[RESOLVED] DGMVCSource b22 and VC++2012

This is the home of QuickSync (aka Intel Media SDK) stuff.
Nico83500
Posts: 73
Joined: Thu Jan 02, 2014 10:28 am

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by Nico83500 » Thu Feb 26, 2015 12:36 pm

Ok thanks ;-)
I can confirm movies are bug free with the b23 on my system.

r0lZ
Distinguished Member
Distinguished Member
Posts: 30
Joined: Fri Feb 06, 2015 2:36 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by r0lZ » Tue Nov 10, 2015 6:04 am

Hi Donald. Sorry to revive this old thread, but I've tried to update libmfxsw32.dll to the latest version, and DGMVCSource seems to produce only black frames with some BDs. It takes a long time before decoding the first frame, and then all frames are black (and the "decoding" is extremely fast!)

The version of libmfxsw32 I've tried is v6.15.6.2, dated 23 sep 2015 and taken from INDE 2015 update 2.1 (NOT update 2 RTM) "w_inde_2015.2.048.exe". The last version that worked fine with your plugin (and FRIMSource) was v6.14.11.28. Since I don't have the right CPU, I can't test the library in hardware mode. Personally, I'm happy with v6.14.11.28, but I suppose that the latest version may be better, or even necessary for correct operation in hardware mode with new CPUs, and therefore I would like to update it in the distribution of BD3D2MK3D.

Strangely v6.15.6.2 works fine with FRIMSource (without update). Therefore, I guess that there is probably only a little thing to do to make DGMVCSource compatible with the latest version. Perhaps just a new compilation? Note also that the latest version works fine with many BD3Ds, so there might be an incompatibility occurring only with some BDs.

Here is a sample: http://download.videohelp.com/r0lZ/tmp/ ... .15.6.2.7z

Any chance to have an update?

Thanks in advance!

[EDIT]
Just tried your plugin with libmfxsw32 v6.15.3.12 (from INDE update 2 RTM, 22 apr 2015) and it works fine. So perhaps the black frames are caused by a bug in the latest Intel library. Anyway, I will use v6.15.3.12 for BD3D2MK3D, at least while there is no new version of your plugin or of the libmfxsw32 DLL. Therefore, a fix is less urgent, but you may want to consider it anyway.

User avatar
admin
Site Admin
Posts: 4382
Joined: Thu Sep 09, 2010 3:08 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by admin » Tue Nov 10, 2015 9:39 am

I'll look into it.

User avatar
admin
Site Admin
Posts: 4382
Joined: Thu Sep 09, 2010 3:08 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by admin » Tue Nov 10, 2015 11:11 am

I installed update 2.1 and find that DGDecIM still works fine. But I duplicated your issue with DGMVCDec and your stream.

Can you please give me a sample set that works with 2.1? Then I can compare what happens with the two in the debugger. Thanks.

r0lZ
Distinguished Member
Distinguished Member
Posts: 30
Joined: Fri Feb 06, 2015 2:36 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by r0lZ » Tue Nov 10, 2015 11:36 am


User avatar
admin
Site Admin
Posts: 4382
Joined: Thu Sep 09, 2010 3:08 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by admin » Tue Nov 10, 2015 1:20 pm

The library appears to be under-reporting the number of surfaces required for decoding. If I allocate the suggested amount plus 4, then the software decode works. But this workaround does not fix HW decoding. Does FRIM do only software decode? If not, I wonder if it too is failing in HW mode.

I'll tinker some more with HW decoding. If I can't get a workaround for that would you still want the SW workaround?

r0lZ
Distinguished Member
Distinguished Member
Posts: 30
Joined: Fri Feb 06, 2015 2:36 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by r0lZ » Tue Nov 10, 2015 5:46 pm

Well, I don't know. If you're sure it's a bug in the Intel lib, I suppose it will be fixed soon, and I can skip this version. However, if the fix is simple to implement and has no consequence with the previous correct and forthcoming versions, maybe it is worth doing it, even if the fix works only in SW mode. But I suppose that I will have to distribute the last version that works in both modes anyway. So, I don't need the fix, and it's up to you.

BTW, I wonder why DGDecIM has no problem. Do you allocate anyway more surfaces than theoretically required? If it's the case, why don't you do the same thing with DGMVCDecode?

FRIM does hw decoding too, but I don't know if it fails with v6.15.6.2 in hw mode. AFAIK, nobody has reported problems with that version, in sw or hw mode, with FRIM, DGMVCDecode or DGDecIM. I suppose that the 3DBD that has caused the problem is a rare case and/or most peoples use an older Intel library.

Can you please notify the bug to the guys at Intel? You will be able to explain the problem much better than me. (Of course, you can give them the link to the sample if you wish.)

Thanks anyway for your investigation.

User avatar
admin
Site Admin
Posts: 4382
Joined: Thu Sep 09, 2010 3:08 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by admin » Tue Nov 10, 2015 7:53 pm

r0lZ wrote: BTW, I wonder why DGDecIM has no problem. Do you allocate anyway more surfaces than theoretically required? If it's the case, why don't you do the same thing with DGMVCDecode?
It happens only for MVC decoding.
Can you please notify the bug to the guys at Intel? You will be able to explain the problem much better than me. (Of course, you can give them the link to the sample if you wish.)
Based on my past experience with Intel, it would just be a waste of my time.

r0lZ
Distinguished Member
Distinguished Member
Posts: 30
Joined: Fri Feb 06, 2015 2:36 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by r0lZ » Wed Nov 11, 2015 3:31 am

OK, thanks anyway.

Will you do an update or should I still distribute the current version of DGMVCDecode with BD3D2MK3D ?

User avatar
admin
Site Admin
Posts: 4382
Joined: Thu Sep 09, 2010 3:08 pm

Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by admin » Wed Nov 11, 2015 8:55 am

Let's stick with the current version for now. If you want to include the v6.15.3.12 DLL that should be OK.

I'm not aware of anything important for 3D stuff being fixed in the latest INDE.

Post Reply