Part of overall #118493 task: video input/output support at 10 and 12
bit/component formats. (note: this is still LDR videos just at higher
precision; there's no HDR handling (yet)).
Movie reading/playback: when movie file pixel format has >8 bit
components, decode those into a floating point ImBuf result. Previously
all movies were decoded into 8 bit/channel ImBufs, so 10- and 12-bit
movie pixel colors were getting quantized.
Movie output: when ffmpeg video with suitable codec is selected,
there's a color depth setting under Encoding block. Currently that is:
- 10 bit option for H.264, H.265, AV1 (VP9 could do 10 bit in theory too,
but ffmpeg that is built in Blender does not have that compiled in)
- 12 bit option for H.265, AV1
When "lossless" is picked, then similar to how for regular 8-bit video
it switches from YUV 4:2:0 to 4:4:4, this also switches to 4:4:4
10- or 12-bit variant.
Pull Request: https://projects.blender.org/blender/blender/pulls/129298
Two issues were present in code that was resetting CRF quality level
to "do not use CRF, use bitrate settings" mode:
- It did not include AV1 codec, so whenever you switched to AV1 the CRF
was changing to constant bitrate.
- It wrongly included DNxHD codec. That seemed like it was trying to
fix#100079 in 06a01168f6, but it was doing exactly the opposite
of what a fix should have been? I don't understand it :/ In any case,
now with DNxHD removed the CRF properly switches to constant bitrate
when changing codec to DNxHD.
Factored the actual logic into BKE_ffmpeg_codec_supports_crf function.
Pull Request: https://projects.blender.org/blender/blender/pulls/129050
When building proxies at lower than 100% resolution, the video frame
downscaling step was single threaded, as found via #127956.
Make it use the same threaded sws_scale machinery that the usual video
decoding/encoding uses. Video encoding/decoding was only using it for
RGB<->YUV conversions, so source and destination sizes were always matching;
here it needs to have different source and destination sizes though.
Time taken to rebuild 50% proxy for a 4K resolution 1440 frames (1 minute)
long video file, on Ryzen 5950X (Win10/VS2022):
- Blender 4.2: 20.1 sec, CPU usage 30-40%.
- Blender 4.3 main: 13.1 sec (ffmpeg build has been fixed to use SIMD),
CPU usage still 30-40% though.
- This PR: 8.3 sec, CPU usage ~95%.
Pull Request: https://projects.blender.org/blender/blender/pulls/128054
Towards #118493: make movie writing functionality take ImBuf instead
of int* to pixel data.
While at it, make other bMovieHandle functions use "bool" return type
when it is strictly a success/failure result.
Pull Request: https://projects.blender.org/blender/blender/pulls/118559
ffmpeg's libswscale is used to do RGB<->YUV conversions on movie reading
and writing. The "context" for the scale operation was being created
and destroyed for each movie clip / animation. Now, maintain a cache
of the scale contexts instead.
E.g. in Gold edit, it only ever needs two contexts (one for reading
source movie clips since they are all exactly the same resolution
and format; and one for rendering the resulting movie).
During playback, on some of the "slow" frames (camera cuts) this
saves 10-20ms (Windows, Ryzen 5950X). Rendering whole movie goes
from 390sec to 376sec.
Pull Request: https://projects.blender.org/blender/blender/pulls/118130
After doing regular movie frame decoding, there's a "postprocess" step for
each incoming frame, that does deinterlacing if needed, then YUV->RGB
conversion, then vertical image flip and additional interlace filtering if
needed. While this postprocess step is not the "heavy" part of movie
playback, it still takes 2-3ms per each 1080p resolution input frame that
is being played.
This PR does two things:
- Similar to #116008, uses multi-threaded `sws_scale` to do YUV->RGB
conversion.
- Reintroduces "do vertical flip while converting to RGB", where possible.
That was removed in 2ed73fc97e due to issues on arm64 platform, and
theory that negative strides passed to sws_scale is not an officially
supported usage.
My take on the last point: negative strides to sws_scale is a fine and
supported usage, just ffmpeg had a bug specifically on arm64 where they
were accidentally not respected. They fixed that for ffmpeg 6.0, and
backported it to all versions back to 3.4.13 -- you would not backport
something to 10 releases unless that was an actual bug fix!
I have tested the glitch_480p.mp4 that was originally attached to the
bug report #94237 back then, and it works fine both on x64 (Windows)
and arm64 (Mac).
Timings, ffmpeg_postprocess cost for a single 1920x1080 resolution movie
strip inside VSE:
- Windows/VS2022 Ryzen 5950X: 3.04ms -> 1.18ms
- Mac/clang15 M1 Max: 1.10ms -> 0.71ms
Pull Request: https://projects.blender.org/blender/blender/pulls/116309