Encoder probing performance improvements - #2111

Merged
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

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@cgutman

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Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

Screenshot

Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Add copy buttons to all
 blocks\n(function() {\n function addCopyButtons() {\n document.querySelectorAll('pre code').forEach(function(codeBlock) {\n if (codeBlock.parentElement.hasAttribute('data-copy-added')) return;\n codeBlock.parentElement.setAttribute('data-copy-added', 'true');\n \n var btn = document.createElement('button');\n btn.textContent = 'Copy';\n btn.style.cssText = 'position:absolute;top:4px;right:4px;padding:2px 8px;font-size:11px;background:#4ecdc4;border:none;border-radius:4px;color:#1a1a2e;cursor:pointer;opacity:0.7;transition:opacity 0.2s;';\n btn.onmouseover = function() { this.style.opacity = '1'; };\n btn.onmouseout = function() { this.style.opacity = '0.7'; };\n btn.onclick = function() {\n navigator.clipboard.writeText(codeBlock.textContent).then(function() {\n btn.textContent = 'Copied!';\n setTimeout(function() { btn.textContent = 'Copy'; }, 1500);\n });\n };\n codeBlock.parentElement.style.position = 'relative';\n codeBlock.parentElement.appendChild(btn);\n });\n }\n \n addCopyButtons();\n \n // Re-run on dynamic content\n var observer = new MutationObserver(addCopyButtons);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Add Copy Buttons to Code Blocks");
}
} catch(__e) { console.warn('[Userscript:Add Copy Buttons to Code Blocks]', __e); }
})();
(function(){
try {
var __m = "github.com";
var __re = new RegExp('^' + "github\\.com" + '
Skip to content

Encoder probing performance improvements - #2111

Merged
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

Conversation

@cgutman

Copy link
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Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

Screenshot

Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
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1 participant

@cgutman
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Force GitHub README to respect dark mode\n(function() {\n var style = document.createElement('style');\n style.textContent = '\n .markdown-body {\n color-scheme: dark light;\n }\n .markdown-body pre { background: #161b22 !important; }\n .markdown-body code { background: rgba(110, 118, 129, 0.4) !important; }\n .markdown-body table th, .markdown-body table td { border-color: #30363d !important; }\n .markdown-body img { background: #0d1117; }\n .markdown-body blockquote { border-left-color: #8b949e; }\n .markdown-body hr { border-color: #30363d; }\n ';\n document.head.appendChild(style);\n})();", "GitHub Dark Mode README Fix"); } } catch(__e) { console.warn('[Userscript:GitHub Dark Mode README Fix]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Encoder probing performance improvements - #2111

Merged
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

Conversation

@cgutman

Copy link
Copy Markdown
Collaborator

Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

Screenshot

Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
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1 participant

@cgutman
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Highlight search terms from Google/DuckDuckGo/Bing referrer\n(function() {\n var ref = document.referrer;\n var terms = [];\n \n if (ref.includes('google.com') || ref.includes('duckduckgo.com') || ref.includes('bing.com')) {\n var url = new URL(ref);\n var q = url.searchParams.get('q') || url.searchParams.get('p');\n if (q) {\n terms = q.split(/\\s+/).filter(function(t) { return t.length > 2; });\n }\n }\n \n if (terms.length === 0) return;\n \n var style = document.createElement('style');\n style.textContent = '.userscript-highlight { background: #fbbf24; color: #1a1a2e; padding: 1px 3px; border-radius: 2px; }';\n document.head.appendChild(style);\n \n function highlight(node) {\n if (node.nodeType === 3) { // text node\n var text = node.textContent;\n var found = false;\n terms.forEach(function(term) {\n var regex = new RegExp('(' + term.replace(/[.*+?^${}()|[\\]\\\\]/g, '\\\\') + ')', 'gi');\n if (regex.test(text)) {\n found = true;\n var frag = document.createDocumentFragment();\n var parts = text.split(regex);\n parts.forEach(function(part, i) {\n if (i % 2 === 0) {\n frag.appendChild(document.createTextNode(part));\n } else {\n var span = document.createElement('span');\n span.className = 'userscript-highlight';\n span.textContent = part;\n frag.appendChild(span);\n }\n });\n node.parentNode.replaceChild(frag, node);\n }\n });\n } else if (node.nodeType === 1 && node.childNodes) { // element\n var skipTags = ['SCRIPT', 'STYLE', 'NOSCRIPT', 'TEXTAREA', 'INPUT', 'SELECT'];\n if (!skipTags.includes(node.tagName)) {\n Array.from(node.childNodes).forEach(highlight);\n }\n }\n }\n \n highlight(document.body);\n \n // Re-highlight on dynamic content\n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1 || node.nodeType === 3) highlight(node);\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Highlight Search Terms"); } } catch(__e) { console.warn('[Userscript:Highlight Search Terms]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Encoder probing performance improvements - #2111

Merged
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

Conversation

@cgutman

Copy link
Copy Markdown
Collaborator

Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

Screenshot

Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

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Successfully merging this pull request may close these issues.

