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authorAnton Khirnov <anton@khirnov.net>2024-07-11 11:08:55 +0200
committerAnton Khirnov <anton@khirnov.net>2024-08-01 10:09:26 +0200
commitbcf08c11710cab5db8eb3d0774e1a93e322fb821 (patch)
tree14d053c26845cd49257fa32ccb75f70edf204a7b /libavcodec/h263enc.h
parentc335218a818484071718576722dd654d3f02c558 (diff)
downloadffmpeg-bcf08c11710cab5db8eb3d0774e1a93e322fb821.tar.gz
lavc/ffv1: change FFV1SliceContext.plane into a RefStruct object
Frame threading in the FFV1 decoder works in a very unusual way - the state that needs to be propagated from the previous frame is not decoded pixels(¹), but each slice's entropy coder state after decoding the slice. For that purpose, the decoder's update_thread_context() callback stores a pointer to the previous frame thread's private data. Then, when decoding each slice, the frame thread uses the standard progress mechanism to wait for the corresponding slice in the previous frame to be completed, then copies the entropy coder state from the previously-stored pointer. This approach is highly dubious, as update_thread_context() should be the only point where frame-thread contexts come into direct contact. There are no guarantees that the stored pointer will be valid at all, or will contain any particular data after update_thread_context() finishes. More specifically, this code can break due to the fact that keyframes reset entropy coder state and thus do not need to wait for the previous frame. As an example, consider a decoder process with 2 frame threads - thread 0 with its context 0, and thread 1 with context 1 - decoding a previous frame P, current frame F, followed by a keyframe K. Then consider concurrent execution consistent with the following sequence of events: * thread 0 starts decoding P * thread 0 reads P's slice header, then calls ff_thread_finish_setup() allowing next frame thread to start * main thread calls update_thread_context() to transfer state from context 0 to context 1; context 1 stores a pointer to context 0's private data * thread 1 starts decoding F * thread 1 reads F's slice header, then calls ff_thread_finish_setup() allowing the next frame thread to start decoding * thread 0 finishes decoding P * thread 0 starts decoding K; since K is a keyframe, it does not wait for F and reallocates the arrays holding entropy coder state * thread 0 finishes decoding K * thread 1 reads entropy coder state from its stored pointer to context 0, however it finds state from K rather than from P This execution is currently prevented by special-casing FFV1 in the generic frame threading code, however that is supremely ugly. It also involves unnecessary copies of the state arrays, when in fact they can only be used by one thread at a time. This commit addresses these deficiencies by changing the array of PlaneContext (each of which contains the allocated state arrays) embedded in FFV1SliceContext into a RefStruct object. This object can then be propagated across frame threads in standard manner. Since the code structure guarantees only one thread accesses it at a time, no copies are necessary. It is also re-created for keyframes, solving the above issue cleanly. Special-casing of FFV1 in the generic frame threading code will be removed in a later commit. (¹) except in the case of a damaged slice, when previous frame's pixels are used directly
Diffstat (limited to 'libavcodec/h263enc.h')
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