Currently, VP9 supports column-tile encoding, which allows a frame
to be encoded in multiple column tiles independently. The number of
column tiles are set by encoder option "--tile-columns". This
provides a way to encode a frame in parallel.
Based on previous set of patches, this patch implemented the tile-
based multi-threaded encoder. Each thread processes one or more
tiles.
Usage:
For HD clips:
--tile-columns=2 --threads=1/2/3/4
While using 4 threads, tests showed that the encoder achieved
2.3X - 2.5X speedup at good-quality speed 3, and 2X speedup at
realtime speed 5.
Change-Id: Ied987f8f2618b1283a8643ad255e88341733c9d4
Prepare for the introduction of frame-size change
logic into the recode loop.
Separated the speed dependent features into
separate static and dynamic parts, the latter being
those features that are dependent on the frame size.
Change-Id: Ia693e28c5cf069a1a7bf12e49ecf83e440e1d313
Adds support for one-pass rc-enabled SVC encoder with callbacks for
getting per-layer packets.
- the callback function registration is implemented as an encoder
control function.
- if the callback function is not registered, the old way of
aggregating packets with superframe will take effect.
- one more control function “VP9E_GET_SVC_LAYER_ID” has been
implemented to get the temporal/spatial id from the encoder
within the callback. This can be used to get the ids to put on RTP
packet.
Change-Id: I1a90e00135dde65da128b758e6c00b57299a111a
0 means that golden boost is off, and uses average frame target rate,
a non-zero number means the percentage of boost over average frame
bitrate is given initially to golden frames in CBR mode.
Change-Id: If4334fe2cc424b65ae0cce27f71b5561bf1e577d
Extend --auto-alt-ref from parameter so we can use it to
turn multi-arf on and off from the command line.
For now the range is 0-off, 1-on, 2-multi-arf on.
Rename play_alternate to enable_auto_arf
Change-Id: Id7b64407cfbe76ba0090a83b588a03e22a240386
We encode a empty invisible frame in front of the base layer frame to
avoid using prev_mi. Since there's a restriction for reference frame
scaling factor, we have to make it smaller and smaller gradually until
its size is 16x16.
Change remerged.
Change-Id: I9efab38bba7da86e056fbe8f663e711c5df38449
We encode a empty invisible frame in front of the base layer frame to
avoid using prev_mi. Since there's a restriction for reference frame
scaling factor, we have to make it smaller and smaller gradually until
its size is 16x16.
Change-Id: I60b680314e33a60b4093cafc296465ee18169c19
vpx_svc_parameters_t contains id, resolution and min/max qp for each spatial layer.
In this change we will use extra config to send min/max qp and scaling factors, then calculate layer resolution inside encoder.
Change-Id: Ib673303266605fe803c3b067284aae5f7a25514a
Adds various high bitdepth transform functions and tests.
Much of the changes are related to using typedefs tran_low_t
and tran_high_t for the final transform cofficients and intermediate
stages of the transform computation respectively rather than fixed
types int16_t/int. When vp9_highbitdepth configure flag is off,
these map tp int16_t/int32_t, but when the flag is on, they map
to int32_t/int64_t to make space for needed extra precision.
Change-Id: I3c56de79e15b904d6f655b62ffae170729befdd8
Adds config parameter vp9_highbitdepth, to support highbitdepth profiles.
Also includes most vpx level high bit-depth functions. However
encode/decode in the highbitdepth profiles will not work until
the rest of the code is in place.
Change-Id: I34c53b253c38873611057a6cbc89a1361b8985a6
It's built based on current spatial svc code.
We only support one spatial two temporal layers at this time.
Change-Id: I1fdc8584354b910331e626bfae60473b3b701ba1
In order to understand memory layout consider the declaration of the
following structs. The first one is a part of our API:
struct vpx_codec_ctx {
// ...
struct vpx_codec_priv *priv;
};
The second one is defined in vpx_codec_internal.h:
struct vpx_codec_priv {
// ...
};
The following struct is defined 4 times for encoder/decoder VP8/VP9:
struct vpx_codec_alg_priv {
struct vpx_codec_priv base;
// ...
};
Private data allocation for the given ctx:
struct vpx_codec_ctx *ctx = <get>
struct vpx_codec_alg_priv *alg_priv = <allocate>
ctx->priv = (struct vpx_codec_priv *)alg_priv;
The cast works because vpx_codec_alg_priv has a
vpx_codec_priv instance as a first member 'base'.
Change-Id: I10d1afc8c9a7dfda50baade8c7b0296678bdb0d0
We can use one frame context for each layer so that we don't have
to reset the probs every frame. But we can't use prev_mi since we
may drop enhancement layers. So we have to generate a non vp9
compatible bitstream and modify it in the player.
1. We need to code all frames as invisible frame to let prev_mi
not to be used. But in the bitstream we need to code the
show_frame flag to 1 so that the publisher will know it's
supposed to be a visible frame.
2. In the player we need to change the show_frame flag to 0 for
all frames. Then add an one byte frame into the super frame
to tell the decoder which layer we want to show.
Change-Id: I75b7304cf31f0ab952f043e33c034495e88f01f3
This patch fixes slow first pass problem. Mode could only be determined
from the deadline value during frame encode call. Unfortunately, we use
mode value before any encode calls during the first pass encoding (see
set_speed_features() logic). The mode for the first pass must be different
from BEST to make first pass fast.
Change-Id: I562a7d32004ff631695d91c09a44d8a9076fd6b5