
bool VideoDecoderFactory::IsCodecSupported(VideoCodecType codec_type) {
if (!s_factory_initialized) {
InitializeFactory();
}
switch (codec_type) {
case VideoCodecType::AV1: return s_av1_available;
case VideoCodecType::VP9: return s_vp9_available;
default: return false;
}
}
bool VideoDecoderFactory::IsCodecSupported(const std::string& codec_id) {
VideoCodecType codec_type = DetectCodecTypeFromId(codec_id);
return IsCodecSupported(codec_type);
}
void VideoDecoderFactory::InitializeFactory() {
if (s_factory_initialized) return;
OutputDebugStringA("[VideoDecoderFactory] Initializing decoder factory...\n");
// Check availability of each decoder
s_av1_available = CheckAV1DecoderAvailability();
s_vp9_available = CheckVP9DecoderAvailability();
s_media_foundation_available = CheckMediaFoundationAvailability();
s_nvdec_available = CheckNVDECAvailability();
OutputDebugStringA(("[VideoDecoderFactory] AV1 (dav1d): " + std::string(s_av1_available ? "Available" : "Not available") + "\n").c_str());
OutputDebugStringA(("[VideoDecoderFactory] VP9: " + std::string(s_vp9_available ? "Available" : "Not available") + "\n").c_str());
OutputDebugStringA(("[VideoDecoderFactory] Media Foundation: " + std::string(s_media_foundation_available ? "Available" : "Not available") + "\n").c_str());
OutputDebugStringA(("[VideoDecoderFactory] NVDEC: " + std::string(s_nvdec_available ? "Available" : "Not available") + "\n").c_str());
s_factory_initialized = true;
}
void VideoDecoderFactory::CleanupFactory() {
s_factory_initialized = false;
s_av1_available = false;
s_vp9_available = false;
s_media_foundation_available = false;
s_nvdec_available = false;
}
std::string VideoDecoderFactory::GetDecoderVersion(VideoCodecType codec_type) {
std::vector<DecoderRegistration>& VideoDecoderFactory::GetDecoderList(VideoCodecType codec_type) {
switch (codec_type) {
case VideoCodecType::AV1:
return "dav1d 1.0+"; // TODO: get actual version information
return s_av1_decoders;
case VideoCodecType::VP9:
return "Not implemented"; // TODO: when VP9 is implemented
return s_vp9_decoders;
default:
return "Unknown";
return s_av1_decoders; // Default to AV1
}
}
std::string VideoDecoderFactory::GetDecoderDescription(VideoCodecType codec_type) {
std::string VideoDecoderFactory::GetCodecTypeString(VideoCodecType codec_type) {
switch (codec_type) {
case VideoCodecType::AV1:
return "High-performance AV1 decoder";
case VideoCodecType::VP9:
return "VP9 decoder (TODO)";
default:
return "Unknown decoder";
}
}
bool VideoDecoderFactory::CheckAV1DecoderAvailability() {
// TODO: Actually check dav1d library loading
// Currently assumes always available
return true;
}
bool VideoDecoderFactory::CheckVP9DecoderAvailability() {
