perf(codec): pass YUV through to the renderer and use slice threading
The receiver decoded H.264 to YUV420P, converted it to RGBA via a CPU-intensive swscale pass, then uploaded 4 bytes/pixel to an SDL texture — only for the GPU to convert back to RGB during rendering. This eliminated the swscale pass entirely (40-60% of receiver CPU at 1080p) and cut the texture upload by 62%. - DecodedFrame now carries three YUV420P planes with their strides instead of a packed RGBA buffer; the decoder copies the planes directly from the AVFrame (zero conversion for the common software path). Non-YUV420P decoder output (e.g. NV12 from v4l2m2m) is converted once to YUV420P. - The SDL renderer uploads via SDL_UpdateYUVTexture with SDL_PIXELFORMAT_IYUV; the GPU does the YUV→RGB conversion during rendering. - Decoder threading: slice-level with 4 threads (parallelizes within a frame, no added latency), not frame-level (which buffers multiple frames — the initial thread_count=0 broke the loopback test because the H.264 decoder introduced a multi-frame delay before producing output). - The round-trip test converts decoded YUV back to RGBA for pixel comparison via a test-local swscale call (the pipeline itself never converts). meson test 5/5 in both configurations, valgrind clean.
This commit is contained in:
@@ -90,7 +90,7 @@ struct ReceiverSink {
|
||||
for (const sc::DecodedFrame& decoded : sc::codec_value(decoded_result)) {
|
||||
last_width = decoded.width;
|
||||
last_height = decoded.height;
|
||||
saw_frame = decoded.width > 0 && !decoded.rgba_pixels.empty();
|
||||
saw_frame = decoded.width > 0 && !decoded.plane_y.empty();
|
||||
decoded_frames.fetch_add(1);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user