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Old 29th April 2020, 13:46   #1  |  Link
pinterf
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AviSynth+ thread Vol.2

Since active developers has been changed during the past couple of years, AviSynth+ finally got a new topic after a super-fast decision.

AviSynth is still alive, thanks to all earlier and present core, filter and documentation contributors. And to the users of course who trust us.

New in Avisynth wiki
Partially translations from Neo wiki
http://avisynth.nl/index.php/SetGraphAnalysis
http://avisynth.nl/index.php/Function_objects
http://avisynth.nl/index.php/SetFilterMTMode
http://avisynth.nl/index.php/User_de...Array_examples
http://avisynth.nl/index.php/Interna...ame_properties

Avisynth+ 3.6.0 release
https://forum.doom9.org/showthread.p...34#post1912834

Avisynth+ 3.6.1 release
https://forum.doom9.org/showthread.p...76#post1916176

Test builds - 3.6.2 work in progress
AviSynth+ 3.6.2-test6 20201210
AviSynth+ 3.6.2-test4 20201112
AviSynth+ 3.6.2-test3
AviSynth+ 3.6.2-test2b
AviSynth+ 3.6.2-test1

Avisynth+ 3.7.0 release
https://forum.doom9.org/showthread.p...23#post1933223

Avisynth+ 3.7.1 tests
https://drive.google.com/uc?export=d...Q4x49ZCt8W2jkS
Avisynth+ 3.7.1 - 20210610 including XP and CUDA-aware builds
AviSynth+ 3.7.1-test6 20210621
AviSynth+ 3.7.1-test7 20210630
Avisynth+ 3.7.1 test build 8 (20210705)
Avisynth+ 3.7.1 test build 9 (20210706)
Avisynth+ 3.7.1 test build 12 (20210911)
Avisynth+ 3.7.1 test build 14 (20210914)
Avisynth+ 3.7.1 test build 15 (20210917)
Avisynth+ 3.7.1 test build 16 (20210920)
Avisynth+ 3.7.1 test build 17 (20210924)
Avisynth+ 3.7.1 test build 18 (20210927)
Avisynth+ 3.7.1 test build 19 (20210928)
Avisynth+ 3.7.1 test build 20 (20210930)
Avisynth+ 3.7.1 test build 21 (20211021)
Avisynth+ 3.7.1 test build 22 (20211022)
Avisynth+ 3.7.1 test build 23 (20211103)
Avisynth+ 3.7.1 test build 24 (20211104)
Avisynth+ 3.7.1 test build 25 (20211105)
Avisynth+ 3.7.1 test build 26 (20211116)
Avisynth+ 3.7.1 test build 27 (20211117)
Avisynth+ 3.7.1 test build 28 (20211124)
Avisynth+ 3.7.1 test build 29 (20211126)
Avisynth+ 3.7.1 test build 32 (20211202)
[broken-removed] Avisynth+ 3.7.1 test build 33 (20211205)
Avisynth+ 3.7.1 test build 34 (20211208)
Links to official installers for last XP compatible Microsoft Visual C++ 2015-2019 Redistributable (version 14.28.29213):
x64 - https://download.visualstudio.micros...redist.x64.exe
x86 - https://download.visualstudio.micros...redist.x86.exe

Avisynth 3.7.1 final
Avisynth+ 3.7.1 (20211231)

Avisynth 3.7.2 tests
Avisynth+ 3.7.2 test 1 (20220113)
Avisynth+ 3.7.2 test 2 (20220201)
Avisynth+ 3.7.2 test 3 (20220208)
Avisynth+ 3.7.2 test 12 (20220303)

Avisynth 3.7.2 final
Avisynth+ 3.7.2 (20220317)

Avisynth 3.7.3 tests
Avisynth+ 3.7.3 test 2 (20221114)
Avisynth+ 3.7.3 test 3 (20230118)
Avisynth+ 3.7.3 test 5 (20230217)
Avisynth+ 3.7.3 test 6 (20230218)
Avisynth+ 3.7.3 test 7 (20230223)
Avisynth+ 3.7.3 test 8 (20230315 - r3958)
Avisynth+ 3.7.3 test 9 (20230316 - r3961)
Avisynth+ 3.7.3 test 11 (20230608 - r3996)