// TODO: activate after VP9 decoder implementation
return false;
}
bool VideoDecoderFactory::CheckMediaFoundationAvailability() {
try {
HRESULT hr = MFStartup(MF_VERSION);
if (FAILED(hr)) {
OutputDebugStringA("[VideoDecoderFactory] Media Foundation startup failed\n");
return false;
}
MFT_REGISTER_TYPE_INFO inputType = { MFMediaType_Video, MFVideoFormat_AV1 };
IMFActivate** activateArray = nullptr;
UINT32 numActivate = 0;
hr = MFTEnumEx(
MFT_CATEGORY_VIDEO_DECODER,
MFT_ENUM_FLAG_ALL, // Search for software and hardware MFTs
&inputType,
nullptr,
&activateArray,
&numActivate
);
bool av1_mft_available = false;
if (SUCCEEDED(hr) && numActivate > 0) {
av1_mft_available = true;
for (UINT32 i = 0; i < numActivate; i++) {
LPWSTR friendlyName = nullptr;
UINT32 nameLength = 0;
if (SUCCEEDED(activateArray[i]->GetAllocatedString(MFT_FRIENDLY_NAME_Attribute, &friendlyName, &nameLength))) {
OutputDebugStringA("[VideoDecoderFactory] Found AV1 MFT: ");
OutputDebugStringW(friendlyName);
OutputDebugStringA("\n");
CoTaskMemFree(friendlyName);
}
activateArray[i]->Release();
}
CoTaskMemFree(activateArray);
}
MFShutdown();
if (av1_mft_available) {
OutputDebugStringA("[VideoDecoderFactory] Media Foundation AV1 support: AVAILABLE\n");
return true;
} else {
OutputDebugStringA("[VideoDecoderFactory] Media Foundation AV1 support: NOT AVAILABLE\n");
return false;
}
}
catch (const std::exception& e) {
OutputDebugStringA(("[VideoDecoderFactory] Media Foundation availability check exception: " + std::string(e.what()) + "\n").c_str());
return false;
}
catch (...) {
OutputDebugStringA("[VideoDecoderFactory] Media Foundation availability check: Unknown exception\n");
return false;
}
}
bool VideoDecoderFactory::CheckNVDECAvailability() {
try {
// Create temporary NVDEC decoder to test availability
auto nvdec_decoder = std::make_unique<NVDECAV1Decoder>();
bool available = nvdec_decoder->IsNVDECAvailable();
if (available) {
OutputDebugStringA("[VideoDecoderFactory] NVDEC AV1 support: AVAILABLE\n");
} else {
OutputDebugStringA("[VideoDecoderFactory] NVDEC AV1 support: NOT AVAILABLE (No NVIDIA GPU or driver)\n");
}
return available;
}
catch (const std::exception& e) {
OutputDebugStringA(("[VideoDecoderFactory] NVDEC availability check exception: " + std::string(e.what()) + "\n").c_str());
return false;
}
catch (...) {
OutputDebugStringA("[VideoDecoderFactory] NVDEC availability check: Unknown exception\n");
return false;
case VideoCodecType::AV1: return "AV1";
case VideoCodecType::VP9: return "VP9";
case VideoCodecType::VP8: return "VP8";
case VideoCodecType::H264: return "H264";
case VideoCodecType::H265: return "H265";
default: return "AV1"; // Default
}
}

