The constants used in the decoder used floating point precision,
and this caused different values to be generated on different
architectures. Additionally on big endian machines, the fate test
would output bytes in native order, which is different from the one
hardcoded in the test.
So, eradicate floating point numbers and use fixed point (32.32)
arithmetics everywhere, replacing constants with precomputed integer
values, and force the pixel format output to be the same in the fate
test.
Signed-off-by: Vittorio Giovara <vittorio.giovara@gmail.com>
It was merged with the iff_ilbm decoder in commit
929a24efff.
Define AV_CODEC_ID_IFF_BYTERUN1 as AV_CODEC_ID_IFF_ILBM for API
compatibility.
Reviewed-by: Ronald S. Bultje <rsbultje@gmail.com>
Signed-off-by: Andreas Cadhalpun <Andreas.Cadhalpun@googlemail.com>
Most of the fate-dds-* and fate-txd-* tests already
output into the same pixel format regardless of
platform endianness, so there's no need to force
conversion to another format.
This fixes the tests fate-txd-16bpp, fate-txd-odd,
fate-dds-rgb16, fate-dds-rgb24 and fate-dds-xrgb on
big endian, where the tests seem to fail due to issues
with certain conversion codepaths in swscale.
Those conversion codepaths should of course be fixed, but
the individual decoder tests should use as little extra
conversion steps as possible.
Signed-off-by: Martin Storsjö <martin@martin.st>
Using the internal DXTC routines brings support for non multiple of 4
textures. A new test is added to cover this feature. Hashes differ
since the decoding algorithm is different, though no visual changes
have been spotted.
Signed-off-by: Vittorio Giovara <vittorio.giovara@gmail.com>
Use it instead of checking CODEC_FLAG_BITEXACT in the first stream's
codec context.
Using codec options inside lavf is fragile and can easily break when the
muxing codec context is not the encoding context.
Also set the RGBA pixel format correctly as the native endian format,
which is what it returns.
This fixes the tests on big endian.
Signed-off-by: Martin Storsjö <martin@martin.st>
Even though the most common framerate for RoQ is 30fps,
the format supports other framerates too.
Signed-off-by: Michael Niedermayer <michaelni@gmx.at>