fix: скейлинг
fix: скейлинг
This commit is contained in:
90
bin/cli.js
90
bin/cli.js
File diff suppressed because one or more lines are too long
@@ -98,6 +98,11 @@ export function selectProfiles(
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sourceBitrate?: number
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): VideoProfile[] {
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const profiles: VideoProfile[] = [];
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const aspect = inputWidth / inputHeight;
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const isNear = (value: number, target: number, eps: number = 0.01) =>
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Math.abs(value - target) < eps;
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const isNear16x9 = isNear(aspect, 16 / 9);
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const isNear4x3 = isNear(aspect, 4 / 3);
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// Standard 30 FPS profiles (always created)
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const baseProfiles = DEFAULT_PROFILES.filter(profile => {
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@@ -106,9 +111,21 @@ export function selectProfiles(
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// Add standard 30fps profiles with bitrate limit
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for (const profile of baseProfiles) {
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// Сохраняем соотношение сторон: при типовом 16:9 оставляем штатную ширину,
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// иначе рассчитываем по исходному AR (и делаем ширину чётной)
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const height = profile.height;
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let width = profile.width;
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if (!isNear16x9 && !isNear4x3) {
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width = Math.round(height * aspect);
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if (width % 2 !== 0) width -= 1; // чётные для кодека
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if (width < 2) width = 2;
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}
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profiles.push({
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...profile,
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videoBitrate: calculateBitrate(profile.width, profile.height, 30, sourceBitrate),
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width,
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height,
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videoBitrate: calculateBitrate(width, height, 30, sourceBitrate),
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fps: 30
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});
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}
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@@ -163,10 +163,10 @@ export async function encodeProfileToMP4(
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const useCudaScale = decoderAccel === 'nvenc';
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if (useCudaScale) {
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// CUDA path: вписываем в профиль с сохранением исходного AR
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filters.push(`scale_cuda=${targetWidth}:${targetHeight}:force_original_aspect_ratio=decrease:force_divisible_by=2`);
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// CUDA path: keep frames on GPU
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filters.push(`scale_cuda=${profile.width}:${profile.height}`);
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} else {
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filters.push(`scale=${targetWidth}:${targetHeight}:force_original_aspect_ratio=decrease:force_divisible_by=2`);
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filters.push(`scale=${profile.width}:${profile.height}`);
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}
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// Apply optimizations (for future use)
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