Avisynth 3.7.3 final
Avisynth+ 3.7.3 (20230715)

Avisynth 3.7.3+ tests
Avisynth+ 3.7.3post test 4 (20231019 - r4013)
Avisynth+ 3.7.3post test 5 (20231026 - r4017)
Avisynth+ 3.7.3post test 6b (20231031 - r4018) (fixed content)
Avisynth+ 3.7.3post test 8 (20231103 - r4021)
Avisynth+ 3.7.3post test 9 (20231105 - r4022)
Avisynth+ 3.7.3post test 10 (20231202 - r4035)
Avisynth+ 3.7.3post test 11 (20240118 - r4059)
Avisynth+ 3.7.3post test 12 (20240124 - r4062)
Avisynth+ 3.7.3post test 14 (20240131 - r4066)

Rebuild list
- KNLMeansCL 1.1.1b - pfmod (fails because using env2->SetFilterMTMode instead of cache hints - see my mods in source)
- KNLMeansCL 1.1.1c - pfmod Avisynth multithreading fixes
- KNLMeansCL 1.1.1e - pfmod Support 9-15 bits (10-14 in Avs) - also for VapourSynth

- chikuzen's plugins rebuilt by Asd-g
https://github.com/Asd-g?tab=repositories

- GScript
See download link in Groucho2004's topic

- MeGUI AvisynthWrapper (until the "official" one)
https://forum.doom9.org/showthread.p...17#post1913117

Project webpage
https://avs-plus.net/

Releases
https://github.com/AviSynth/AviSynthPlus/releases/

Doom9 forum: Avisynth+ topic Vol.1 - the original
https://forum.doom9.org/showthread.php?t=168856

Avisynth+ Linux/MacOS/BSD/Haiku thread
Threads for non-Windows versions by qyot27:
https://forum.doom9.org/showthread.php?t=180436
AviSynth+ plugins and utilities for other OSes and CPUs


Project github page
https://github.com/AviSynth/AviSynthPlus

Last edited by pinterf; 31st January 2024 at 12:54. Reason: test build
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Old 29th April 2020, 14:41   #2  |  Link
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I was thinking about additional script extension exclusive for avs+ like .avsp (maybe it's not good since there are program named AVSP) or .pavs, and for autoload script .avsip or .avspi /.pavsi

both with unicode utf-8
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Last edited by real.finder; 29th April 2020 at 14:49.
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Old 29th April 2020, 14:53   #3  |  Link
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New version Avs+, gazilions of new functions, new Avs+ thread, A truly great day indeed.

May all your gods look with favour upon you
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Old 29th April 2020, 18:27   #4  |  Link
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Quote:
Originally Posted by real.finder View Post
I was thinking about additional script extension exclusive for avs+ like .avsp
The letter after s is t: .avt and .avti

I have googled and there are no programs AFAIK that already use that.
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Old 29th April 2020, 18:56   #5  |  Link
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I honestly don't see the point of Plus-specific extension(s). It would make sense if we were completely overhauling the AviSynth scripting language into a properly versioned one with in-script controls and a CLI interpreter for that sort of compatibility (think of the hashbang in Unix shell scripts), in the sense that the wholly-different language was Plus-specific and absolutely needed to be shielded from 2.6 and prior, but we aren't. UTF-8 is transparent to the host on everything that's not Windows, and even is transparent on Windows if you've actually set the system locale to UTF-8 (which is possible on Win10, it's just not the default like it is on nearly every other OS out there). Even 2.6 is fine with UTF-8 in that situation.
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Old 29th April 2020, 19:07   #6  |  Link
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I was thinking about additional script extension exclusive for avs+ like .avsp (maybe it's not good since there are program named AVSP) or .pavs, and for autoload script .avsip or .avspi /.pavsi
Yeah, lets complicate the hell out of it and scare away casual users and noobs.

