[RESOLVED] DGMVCSource b22 and VC++2012

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r0lZ
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Re: [RESOLVED] DGMVCSource b22 and VC++2012

Post by r0lZ » Wed Nov 11, 2015 11:12 am

OK. I hope that the next version of the Intel lib will be bug free. I prefer to be up to date anyway. But you're right. It's not urgent, and the MVC decoder works perfectly with older versions.

Thanks again.

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

Post by r0lZ » Sun Dec 13, 2015 3:46 am

Just to let you know, I've just tested the new libmfxsw32 v7.15.10.28 (from the intel_media_sdk_2016.msi) and it produces still the black frames with DGMVCSource.
Pity.

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

Post by r0lZ » Thu Dec 24, 2015 4:25 am

Hi Donald.

Statula (an user of BD3D2MK3D) has reported the problem of the black frames with GDMVCSource and a recent version of the Intel decoder installed with the driver for his hardware. This time, the BD causing problem is Jurassic World. So, it appears that indeed, the hw lib has the same bug than the sw lib, and that the problem originally noticed with Creature from the Black Lagoon happens also with other 3DBDs. However, Statula has also tested FRIMSource, and FRIMSource has no problem, even in hw mode. Also, Pistacho has replied to the thread that his MVCSource has no black frames problems. (I haven't tested it.) Therefore, it seems that there is a way to fix the bug, even when the latest hardware libs are used.

So, I come back with this. Can you try to fix the bug or implement a workaround? Perhaps it is sufficient to increase the number of surfaces? You wrote previously that that will not be sufficient in hw mode, but there must be a way to use the new libmfxhw32.dll without problem, since two decoders can do it. I can't help you, but I'm sure the author of FRIMSource will accept to help, if you need some additional info.

Anyway, thanks for considering my request.

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

Post by admin » Thu Dec 24, 2015 9:16 am

You could be right, of course. Resolving it would be a nontrivial project for me and the other authors do not in fact share their methods (I have tried in the past). But the main thing for me is I have no motivation about it. I'm mostly doing physics research these days, and Intel support is essentially non-existent. So let me ask you, before I devote any time to it, why is it so important to have DGMVCSource, when you have FRIMSource and MVCSource? It seems to me that it would be easier to just incorporate anything useful I have done feature-wise in DGMVCSource into FRIMSource or MVCSource.

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

Post by r0lZ » Thu Dec 24, 2015 11:34 am

Well, as you know, Pistacho's MVCSource cannot be distributed with BD3D2MK3D (or any other software) and doesn't work without installing his BDtoAVCHD. I don't want to force the users to install that ad supported program to use mine. Therefore, MVCSource is not and will never be an option.

FRIMSource is free and already distributed with BD3D2MK3D, but several peoples have reported problems in the past. I have never been able to verify them, but your program has always worked correctly for everybody, and I have used yours almost exclusively. It is still the default MVC decoder for BD3D2MK3D, because I know and trust it. It's a pity that the recent Intel libs do not work as expected.

Of course, I can remove your plugin from the BD3D2MK3D distribution and use only FRIM, but since it is possible that FRIM has other bugs that your plugin doesn't have, it would be a pity. Keeping both is a good safeguard in case of new problems (for example due to a new bug in a forthcoming version of the intel libs.)

I think also that it is better for you if your plugin works well in all circumstances, regardless of its usage in my program. But that's up to you. BTW, you wrote previously "I installed update 2.1 and find that DGDecIM still works fine. But I duplicated your issue with DGMVCDec and your stream." So, I suppose that the solution is already in the code of DGDecIM and that it should not be so difficult to implement it in DGMVCDecode (although I understand that finding what subtle difference is the cause of the bug can take a long time).

I know that Pistacho will probably refuse to share his code or even explain his method. He has always taken the programs and knowledge of the other programmers and never shared his sources or knowledge. But I think that videofan3d will accept if he has some time to spend on this. I can't be sure however. I can ask him if you wish.

Anyway, I don't want to force you to do it if you have other things to do or if you're not interested in that plugin any more. I will accept your decision, but I hope you'll devote some time to try anyway.

Thanks anyway for what you did, and what you will do! ;-)

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

Post by admin » Thu Dec 24, 2015 11:44 am

Fair enough. When I get my current physics paper revised and re-submitted I will revisit this stuff.

Can you give me samples for the Jurassic Park case? Thank you.

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

Post by r0lZ » Thu Dec 24, 2015 1:07 pm

Huge thanks.

I don't have the Jurassic Park BD and can't give you a sample, but the sample of Creature from the Black Lagoon is still available here. The problem should be identical with Creature and Jurassic World. But let me know if you really want a sample from Jurassic World. I can ask it to Statula, but that may be difficult if he has no simple way to cut or upload it.

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

Post by admin » Fri Dec 25, 2015 8:57 am

OK, I'll get by for now with the first sample.

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

Post by admin » Tue Jan 26, 2016 12:34 pm

Happy New Year, r0lZ and everybody!

Possibly I have fixed the black frame problem. The performance may also be improved. Please try b24 and let me know the result. I have tested both SW and HW mode.

http://rationalqm.us/dgmvcsource/dgmvcsource100b24.zip

If it is OK, I will release properly with the source code.

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

Post by r0lZ » Wed Jan 27, 2016 4:13 am

Thanks, and happy new year to you too.
I'll test the beta immediately and let you know...

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