Originally posted by marlock
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New Intel Mesa Driver Patches Implement AV1 Decode For Vulkan Video
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i imagine gstreamer will probably query for available vulkan video extensions (which in turn should only be available if there's a compliant driver and hardware in the machine) and fallback to its other code paths when that's not available
this would likely allow gstreamer devs to focus on the codepath selection logic, the codec APIs translation/generalization and specifics, software fallback decoding logic... while optimal code for specific hardware becomes driver-level work behind a common cross-vendor API with proper definition, compliance testing, etc
afaik gpus that don't have an asic for video encoding/decoding might still implement it in their driver over the available shaders and whatnot and expose this under the vulkan video API, thus making this a natural "best available option" API
and i bet lavapipe will also end up implementing some vulkan vidro over CPU codepaths that may leverage AVX and such as available and applicable
which means at some point targeting this API might be all you really need in gstreamer and the likes of it, game engines, or even directly in apps
imho probably the biggest benefit of this being done as a vulkan API extension (beyond having proper API governance, documentation, visibility, etc) is that encoding/decoding codepaths become driver development, so this gets done by devs who understand the hardware and are better positioned to optimize for it, while app logic stays in userland with app devsLast edited by marlock; 29 December 2024, 11:28 PM.
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Originally posted by polarathene View Post
Igalia seems to have plans for gstreamer and implementing mobile support based on these slides?
So perhaps there's some way that's wired up with mobile devices that offer vulkan drivers? They also talk about a zink experiment to leverage vulkan video.
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Originally posted by Quackdoc View Post
vulkan video is for GPU hwaccel asics. ARM and Riscv SBCs hwaccelerators are typically not part of the GPU. so in the first place, vulkan video accel doesn't really make sense for them.
So perhaps there's some way that's wired up with mobile devices that offer vulkan drivers? They also talk about a zink experiment to leverage vulkan video.
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Originally posted by Quackdoc View Post
vulkan video is for GPU hwaccel asics. ARM and Riscv SBCs hwaccelerators are typically not part of the GPU. so in the first place, vulkan video accel doesn't really make sense for them.
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Originally posted by Pheoxy View Post
I haven't seen anything about this. Vulkan video extensions don't seem to get much attention in details like this.
Do different architecture also have some affect I should be accounting for or be careful of?
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Originally posted by Quackdoc View Post
well as long as you don't plan on using your scripts on arm/risc-v sbcs using their hwaccelerated stuff it should be fine. If you use vulkan processing like libplacebo you should also be getting more perf there.
Do different architecture also have some affect I should be accounting for or be careful of?
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Originally posted by Pheoxy View Post
Exactly, it's just a more standardized way to access the hardware layer so vendors do not have to also create their own interface layer allowing them to focus more on the driver instead and saves on duplicated work.
I'm very interested in this as it makes scripts and handling workflows easier to manage and I don't have to do more work on verifying configuration settings between vendors with tools like ffmpeg.
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Originally posted by Quackdoc View Post
The vulkan extension is just an interface to the hwdecode asics on gpu. no gpus will get expanded support.
I'm very interested in this as it makes scripts and handling workflows easier to manage and I don't have to do more work on verifying configuration settings between vendors with tools like ffmpeg.Last edited by Pheoxy; 26 December 2024, 08:04 AM.
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