8000 fix: implement async encode by Yundi339 · Pull Request #114 · qiin2333/Sunshine-Foundation · GitHub
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fix: implement async encode #114

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Jun 17, 2025
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2 changes: 1 addition & 1 deletion src/nvenc/common_impl/nvenc_base.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -542,7 +542,7 @@ namespace nvenc {

NV_ENC_LOCK_BITSTREAM lock_bitstream = { NV_ENC_LOCK_BITSTREAM_VER };
lock_bitstream.outputBitstream = output_bitstream;
lock_bitstream.doNotWait = 0;
lock_bitstream.doNotWait = async_event_handle ? 1 : 0;

if (async_event_handle && !wait_for_async_event(100)) {
BOOST_LOG(error) << "NvEnc: frame " << frame_index << " encode wait timeout";
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18 changes: 16 additions & 2 deletions src/nvenc/win/impl/nvenc_d3d11_base.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -9,9 +9,19 @@ namespace NVENC_NAMESPACE {
#else
namespace nvenc {
#endif
nvenc_d3d11_base::nvenc_d3d11_base(NV_ENC_DEVICE_TYPE device_type, shared_dll dll):
nvenc_base(device_type),
dll(dll) {
async_event_handle = CreateEvent(NULL, FALSE, FALSE, NULL);
}

bool
nvenc_d3d11_base::init_library() {
nvenc_d3d11_base::~nvenc_d3d11_base() {
if (async_event_handle) {
CloseHandle(async_event_handle);
}
}

bool nvenc_d3d11_base::init_library() {
if (nvenc) return true;
if (!dll) return false;

Expand All @@ -32,4 +42,8 @@ namespace nvenc {

return false;
}

bool nvenc_d3d11_base::wait_for_async_event(uint32_t timeout_ms) {
return WaitForSingleObject(async_event_handle, timeout_ms) == WAIT_OBJECT_0;
}
}
10 changes: 4 additions & 6 deletions src/nvenc/win/impl/nvenc_d3d11_base.h
Original file line number Diff line number Diff line change
Expand Up @@ -28,13 +28,11 @@ namespace nvenc {
*/
class nvenc_d3d11_base: public nvenc_base, virtual public nvenc_d3d11 {
public:
nvenc_d3d11_base(NV_ENC_DEVICE_TYPE device_type, shared_dll dll):
nvenc_base(device_type),
dll(dll) {}

explicit nvenc_d3d11_base(NV_ENC_DEVICE_TYPE device_type, shared_dll dll);
~nvenc_d3d11_base();
protected:
bool
init_library() override;
bool init_library() override;
bool wait_for_async_event(uint32_t timeout_ms) override;

private:
shared_dll dll;
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20 changes: 19 additions & 1 deletion src/video.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -281,6 +281,7 @@ namespace video {
REF_FRAMES_INVALIDATION = 1 << 8, ///< Support reference frames invalidation
ALWAYS_REPROBE = 1 << 9, ///< This is an encoder of last resort and we want to aggressively probe for a better one
YUV444_SUPPORT = 1 << 10, ///< Encoder may support 4:4:4 chroma sampling depending on hardware
ASYNC_TEARDOWN = 1 << 11, ///< Encoder supports async teardown on a different thread
};

class avcodec_encode_session_t: public encode_session_t {
Expand Down Expand Up @@ -483,7 +484,7 @@ namespace video {
{}, // Fallback options
"h264_nvenc"s,
},
PARALLEL_ENCODING | REF_FRAMES_INVALIDATION | YUV444_SUPPORT // flags
PARALLEL_ENCODING | REF_FRAMES_INVALIDATION | YUV444_SUPPORT | ASYNC_TEARDOWN // flags
};
#elif !defined(__APPLE__)
encoder_t nvenc {
Expand Down Expand Up @@ -1796,6 +1797,23 @@ namespace video {
return;
}

// As a workaround for NVENC hangs and to generally speed up encoder reinit,
// we will complete the encoder teardown in a separate thread if supported.
// This will move expensive processing off the encoder thread to allow us
// to restart encoding as soon as possible. For cases where the NVENC driver
// hang occurs, this thread may probably never exit, but it will allow
// streaming to continue without requiring a full restart of Sunshine.
auto fail_guard = util::fail_guard([&encoder, &session] {
if (encoder.flags & ASYNC_TEARDOWN) {
std::thread encoder_teardown_thread {[session = std::move(session)]() mutable {
BOOST_LOG(info) << "Starting async encoder teardown";
session.reset();
BOOST_LOG(info) << "Async encoder teardown complete";
}};
encoder_teardown_thread.detach();
}
});

// set minimum frame time, avoiding violation of client-requested target framerate
auto minimum_frame_time = std::chrono::milliseconds(1000 / std::min(config.framerate, (config::video.min_fps_factor * 10)));
BOOST_LOG(debug) << "Minimum frame time set to "sv << minimum_frame_time.count() << "ms, based on min fps factor of "sv << config::video.min_fps_factor << "."sv;
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