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Bug de détection d’ogg
22 mars 2013, par
Mis à jour : Avril 2013
Langue : français
Type : Video
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Submit bugs and patches
13 avril 2011Unfortunately a software is never perfect.
If you think you have found a bug, report it using our ticket system. Please to help us to fix it by providing the following information : the browser you are using, including the exact version as precise an explanation as possible of the problem if possible, the steps taken resulting in the problem a link to the site / page in question
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Emballe médias : à quoi cela sert ?
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10 avril 2011Le vocabulaire utilisé sur ce site essaie d’éviter toute référence à la mode qui fleurit allègrement
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FFmpeg, access violation on av_frame_free when running though Unity
27 octobre 2016, par MockarutanI’m working on a video recording plugin for Unity using ffmpeg. I’m new to the video encoding domain and just got my code to work today. But I think a might have a few memory leaks and trying to fix them crashes Unity.
The plugin is written i c++ (as external "C" code) and imported in a c# script in unity with a simple DllImport. Again, this is not my comfort area either, but it works.
When a screen buffer is rendered, I put in a RGB24 buffer and send it to my c++ function, this one :
int encode_frame(uint8_t* rgb24Data)
{
AVFrame *frame = av_frame_alloc();
if (!frame)
return COULD_NOT_ALLOCATE_FRAME;
frame->format = codec_context->pix_fmt;
frame->width = codec_context->width;
frame->height = codec_context->height;
int ret = av_image_alloc(frame->data, frame->linesize, codec_context->width, codec_context->height, codec_context->pix_fmt, 32);
if (ret < 0)
return COULD_NOT_ALLOCATE_PIC_BUF;
SwsContext * ctx = sws_getContext(codec_context->width, codec_context->height,
AV_PIX_FMT_RGB24, codec_context->width, codec_context->height,
AV_PIX_FMT_YUV420P, 0, 0, 0, 0);
uint8_t * inData[1] = { rgb24Data };
int inLinesize[1] = { 3 * codec_context->width };
sws_scale(ctx, inData, inLinesize, 0, codec_context->height, frame->data, frame->linesize); // From RGB to YUV
frame->pts = frame_counter++;
ret = avcodec_send_frame(codec_context, frame);
if (ret < 0)
return ERROR_ENCODING_FRAME_SEND;
AVPacket pkt;
av_init_packet(&pkt);
pkt.data = NULL;
pkt.size = 0;
while (true)
{
ret = avcodec_receive_packet(codec_context, &pkt);
if (!ret)
{
if (pkt.pts != AV_NOPTS_VALUE)
pkt.pts = av_rescale_q(pkt.pts, codec_context->time_base, video_st->time_base);
if (pkt.dts != AV_NOPTS_VALUE)
pkt.dts = av_rescale_q(pkt.dts, codec_context->time_base, video_st->time_base);
av_write_frame(outctx, &pkt);
av_packet_unref(&pkt);
}
else if (ret == AVERROR(EAGAIN))
{
frame->pts = frame_counter++;
ret = avcodec_send_frame(codec_context, frame);
if (ret < 0)
return ERROR_ENCODING_FRAME_SEND;
}
else if (ret < 0)
return ERROR_ENCODING_FRAME_RECEIVE;
else
break;
}
// This one
av_frame_free(&frame);
}Now, this code might have a lot of issues that I’m not aware of, and you are free to point them out if you like. But the line that gives me error is
av_frame_free(&frame);
.If I run this in a synthetic test app in c++ that I made, it works. I can even run it in a c# synthetic test app (exactly like the c++ one), and it works. But if I run it though Unity, it crashes on the first frame. The log says "Read from location fe7f8097 caused an access violation.".
I have tried with
av_freep()
andav_free()
. Not sure exactly what makes them different (different example codes use different ones), but none work.So, what I’m I missing ? The
frame
is leaking if I don’t free it right ? But why does it crash in Unity ?The whole thing works great in Unity if I don’t have the
av_frame_free(&frame);
. Resulting video looks great !PS. I’m aware (as far as I know) that the frame also leaks if something fails and returns an error code. But one thing at a time.
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FFmpeg, access violation on av_frame_free when running though Unity
1er février 2021, par MockarutanI'm working on a video recording plugin for Unity using ffmpeg. I'm new to the video encoding domain and just got my code to work today. But I think a might have a few memory leaks and trying to fix them crashes Unity.



The plugin is written i c++ (as external "C" code) and imported in a c# script in unity with a simple DllImport. Again, this is not my comfort area either, but it works.



When a screen buffer is rendered, I put in a RGB24 buffer and send it to my c++ function, this one :



int encode_frame(uint8_t* rgb24Data)
{
 AVFrame *frame = av_frame_alloc();
 if (!frame)
 return COULD_NOT_ALLOCATE_FRAME;

 frame->format = codec_context->pix_fmt;
 frame->width = codec_context->width;
 frame->height = codec_context->height;

 int ret = av_image_alloc(frame->data, frame->linesize, codec_context->width, codec_context->height, codec_context->pix_fmt, 32);
 if (ret < 0)
 return COULD_NOT_ALLOCATE_PIC_BUF;

 SwsContext * ctx = sws_getContext(codec_context->width, codec_context->height,
 AV_PIX_FMT_RGB24, codec_context->width, codec_context->height,
 AV_PIX_FMT_YUV420P, 0, 0, 0, 0);


 uint8_t * inData[1] = { rgb24Data };
 int inLinesize[1] = { 3 * codec_context->width };

 sws_scale(ctx, inData, inLinesize, 0, codec_context->height, frame->data, frame->linesize); // From RGB to YUV

 frame->pts = frame_counter++;

 ret = avcodec_send_frame(codec_context, frame);
 if (ret < 0)
 return ERROR_ENCODING_FRAME_SEND;

 AVPacket pkt;
 av_init_packet(&pkt);
 pkt.data = NULL;
 pkt.size = 0;

 while (true)
 {
 ret = avcodec_receive_packet(codec_context, &pkt);
 if (!ret)
 {
 if (pkt.pts != AV_NOPTS_VALUE)
 pkt.pts = av_rescale_q(pkt.pts, codec_context->time_base, video_st->time_base);
 if (pkt.dts != AV_NOPTS_VALUE)
 pkt.dts = av_rescale_q(pkt.dts, codec_context->time_base, video_st->time_base);

 av_write_frame(outctx, &pkt);
 av_packet_unref(&pkt);
 }
 else if (ret == AVERROR(EAGAIN))
 {
 frame->pts = frame_counter++;
 ret = avcodec_send_frame(codec_context, frame);
 if (ret < 0)
 return ERROR_ENCODING_FRAME_SEND;
 }
 else if (ret < 0)
 return ERROR_ENCODING_FRAME_RECEIVE;
 else
 break;
 }

 // This one
 av_frame_free(&frame);
}




Now, this code might have a lot of issues that I'm not aware of, and you are free to point them out if you like. But the line that gives me error is
av_frame_free(&frame);
.


If I run this in a synthetic test app in c++ that I made, it works. I can even run it in a c# synthetic test app (exactly like the c++ one), and it works. But if I run it though Unity, it crashes on the first frame. The log says "Read from location fe7f8097 caused an access violation.".



I have tried with
av_freep()
andav_free()
. Not sure exactly what makes them different (different example codes use different ones), but none work.


So, what I'm I missing ? The
frame
is leaking if I don't free it right ? But why does it crash in Unity ?


The whole thing works great in Unity if I don't have the
av_frame_free(&frame);
. Resulting video looks great !


PS. I'm aware (as far as I know) that the frame also leaks if something fails and returns an error code. But one thing at a time.


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