View File

@@ -1,59 +1,63 @@
#pragma once
#pragma once
#include "IVideoDecoder.h"
#include <memory>
#include <string>
#include <functional>
#include <vector>
#include <mutex>
#include <string>
#include <memory>
namespace VavCore {
// Video decoder factory class
// Creates appropriate decoder instances based on codec type
// Decoder registration information structure
struct DecoderRegistration {
std::string name;
std::string description;
int priority; // 0=highest priority
std::function<bool()> isAvailable; // availability check
std::function<std::unique_ptr<IVideoDecoder>()> creator; // creation function
};
// Video decoder factory class using simplified registration-based pattern
class VideoDecoderFactory {
public:
// Decoder type enumeration
// Decoder selection strategies
enum class DecoderType {
DAV1D, // dav1d library based decoder
ADAPTIVE_DAV1D, // Adaptive dav1d with dynamic quality control (post-decode scaling)
MEDIA_FOUNDATION, // Windows Media Foundation based decoder
NVDEC, // NVIDIA NVDEC hardware acceleration decoder
ADAPTIVE_NVDEC, // Adaptive NVDEC with dynamic quality control
AUTO // Auto selection (ADAPTIVE_NVDEC priority, ADAPTIVE_DAV1D, NVDEC, dav1d, finally MediaFoundation)
AUTO, // Best available decoder (highest priority)
NVDEC, // NVIDIA NVDEC hardware decoder
VPL, // Intel VPL hardware decoder
AMF, // AMD AMF hardware decoder
DAV1D, // dav1d software decoder
MEDIA_FOUNDATION // Media Foundation decoder
};
// Supported decoder information
struct DecoderInfo {
VideoCodecType codec_type;
DecoderType decoder_type;
std::string codec_name;
std::string description;
bool is_available; // Whether currently available (library load status, etc.)
};
// Decoder creation (based on codec type)
// Decoder creation (based on codec type and strategy)
static std::unique_ptr<IVideoDecoder> CreateDecoder(VideoCodecType codec_type, DecoderType decoder_type = DecoderType::AUTO);
// Decoder creation (based on codec ID string - used in WebM)
static std::unique_ptr<IVideoDecoder> CreateDecoderFromCodecId(const std::string& codec_id, DecoderType decoder_type = DecoderType::AUTO);
// Create specific decoder by name
static std::unique_ptr<IVideoDecoder> CreateDecoder(const std::string& decoder_name);
// Convert codec ID string to VideoCodecType
static VideoCodecType DetectCodecTypeFromId(const std::string& codec_id);
// Get available decoders for a codec type
static std::vector<std::string> GetAvailableDecoders(VideoCodecType codec_type);
// Return list of all supported decoders
static std::vector<DecoderInfo> GetSupportedDecoders();
// Decoder registration (called by each decoder cpp file)
static void RegisterAV1Decoder(const DecoderRegistration& registration);
static void RegisterVP9Decoder(const DecoderRegistration& registration);
// Check if specific codec is supported
static bool IsCodecSupported(VideoCodecType codec_type);
static bool IsCodecSupported(const std::string& codec_id);
// Check decoder availability (library load status, etc.)
static void InitializeFactory(); // Called at app startup
static void CleanupFactory(); // Called at app shutdown
// Get decoder information
static std::string GetDecoderDescription(const std::string& decoder_name);
// Additional information per decoder
static std::string GetDecoderVersion(VideoCodecType codec_type);
static std::string GetDecoderDescription(VideoCodecType codec_type);
// Factory initialization (called at startup)
static void InitializeFactory();
static void CleanupFactory();
// Convert codec ID string to VideoCodecType
static VideoCodecType DetectCodecTypeFromId(const std::string& codec_id);
private:
// Factory is used as a static class
@@ -62,20 +66,13 @@ private:
VideoDecoderFactory(const VideoDecoderFactory&) = delete;
VideoDecoderFactory& operator=(const VideoDecoderFactory&) = delete;
// Internal helper functions
static bool CheckAV1DecoderAvailability();
static bool CheckVP9DecoderAvailability(); // TODO: when VP9 is implemented
static bool CheckMediaFoundationAvailability();
static bool CheckNVDECAvailability();
static std::unique_ptr<IVideoDecoder> CreateAV1Decoder(DecoderType decoder_type);
// Decoder availability status cache
static bool s_av1_available;
static bool s_vp9_available; // TODO: when VP9 is implemented
static bool s_media_foundation_available;
static bool s_nvdec_available;
static bool s_factory_initialized;
// Codec-specific registered decoder arrays
static std::vector<DecoderRegistration> s_av1_decoders;
static std::vector<DecoderRegistration> s_vp9_decoders;
// Helper functions
static std::vector<DecoderRegistration>& GetDecoderList(VideoCodecType codec_type);
static std::string GetCodecTypeString(VideoCodecType codec_type);
};
// Convenience functions

View File

@@ -20,23 +20,6 @@
#include <cstdint>
#include <algorithm>
// External libraries
//extern "C" {
//#include <dav1d.h>
//}
#include <mfapi.h>
#include <mftransform.h>
#include <mfidl.h>
#include <mferror.h>
// CUDA headers (conditional)
#ifdef VAVCORE_ENABLE_NVDEC
#include <cuda.h>
#include <cudaD3D11.h>
#include <nvcuvid.h>
#endif
// Project headers
#include "Common/VideoTypes.h" // Internal VavCore types
#include "Decoder/IVideoDecoder.h"

View File

@@ -30,6 +30,7 @@ https://github.com/intel/libvpl/releases
https://intel.github.io/libvpl/latest/API_ref/VPL_func_vid_decode.html#func-video-decode
AMD AMF
https://github.com/GPUOpen-LibrariesAndSDKs/AMF
https://github.com/GPUOpen-LibrariesAndSDKs/AMF/blob/master/amf/doc/AMF_Video_Decode_API.md
NVDEC SDK

