Opened 11 years ago
Closed 14 months ago
#3359 closed enhancement (fixed)
ffplay does not support hw acceleration, is not documented
Reported by: | pdknsk | Owned by: | |
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Priority: | wish | Component: | ffplay |
Version: | git-master | Keywords: | |
Cc: | Blocked By: | ||
Blocking: | Reproduced by developer: | no | |
Analyzed by developer: | no |
Description
This is a feature request, but also a minor bug report.
The feature request is to have ffplay support hardware acceleration. Already described in this GSOC 2013 suggestion.
- Integrate hardware acceleration into ffplay
- Create a video-output (VO) infrastructure to ffplay
- Port the SDL renderer to the new VO infrastructure
- Add support for VA-API: VA renderer through vaPutSurface(), add -hwaccel -- option to select "vaapi" renderer
- Add support for VDPAU (optional): VDPAU renderer through VdpPresentationQueueDisplay()
IMO it is reasonable to expect that ffplay already does so. Certainly ffplay reports that _vaapi or _vdpau is supported. However a search for such an option in the long list of command line options remains fruitless. Maybe this could be documented with a small warning in -h to spare users from trying to figure out why it doesn't work.
Change History (8)
comment:1 by , 11 years ago
Priority: | minor → wish |
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Version: | unspecified → git-master |
comment:2 by , 3 years ago
Status: | new → open |
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But it does support at least ffplay -vcodec hevc_cuvid -probesize 7800000 -i LG Chess.ts
That will not be perfect, because it copies stuff too often, but still it is faster than software. https://www.reddit.com/r/ffmpeg/comments/anpfz0/make_ffplay_leave_video_on_gpu/
Same about all other cuvid decoders.
follow-up: 5 comment:4 by , 15 months ago
in 2023 why not to add a Direct3D11 based video render element to ffplay like the d3d11videosink in gstreamer
comment:5 by , 15 months ago
Replying to MB SOFT:
in 2023 why not to add a Direct3D11 based video render element to ffplay like the d3d11videosink in gstreamer
12 is last version, not 11. What is the point?
comment:6 by , 15 months ago
Use a single renderer to support as many decoders and platforms as possible, that's the point.
We don't do opengl or d3d11 in ffmpeg.
comment:7 by , 15 months ago
We don't do opengl or d3d11 in ffmpeg
d3d12 api is more nice too. I mean decoder can already use d3d12 since a recent nvidia driver.
comment:8 by , 14 months ago
Resolution: | → fixed |
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Status: | open → closed |
I wonder how this would be implemented as long as ffplay is limited to sdl.