1 participant

@cgutman
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Strip utm_, fbclid, gclid, etc. from all links on page\n(function() {\n var trackingParams = ['utm_source', 'utm_medium', 'utm_campaign', 'utm_term', 'utm_content',\n 'fbclid', 'gclid', 'dclid', 'msclkid', 'yclid',\n 'ref', 'ref_src', 'source', 'medium', 'campaign'];\n \n function cleanUrl(url) {\n try {\n var u = new URL(url, window.location.origin);\n var changed = false;\n trackingParams.forEach(function(p) {\n if (u.searchParams.has(p)) {\n u.searchParams.delete(p);\n changed = true;\n }\n });\n return changed ? u.toString() : url;\n } catch (e) {\n return url;\n }\n }\n \n function cleanLinks() {\n document.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n \n cleanLinks();\n \n var observer = new MutationObserver(function(mutations) {\n mutations.forEach(function(m) {\n m.addedNodes.forEach(function(node) {\n if (node.nodeType === 1) {\n if (node.tagName === 'A') cleanLinks();\n node.querySelectorAll('a[href]').forEach(function(a) {\n var clean = cleanUrl(a.href);\n if (clean !== a.href) a.href = clean;\n });\n }\n });\n });\n });\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "Remove Tracking Parameters from Links"); } } catch(__e) { console.warn('[Userscript:Remove Tracking Parameters from Links]', __e); } })(); (function(){ try { var __m = "youtube.com"; var __re = new RegExp('^' + "youtube\\.com" + '
Skip to content

Encoder probing performance improvements - #2111

Merged
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

Conversation

@cgutman

Copy link
Copy Markdown
Collaborator

Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

Screenshot

Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

None yet

Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant

@cgutman
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Auto-enable theater mode on YouTube\n(function() {\n function tryTheater() {\n var btn = document.querySelector('button[aria-label=\"Theater mode\"], ytd-player #player button[title=\"Theater mode\"]');\n if (btn && !btn.classList.contains('activated')) {\n btn.click();\n }\n }\n \n // Try immediately\n tryTheater();\n \n // Try after navigation (SPA)\n var lastUrl = location.href;\n setInterval(function() {\n if (location.href !== lastUrl) {\n lastUrl = location.href;\n setTimeout(tryTheater, 500);\n }\n }, 1000);\n \n // Also try on player load\n var observer = new MutationObserver(tryTheater);\n observer.observe(document.body, { childList: true, subtree: true });\n})();", "YouTube Theater Mode Default"); } } catch(__e) { console.warn('[Userscript:YouTube Theater Mode Default]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Encoder probing performance improvements - #2111

Merged
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

Conversation

@cgutman

Copy link
Copy Markdown
Collaborator

Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

Screenshot

Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
Sign up for freeto join this conversation on GitHub. Already have an account? Sign in to comment

Labels

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Projects

None yet

Development

Successfully merging this pull request may close these issues.

1 participant

@cgutman
, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Remove or un-stick sticky/fixed headers that block content\n(function() {\n function unstick() {\n document.querySelectorAll('header, nav, [role=\"banner\"], .header, .navbar, .sticky, .fixed-top, [style*=\"position: fixed\"], [style*=\"position:sticky\"]').forEach(function(el) {\n if (el.style.position === 'fixed' || el.style.position === 'sticky' || \n getComputedStyle(el).position === 'fixed' || getComputedStyle(el).position === 'sticky') {\n el.style.position = 'static';\n el.style.top = 'auto';\n el.style.zIndex = 'auto';\n }\n });\n }\n \n unstick();\n \n var observer = new MutationObserver(unstick);\n observer.observe(document.body, { childList: true, subtree: true, attributes: true, attributeFilter: ['style', 'class'] });\n})();", "Kill Sticky Headers"); } } catch(__e) { console.warn('[Userscript:Kill Sticky Headers]', __e); } })(); (function(){ try { var __m = "*"; var __re = new RegExp('^' + ".*" + '
Skip to content

