In ffmpeg decoding video scenario, H264 for example, typically we allocate an AVFrame
and decode the compressed data, then we get the result from the member data
and linesize
of AVFrame
. As following code:
// input setting: data and size are a H264 data.
AVPacket avpkt;
av_init_packet(&avpkt);
avpkt.data = const_cast<uint8_t*>(data);
avpkt.size = size;
// decode video: H264 ---> YUV420
AVFrame *picture = avcodec_alloc_frame();
int len = avcodec_decode_video2(context, picture, &got_picture, &avpkt);
We may use the result to do something other tasks, for example, using DirectX9 to render. That is, to prepare buffers(DirectX9 Textures), and copy from the result of decoding.
D3DLOCKED_RECT lrY;
D3DLOCKED_RECT lrU;
D3DLOCKED_RECT lrV;
textureY->LockRect(0, &lrY, NULL, 0);
textureU->LockRect(0, &lrU, NULL, 0);
textureV->LockRect(0, &lrV, NULL, 0);
// copy YUV420: picture->data ---> lr.pBits.
my_copy_image_function(picture->data[0], picture->linesize[0], lrY.pBits, lrY.Pitch, width, height);
my_copy_image_function(picture->data[1], picture->linesize[1], lrU.pBits, lrU.Pitch, width / 2, height / 2);
my_copy_image_function(picture->data[2], picture->linesize[2], lrV.pBits, lrV.Pitch, width / 2, height / 2);
This process is considered that 2 copy happens(ffmpeg copy result to picture->data, and then copy picture->data to DirectX9 Texture).
My question is: is it possible to improve the process to only 1 copy ? On the other hand, can we provide buffers(pBits
, the buffer of DirectX9 textures) to ffmpeg, and decode function results to buffer of DirectX9 texture, not to buffers of AVFrame
?
I found the way out.
There is a public member of AVCodecContext
, get_buffer2, which is a callback function. While calling avcodec_decode_video2
, this callback function will be invoked, and this callback function is responsible to delegate buffers and some informations to AVFrame
, then avcodec_decode_video2
generate the result to the buffers of AVFrame
.
The callback function, get_buffer2, is set avcodec_default_get_buffer2
as default. However, we can override this as our privided function. For example:
void our_buffer_default_free(void *opaque, uint8_t *data)
{
// empty
}
int our_get_buffer(struct AVCodecContext *c, AVFrame *pic, int flags)
{
assert(c->codec_type == AVMEDIA_TYPE_VIDEO);
pic->data[0] = lrY.pBits;
pic->data[1] = lrU.pBits;
pic->data[2] = lrV.pBits;
picture->linesize[0] = lrY.Pitch;
picture->linesize[1] = lrU.Pitch;
picture->linesize[2] = lrV.Pitch;
pic->buf[0] = av_buffer_create(pic->data[0], pic->linesize[0] * pic->height, our_buffer_default_free, NULL, 0);
pic->buf[1] = av_buffer_create(pic->data[1], pic->linesize[1] * pic->height / 2, our_buffer_default_free, NULL, 0);
pic->buf[2] = av_buffer_create(pic->data[2], pic->linesize[2] * pic->height / 2, our_buffer_default_free, NULL, 0);
return 0;
}
Before decoding, we override the callback function:
context->get_buffer2 = our_get_buffer;
Then avcodec_decode_video2
will generate the result to our provided buffers.
By the way, for C++ programs which often implementing these processes in classes, we can record this pointer first:
context->opaque = this;
And define the overridden callback function as static member:
static int myclass::my_get_buffer(struct AVCodecContext *c, AVFrame *pic, int flags)
{
auto this_pointer = static_cast<decode_context*>(c->opaque);
return this_pointer->my_get_buffer_real(c, pic, flags);
}
int myclass::my_get_buffer_real(struct AVCodecContext *c, AVFrame *pic, int flags)
{
// ditto with above our_get_buffer.
// ...
}