# How to quickly convert MKV to MP4 file using VLC?
Fri
22
Jan 2016
Do you have a video in MKV file and you can't open it because some program (like Sony Vegas Pro) doesn't support this format? If so, you probably wonder how to convert it into some different format. I just discovered a way to do this.
Important update 2020-03-22: I found another way to quickly remux MKV to MP4 using OBS Studio. This is a free and open source app intended mostly for video recording and streaming. The feature we need can be found in menu File > Remux Recordings.
To understand this method, first you need to know that media file formats are just containers (for example, MKV is Matroska). Each format encapsulates a set of streams, usually one video and one audio stream. Now, each stream is encoded using some specific codec. There may be various codecs used, but for the file I needed to convert, Media Player Classic (my favorite movie player, installed with K-Lite Codec Pack) shows following information after selecting File > Properties:
Type: Matroska
Video: MPEG4 Video (H264) 720x400 25fps [V: English [eng] (h264 main L4.0, yuv420p, 720x400) [default]]
Audio: AAC 44100Hz stereo [A: aac lc, 44100 Hz, stereo [default]]
MPEG4 Video is the same codec that may be used with MP4 file format! It means we could convert ("repack") the file to just different container format, rewriting streams as-is without actually converting video or audio - which should be very fast (converting a long movie takes only few seconds) and wouldn't cause any quality loss.
To do that, I used VLC media player. This program has its own set of codecs for many video and audio formats, so it doesn't depend on codecs installed in Windows. The player is actually just an overlay on top of a powerful library that can also do different things, like streaming video over network (that's probably where the company name "VideoLAN" comes from) or convert files.
So to convert an MKV file to MP4:
# ID3D11Device::CreateTexture2D: pInitialData[0].SysMemPitch cannot be 0
Sat
09
Jan 2016
The concept of "stride" or "pitch" - a step (in bytes) to be taken to proceed to next element of a data structure - is brilliant, because it gives great flexibility. In 3D graphics for example, explicitly specified number of bytes between vertices in a vertex buffer or rows in a texture can be:
This is a theory, because I just discovered that option 3 doesn't work in Direct3D 11 when passing pInitialData to created texture. I cannot see any reason why specifying D3D11_SUBRESOURCE_DATA::SysMemPitch == 0 should be considered invalid, other than trying to save developer from possibly unintended mistake. I think it is actually pretty useful for initializing a texture with the same data in each row, so it would be enough to allocate and fill the data for just one row, instead of full texture. And still, following code fails on call to CreateTexture2D:
CD3D11_TEXTURE2D_DESC textureDesc = CD3D11_TEXTURE2D_DESC(
TEXTURE_FORMAT, // format
(UINT)TEXTURE_SIZE.x, // width
(UINT)TEXTURE_SIZE.y, // height
1, // arraySize
1, // mipLevels
D3D11_BIND_SHADER_RESOURCE, // bindFlags
D3D11_USAGE_DYNAMIC, // usage
D3D11_CPU_ACCESS_WRITE); // cpuaccessFlags
std::vector<uint32_t> initialTextureRow(TEXTURE_SIZE.x);
ZeroMemory(&initialTextureRow[0], TEXTURE_SIZE.x * sizeof(uint32_t));
D3D11_SUBRESOURCE_DATA textureInitialData = {
&initialTextureRow[0], // pSysMem
0, // SysMemPitch
0 }; // SysMemSlicePitch
ID3D11Texture2D *texture = nullptr;
ERR_GUARD_DIRECTX( m_Dev->CreateTexture2D(&textureDesc, &textureInitialData, &texture) );
DirectX debug layer reports error:
D3D11 ERROR: ID3D11Device::CreateTexture2D: pInitialData[0].SysMemPitch cannot be 0 [ STATE_CREATION ERROR #100: CREATETEXTURE2D_INVALIDINITIALDATA]
Dear Microsoft: Why? :)