Encoder probing performance improvements - #2111

Merged
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

Conversation

@cgutman

Copy link
Copy Markdown
Collaborator

Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

Screenshot

Issues Fixed or Closed

Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
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…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
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, 'i'); if (__m === '*' || __re.test(location.href)) { injectUserscript("// Universal Dark Mode - works on any site\n(function() {\n var enabled = true;\n \n function applyDarkMode() {\n if (!enabled) return;\n \n // Create style element if it doesn't exist\n var style = document.getElementById('universal-dark-mode-style');\n if (!style) {\n style = document.createElement('style');\n style.id = 'universal-dark-mode-style';\n document.head.appendChild(style);\n }\n \n // Dark mode CSS - inverts colors but preserves images/video\n style.textContent = '\n /* Invert everything except media */\n html {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #1a1a2e !important;\n }\n \n /* Restore images, videos, iframes, canvas */\n img, video, iframe, canvas, svg, picture, [style*=\"background-image\"] {\n filter: invert(1) hue-rotate(180deg) !important;\n }\n \n /* Preserve specific elements that should not be inverted */\n .no-dark-mode, .no-dark-mode *,\n [data-theme=\"light\"], [data-theme=\"light\"],\n .ace_editor, .ace_editor *,\n .CodeMirror, .CodeMirror *,\n .monaco-editor, .monaco-editor *,\n .markdown-body pre, .markdown-body pre *,\n .highlight, .highlight *,\n pre code, pre code * {\n filter: none !important;\n }\n \n /* Fix common UI elements */\n .modal, .popup, .dropdown-menu, .tooltip, .popover {\n filter: invert(1) hue-rotate(180deg) !important;\n background: #2d2d44 !important;\n border-color: #444 !important;\n }\n \n /* Scrollbars */\n ::-webkit-scrollbar { background: #1a1a2e !important; }\n ::-webkit-scrollbar-thumb { background: #444 !important; }\n ::-webkit-scrollbar-thumb:hover { background: #555 !important; }\n \n /* Selection */\n ::selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ::-moz-selection { background: #4ecdc4 !important; color: #1a1a2e !important; }\n ';\n }\n \n function removeDarkMode() {\n var style = document.getElementById('universal-dark-mode-style');\n if (style) style.remove();\n }\n \n // Toggle with Alt+Shift+D\n document.addEventListener('keydown', function(e) {\n if (e.altKey && e.shiftKey && e.key === 'D') {\n e.preventDefault();\n enabled = !enabled;\n if (enabled) {\n applyDarkMode();\n console.log('[Universal Dark Mode] Enabled');\n } else {\n removeDarkMode();\n console.log('[Universal Dark Mode] Disabled');\n }\n }\n });\n \n // Apply on load\n applyDarkMode();\n \n // Re-apply on dynamic content\n var observer = new MutationObserver(function(mutations) {\n if (enabled && !document.getElementById('universal-dark-mode-style')) {\n applyDarkMode();\n }\n });\n observer.observe(document.head, { childList: true });\n \n console.log('[Universal Dark Mode] Loaded - Press Alt+Shift+D to toggle');\n})();", "Universal Dark Mode"); } } catch(__e) { console.warn('[Userscript:Universal Dark Mode]', __e); } })(); })();
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Encoder probing performance improvements - #2111

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cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes
Feb 7, 2024
Merged

Encoder probing performance improvements#2111
cgutman merged 4 commits into
LizardByte:nightlyfrom
cgutman:skip_encoder_reprobes

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Description

Encoder reprobing takes a significant portion of the total time to connect, especially when streaming the desktop. This PR addresses this by avoiding reprobing in cases where we know the GPU hasn't change and improving the performance of reprobing when we do need to do it.

To skip reprobing, we can use IDXGIFactory1::IsCurrent() which will tell us if GPUs or outputs changed state since the factory object was created. This check does catch a bit more than is needed, since some output changes will trigger a reenumeration. However, for desktop streaming and for games where the user just wants to adjust some Moonlight settings and get right back in, this is a major improvement. We can probably do better once #2032 is in.

For reprobing optimizations, we now avoid testing an encoder again with QP rate control when we know that the encoder always supports CBR/VBR. Trying again with QP just wastes time because we already know the encoder isn't present.

Likewise, we now don't bother trying again with an undefined reference frame count if we already found this encoder accepted a specific number of reference frames for H.264. I don't think there are any encoders in the real world that would accept reference frame count for H.264 but not HEVC or AV1.

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Type of Change

  • Bug fix (non-breaking change which fixes an issue)
  • New feature (non-breaking change which adds functionality)
  • Breaking change (fix or feature that would cause existing functionality to not work as expected)
  • Dependency update (updates to dependencies)
  • Documentation update (changes to documentation)
  • Repository update (changes to repository files, e.g. .github/...)

Checklist

  • My code follows the style guidelines of this project
  • I have performed a self-review of my own code
  • I have commented my code, particularly in hard-to-understand areas
  • I have added or updated the in code docstring/documentation-blocks for new or existing methods/components

Branch Updates

LizardByte requires that branches be up-to-date before merging. This means that after any PR is merged, this branch
must be updated before it can be merged. You must also
Allow edits from maintainers.

  • I want maintainers to keep my branch updated

…upport CBR/VBR
It just needlessly slows down encoder probing when the encoder or codec is not supported.
…ceded with ref frame count specified
I don't think there are any encoders out there that support this for some codecs and not others.
@cgutman
cgutman merged commit 8373a8b into LizardByte:nightlyFeb 7, 2024
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