Exemple #1
0
static int decompress_texture_thread(AVCodecContext *avctx, void *arg,
                                     int block_nb, int thread_nb)
{
    DDSContext *ctx = avctx->priv_data;
    AVFrame *frame = arg;
    int x = (TEXTURE_BLOCK_W * block_nb) % avctx->coded_width;
    int y = TEXTURE_BLOCK_H * (TEXTURE_BLOCK_W * block_nb / avctx->coded_width);
    uint8_t *p = frame->data[0] + x * 4 + y * frame->linesize[0];
    const uint8_t *d = ctx->tex_data + block_nb * ctx->tex_ratio;

    ctx->tex_funct(p, frame->linesize[0], d);
    return 0;
}
Exemple #2
0
static int decompress_texture_thread(AVCodecContext *avctx, void *arg,
                                     int slice, int thread_nb)
{
    DDSContext *ctx = avctx->priv_data;
    AVFrame *frame = arg;
    const uint8_t *d = ctx->tex_data;
    int w_block = avctx->coded_width / TEXTURE_BLOCK_W;
    int h_block = avctx->coded_height / TEXTURE_BLOCK_H;
    int x, y;
    int start_slice, end_slice;
    int base_blocks_per_slice = h_block / ctx->slice_count;
    int remainder_blocks = h_block % ctx->slice_count;

    /* When the frame height (in blocks) doesn't divide evenly between the
     * number of slices, spread the remaining blocks evenly between the first
     * operations */
    start_slice = slice * base_blocks_per_slice;
    /* Add any extra blocks (one per slice) that have been added before this slice */
    start_slice += FFMIN(slice, remainder_blocks);

    end_slice = start_slice + base_blocks_per_slice;
    /* Add an extra block if there are still remainder blocks to be accounted for */
    if (slice < remainder_blocks)
        end_slice++;

    for (y = start_slice; y < end_slice; y++) {
        uint8_t *p = frame->data[0] + y * frame->linesize[0] * TEXTURE_BLOCK_H;
        int off  = y * w_block;
        for (x = 0; x < w_block; x++) {
            ctx->tex_funct(p + x * 16, frame->linesize[0],
                           d + (off + x) * ctx->tex_ratio);
        }
    }

    return 0;
}