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I honestly don't see the point of Plus-specific extension(s).
Indeed.
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Old 29th April 2020, 21:13   #7  |  Link
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I'd like to re-raise the problem -- array idea seems to be incompatible with previous versions.
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Old 29th April 2020, 22:51   #8  |  Link
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the point is to make sure that non plus avs not load these scripts since they will be utf-8 and has another new things that unavailable in normal avs, so it should be more casual users and noobs friendly
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Old 29th April 2020, 23:49   #9  |  Link
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AviSynth 2.5, 2.6, any version of Plus, etc. honors the system locale. UTF-8 causes problems for AviSynth in one scenario, and only one scenario: the user has left Windows set at its regional default codepage (whether that's Windows-1252, -1251, -932, -936, -949, -950, etc.).

On Linux, macOS, and BSD, the system locale is UTF-8. AviSynth+ has no issues with it, without us having had to change any code at all to accommodate it. Text files created on these systems also usually default to UTF-8 without BOM anyway.

On Windows 10, Microsoft finally allows users to set the system codepage (locale) to 65001, which is UTF-8. If you do this, none of the versions of AviSynth, classic or Plus, have issues with it. Notepad in Windows 10, regardless of the locale, was switched to defaulting to save in UTF-8 without BOM a while ago.

Proving that this isn't something Plus-related, here's 2.6.1 running a UTF-8 encoded script with a UTF-8 filename, opening a video with FFMS2 with a UTF-8 filename (without passing any kind of special parameter to allow it), in a directory with a UTF-8 name:

Last edited by qyot27; 29th April 2020 at 23:59.
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Old 30th April 2020, 05:53   #10  |  Link
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I'd like to re-raise the problem -- array idea seems to be incompatible with previous versions.
Good question, sorry, I have read it but could not deal with it because this topic needed a whole attention which I did not have.

I was looking for a way to keep existing 'type' and '+' format, but I could not find a convenient and compatible way to do that.

At the moment "a" type in function signatures are for ".+" and requires [] syntax on the script side. Nor can it specifiy that you want a float-only array for example. On the bright side, new-style dedicated array parameters can appear anywhere in the list and can have names, can follow each other even with specifying zero elements in them.

Another big difference that new-style script arrays can be of multiple levels, not only an 1-D array, like they are treated in parameter list (btw - you are dealing with dual AVS-VS interfaces, does VapourSynth allows multilevel array as function parameters?). They can be of 0 or 1 elements and they still preserve their type as array.
There are more differences: unlike old arrays they are deep-copied and deep-deleted on deallocation (except on C interface which is treated specially)

I think I have to look at that in internal "Invoke_" as well. In "Invoke_" the array-typed arguments are totally 'flattened' back before calling function-match checking (thus their arrayness is removed). This is a reason why array arguments cannot follow each other as an unnamed parameters. The array parameters (if they are of mixed type or zero sized) cannot be separated again any more.
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Old 30th April 2020, 09:53   #11  |  Link
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I believe you have to specify "type[]" as type in VS. So it's 1D array of specific type. -- hopefully my memory serves right.

The main problem is "a" type will cause the filter to not run on non-array avs -- even same avs version that compiles without array support.

That's why I proposed a compatible way of annotating array. Again it's a premature idea, I haven't checked Invoke() and I'm not sure if it would work.
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Old 30th April 2020, 10:04   #12  |  Link
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I believe you have to specify "type[]" as type in VS. So it's 1D array of specific type. -- hopefully my memory serves right.

The main problem is "a" type will cause the filter to not run on non-array avs -- even same avs version that compiles without array support.

That's why I proposed a compatible way of annotating array. Again it's a premature idea, I haven't checked Invoke() and I'm not sure if it would work.
It's not a bad idea but needs investigating. Ideally, type "a" flag is not needed, but one can pass arrays as named or unnamed, either with old (just putting the arguments one after another like now) or the new [ and ] syntax.

