mirror of https://github.com/FFmpeg/FFmpeg.git
This will allow using a common threaded decode or encode function from most codecs using texture DSP functions. Signed-off-by: Marton Balint <cus@passwd.hu>release/5.1
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/*
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* Texture block compression and decompression |
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* Copyright (C) 2015 Vittorio Giovara <vittorio.giovara@gmail.com> |
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* |
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* This file is part of FFmpeg. |
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* |
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* FFmpeg is free software; you can redistribute it and/or |
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* modify it under the terms of the GNU Lesser General Public |
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* License as published by the Free Software Foundation; either |
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* version 2.1 of the License, or (at your option) any later version. |
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* |
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* FFmpeg is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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* Lesser General Public License for more details. |
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* |
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* You should have received a copy of the GNU Lesser General Public |
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* License along with FFmpeg; if not, write to the Free Software |
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA |
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* |
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*/ |
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int TEXTUREDSP_FUNC_NAME(AVCodecContext *avctx, void *arg, |
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int slice, int thread_nb) |
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{ |
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TextureDSPThreadContext *ctx = arg; |
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uint8_t *d = ctx->tex_data.out; |
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int w_block = avctx->coded_width / TEXTURE_BLOCK_W; |
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int h_block = avctx->coded_height / TEXTURE_BLOCK_H; |
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int x, y; |
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int start_slice, end_slice; |
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int base_blocks_per_slice = h_block / ctx->slice_count; |
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int remainder_blocks = h_block % ctx->slice_count; |
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/* When the frame height (in blocks) doesn't divide evenly between the
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* number of slices, spread the remaining blocks evenly between the first |
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* operations */ |
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start_slice = slice * base_blocks_per_slice; |
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/* Add any extra blocks (one per slice) that have been added before this slice */ |
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start_slice += FFMIN(slice, remainder_blocks); |
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end_slice = start_slice + base_blocks_per_slice; |
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/* Add an extra block if there are still remainder blocks to be accounted for */ |
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if (slice < remainder_blocks) |
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end_slice++; |
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for (y = start_slice; y < end_slice; y++) { |
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uint8_t *p = ctx->frame_data.out + y * ctx->stride * TEXTURE_BLOCK_H; |
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int off = y * w_block; |
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for (x = 0; x < w_block; x++) { |
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ctx->TEXTUREDSP_TEX_FUNC(p + x * ctx->raw_ratio, ctx->stride, |
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d + (off + x) * ctx->tex_ratio); |
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} |
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} |
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return 0; |
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} |
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