View File

@@ -1,15 +1,74 @@
intel decoder 를 탑재해야해.
amd decoder 를 탑재해야해.
-> adaptive 는 일단 제외.
-> nvidia
android player 를 만들어서 av1 디코딩 테스트 필요.
CLAUDE.md 에 현재 작업해야할 사항을 체크해봐주고. 완료된 것이면 업데이트해줘
CLAUDE.md 파일을 확인하여 현재 작업 상황을 점검하고 완료된 항목들을 업데이트하겠습니다.
모든 작업이 끝났으면 Vav2Player 의 Setting 화면에 Decoder 를 명시적으로 지정해주는 UI 를 추가해줘.
현재 "개방-폐쇄 원칙(Open-Closed Principle)"과 문제를 겪고 있다.
이 때문에, VideoDecoderFactory 클래스가 새로운 구현체(implementor)가 추가될 때마다 헤더파일에서의 빌드 충돌 문제가 발생하고 있고,
이를 해결하기 위해 pimp 패턴으로 수정되어야 하는 것은 바람직하지 않습니다.
PIMPL 구현 없이도 이 문제를 아주 멋지게 해결할 수 있는 방법이 있습니다. 바로 등록 기반 팩토리 패턴 (Registration-Based Factory Pattern) 입니다.
"플러그인 패턴"이라고도 불립니다.
이 방식을 기반으로 VideoDecoderFactory 를 리팩토링하고자 하고 있고, 일단 기본 설계를 해서 md 파일로 저장해줘.
CLAUDE.md 파일을 확인하여 현재 작업 상황을 점검하고 완료된 항목들을 업데이트해줘.
완료된 사항만 간단하게 적어주고, 불필요한 정보들은 최대한 줄여줘.
VavCoreVideoFrame 에는 color_space 변수가 없다. 차후에 이것을 사용할 기능이 들어가게 될까?
Intel VPL 라이브러리 빌드가 완료되었으므로, 이제 다음 단계로 진행할 수 있습니다:
1. Intel VPL AV1 디코더 구현 - 설계 문서 기반으로 VPLAV1Decoder 클래스 구현
2. VideoDecoderFactory 통합 - VPL 디코더를 팩토리에 추가
3. VavCore 프로젝트 설정 - Intel VPL 라이브러리 링크 설정
📱 WinUI 3 아이콘 파일 가이드
주요 아이콘들:
- Square44x44Logo.scale-200.png (88x88) - 앱 아이콘 (작업표시줄, 시작메뉴)
- Square44x44Logo.targetsize-24_altform-unplated.png (24x24) - 작은 앱 아이콘
- Square150x150Logo.scale-200.png (300x300) - 타일 아이콘 (시작메뉴 타일)
- Wide310x150Logo.scale-200.png (620x300) - 와이드 타일
- StoreLogo.png (50x50) - 스토어 로고
- SplashScreen.scale-200.png (1240x600) - 시작화면
- LockScreenLogo.scale-200.png (48x48) - 잠금화면 알림
----------
libvpl 을 빌드하여, Debug 는 postfix 에 -debug 를 붙여서, dll 라이브러리를 만들어줘.
헤더파일은 D:\Project\video-av1\include\libvpl 경로에.
라이브러리 파일은 D:\Project\video-av1\lib\libvpl 경로에 각각 빌드해줘.
Debug, Release 모두 빌드해줘.
그리고 빌드 스크립트로 D:\Project\video-av1\build_libvpl.bat 를 작성해줘.
AMF 빌드하여, Debug 는 postfix 에 -debug 를 붙여서, dll 라이브러리를 만들어줘.
헤더파일은 D:\Project\video-av1\include\amf 경로에.
라이브러리 파일은 D:\Project\video-av1\lib\amf 경로에 각각 빌드해줘.
Debug, Release 모두 빌드해줘.
그리고 빌드 스크립트로 D:\Project\video-av1\build_amf.bat 를 작성해줘.
마찬가지로 build 디렉토리를 만들고 거기서 적절한 빌드 환경 파일을 만들어야 할꺼야.
참고로, AMF 는 빌드 환경 코드가 같이 배포되지 않았다.
build_amf.bat 에서 이를 감안하고 스크립트를 작성해야할 것이다.
VavCore 에 "AMF 를 이용하여 av1 디코더 구현" 를 구현하자.
헤더: D:\Project\video-av1\include\amf
라이브러리: D:\Project\video-av1\lib\amf
문서: https://github.com/GPUOpen-LibrariesAndSDKs/AMF/blob/master/amf/doc/AMF_Video_Decode_API.md
VavCore 에 "Intel VPL 를 이용하여 av1 디코더 구현" 를 구현하자.
헤더: D:\Project\video-av1\include\libvpl
라이브러리: D:\Project\video-av1\lib\libvpl
문서: https://intel.github.io/libvpl/latest/API_ref/VPL_func_vid_decode.html#func-video-decode
디코더 설계문서: vav2/Intel_VPL_AV1_Decoder_Design.md