The key is inside avisynth.cpp "Invoke_" . Look at it in 'neo' branch, this part has been changed a lot compared to 'master', though our problem this flattening-function matching part was not affected.
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Old 30th April 2020, 10:23   #13  |  Link
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On Windows 10, Microsoft finally allows users to set the system codepage (locale) to 65001, which is UTF-8.
Are you talking about the very well hidden Unicode beta support?
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Old 30th April 2020, 16:52   #14  |  Link
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Avisynth 3.52 x64 with arrays.
Access Violation Shader_x64.dll, no problems with the previous Avisynth version
Code:
function SuperResXBR

shader.avsi line 218
ExecuteShader(last, Input, Precision=3, Clip1Precision=PrecisionIn, OutputPrecision=PrecisionOut, PlanarOut=PlanarOut, Engines=Engines, Resource=true)
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Old 30th April 2020, 16:58   #15  |  Link
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Avisynth 3.52 x64 with arrays.
Access Violation Shader_x64.dll, no problems with the previous Avisynth version
Code:
function SuperResXBR

shader.avsi line 218
ExecuteShader(last, Input, Precision=3, Clip1Precision=PrecisionIn, OutputPrecision=PrecisionOut, PlanarOut=PlanarOut, Engines=Engines, Resource=true)
Any chance you can post a script to reproduce?
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Old 30th April 2020, 17:08   #16  |  Link
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Any chance you can post a script to reproduce?
A normal script
Even with the version without arrays, it pops.
Code:
SourceFile = ScriptDir() + "Your source"

video=LWLibavVideoSource(SourceFile, cache=False)
audio=LWLibavAudioSource(SourceFile, cache=False)
audioDub(video, audio)
#SelectEven()

MCTemporalDenoise(settings="low",  sigma=4, strength=150, tovershoot=1,  GPU=true)
prefetch(4)

#Spline36Resize(1920, 1080)
SuperResXBR(Passes=1, Soft=0.0, XbrSharp=1.0, fWidth=1920, fHeight=1080)

UnsharpMask(strength=60, radius=3, threshold=8)
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Old 30th April 2020, 17:10   #17  |  Link
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OK, I can reproduce it.
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Old 30th April 2020, 17:12   #18  |  Link
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AviSynthShader plugin is using the Avs+ specific IScriptEnvironment2.

e.g.
b = static_cast<IScriptEnvironment2*>(env)->Allocate(floatBufferPitch, 32, AVS_POOLED_ALLOC);

EDIT: changed link, master became finalized
This plugin will work again if rebuilt with V8 headers and use env->Allocate (IScriptEnvironment instead of IScriptEnvironment2).
https://github.com/AviSynth/AviSynthPlus/tree/master/

(Similarly to KNLMeansCL and chikuzen's plugins)

EDIT:
For more info, see 1st post

Last edited by pinterf; 16th June 2020 at 08:35. Reason: final github link is master
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Old 30th April 2020, 17:23   #19  |  Link
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Originally Posted by pinterf View Post
This plugin will work again if rebuilt with headers from current neo branch and use env->Allocate (IScriptEnvironment instead of IScriptEnvironment2).
https://github.com/AviSynth/AviSynthPlus/tree/neo
So, these are the headers we should be using from now on?
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Old 30th April 2020, 17:58   #20  |  Link
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Quote:
Originally Posted by pinterf View Post
AviSynthShader plugin is using the Avs+ specific IScriptEnvironment2.

e.g.
b = static_cast<IScriptEnvironment2*>(env)->Allocate(floatBufferPitch, 32, AVS_POOLED_ALLOC);

This plugin will work again if rebuilt with headers from current neo branch and use env->Allocate (IScriptEnvironment instead of IScriptEnvironment2).
https://github.com/AviSynth/AviSynthPlus/tree/neo

(Similarly to KNLMeansCL and chikuzen's plugins)
OK, all plugins that use IScriptEnvironment2 are not running.
I haven't compared the two in code and return values, but no chance to turn it in avisynth?

I think that some plugin developers are no longer available (free, without money).

EDIT:
Just checked, the shader.dll is from mysteryx93 on github. It will probably still be reachable.

Have already panicked, I used the SuperResXBR very often at the beginning (approx. 3xx, to many scripts on my hard drives)
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