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  • FFmpeg multithreading methods
    
    ==============================================
    
    
    FFmpeg provides two methods for multithreading codecs.
    
    
    Slice threading decodes multiple parts of a frame at the same time, using
    AVCodecContext execute() and execute2().
    
    Frame threading decodes multiple frames at the same time.
    It accepts N future frames and delays decoded pictures by N-1 frames.
    The later frames are decoded in separate threads while the user is
    displaying the current one.
    
    Restrictions on clients
    ==============================================
    
    Slice threading -
    * The client's draw_horiz_band() must be thread-safe according to the comment
      in avcodec.h.
    
    Frame threading -
    * Restrictions with slice threading also apply.
    * For best performance, the client should set thread_safe_callbacks if it
      provides a thread-safe get_buffer() callback.
    * There is one frame of delay added for every thread beyond the first one.
      Clients must be able to handle this; the pkt_dts and pkt_pts fields in
      AVFrame will work as usual.
    
    Restrictions on codec implementations
    ==============================================
    
    Slice threading -
     None except that there must be something worth executing in parallel.
    
    Frame threading -
    * Codecs can only accept entire pictures per packet.
    * Codecs similar to ffv1, whose streams don't reset across frames,
      will not work because their bitstreams cannot be decoded in parallel.
    
    * The contents of buffers must not be read before ff_thread_await_progress()
      has been called on them. reget_buffer() and buffer age optimizations no longer work.
    * The contents of buffers must not be written to after ff_thread_report_progress()
      has been called on them. This includes draw_edges().
    
    Porting codecs to frame threading
    ==============================================
    
    Find all context variables that are needed by the next frame. Move all
    code changing them, as well as code calling get_buffer(), up to before
    the decode process starts. Call ff_thread_finish_setup() afterwards. If
    some code can't be moved, have update_thread_context() run it in the next
    thread.
    
    If the codec allocates writable tables in its init(), add an init_thread_copy()
    which re-allocates them for other threads.
    
    Add CODEC_CAP_FRAME_THREADS to the codec capabilities. There will be very little
    speed gain at this point but it should work.
    
    Call ff_thread_report_progress() after some part of the current picture has decoded.
    A good place to put this is where draw_horiz_band() is called - add this if it isn't
    called anywhere, as it's useful too and the implementation is trivial when you're
    doing this. Note that draw_edges() needs to be called before reporting progress.
    
    Before accessing a reference frame or its MVs, call ff_thread_await_progress().