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I have a question regarding the function: 'CalculateDefaultBitrate' in sample_utils.cpp
mfxU16 CalculateDefaultBitrate(mfxU32 nCodecId, mfxU32 nTargetUsage, mfxU32 nWidth, mfxU32 nHeight, mfxF64 dFrameRate) { PartiallyLinearFNC fnc; mfxF64 bitrate = 0; switch (nCodecId) { case MFX_CODEC_AVC : { fnc.AddPair(0, 0); fnc.AddPair(25344, 225); fnc.AddPair(101376, 1000); fnc.AddPair(414720, 4000); fnc.AddPair(2058240, 5000); break; } case MFX_CODEC_MPEG2: { fnc.AddPair(0, 0); fnc.AddPair(414720, 12000); break; } default: { fnc.AddPair(0, 0); fnc.AddPair(414720, 12000); break; } } mfxF64 at = nWidth * nHeight * dFrameRate / 30.0; //.... }
- What happes when my input framerate is higher then 30? We want to use this calculation function for framerates higher then 30.
- What are the X and Y values of the used PartiallyLinearFNC?
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Hi Zack,
For #1, I did a simple experiment and have the following code:
unsigned long nWidth, nHeight;
double dFrameRate, at;
nWidth = 640;
nHeight = 480;
dFrameRate = 30.0;
at = nWidth * nHeight * dFrameRate / 30.0;
the results: dFrameRate = 30.0, output = 307200; dFrameRate = 31.0, output = 317440
So the final result should be the linear interpolation of the at after you applied PartiallyLinearFNC::at() function
For #2, are you asking how the function PartiallyLinearFNC::at() works?
Mark

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