Well, the problem with hardware decoding is it cannot handle all the variations in data corruption which results in hardware crash, sometimes not recoverable with a soft reset of the hardware block.
It is usually more reasonable to work with software decoders for really complex formats, or only to accelerate some heavy parts of the decoding where data corruption is really easy to deal with or benign, or aim for the middle ground: _SIMPLE_ and _VERY CONSERVATIVE_ compute shaders.
Sometimes, the software cannot even tell the hardware is actually 'crashed' and spitting non-sense data. It goes even worse, some hardware block hot reset actually do not work and require a power cycle... Then a 'media players' able to use hardware decoding must always provide a clear and visible 'user button' in order to let this very user switch to full software decoding.
Then, there is the next step of "corruption": some streams out there are "wrong", but this "wrong" will be decoded ok on only some specific decoders and not other ones even though the format is following the same specs.
What a mess.
I hope those compute shaders are not using that abomination of glsl(or the dx one) namely are SPIR-V shaders generated with plain and simple C code.
Rendered at 13:13:05 GMT+0000 (Coordinated Universal Time) with Vercel.
It is usually more reasonable to work with software decoders for really complex formats, or only to accelerate some heavy parts of the decoding where data corruption is really easy to deal with or benign, or aim for the middle ground: _SIMPLE_ and _VERY CONSERVATIVE_ compute shaders.
Sometimes, the software cannot even tell the hardware is actually 'crashed' and spitting non-sense data. It goes even worse, some hardware block hot reset actually do not work and require a power cycle... Then a 'media players' able to use hardware decoding must always provide a clear and visible 'user button' in order to let this very user switch to full software decoding.
Then, there is the next step of "corruption": some streams out there are "wrong", but this "wrong" will be decoded ok on only some specific decoders and not other ones even though the format is following the same specs.
What a mess.
I hope those compute shaders are not using that abomination of glsl(or the dx one) namely are SPIR-V shaders generated with plain and simple C code.