The allocators have been superseded by av_vdpau_bind_context().
The latter have only been added "to allow multiple forks to add
fields to the structure without breaking ABI" [1], but libav
is no more, so this is not needed any longer.
[1]: https://ffmpeg.org/pipermail/ffmpeg-devel/2013-August/146954.html
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
It used to be used with preallocated packet buffers with
the old encode API, but said API is no more and therefore
there is no reason for this to be public any more.
So deprecate it and use an internal replacement
for the encoders using it as an upper bound for the
size of their headers.
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
These defines are also used in other contexts than just AVCodecContext
ones, e.g. in libavformat. Furthermore, given that these defines are
public, the AV-prefix is the right one, so deprecate (and not just move)
the FF-macros.
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
This decoding flag makes decoders drop all frames after a parameter
change, but what exactly constitutes a parameter change is not well
defined and will typically depend on the exact use case.
This functionality then does not belong in libavcodec, but rather in
user code
For encoding, this field is entirely redundant with
AVCodecContext.framerate.
For decoding, this field is entirely redundant with
AV_CODEC_PROP_FIELDS.
Frame counters can overflow relatively easily (INT_MAX number of frames is
slightly more than 1 year for 60 fps content), so make sure we use 64 bit
values for them.
Also deprecate the old 32 bit frame_number attribute.
Signed-off-by: Marton Balint <cus@passwd.hu>
avcodec_enum_to_chroma_pos() and avcodec_chroma_pos_to_enum()
deal with enum AVChromaLocation which is defined in lavu.
These functions are therefore replaced by
av_chroma_location_enum_to_pos() and av_chroma_location_pos_to_enum().
This commit provides the necessary deprecations. Also already make
these functions wrappers around the corresponding lavu functions
as not doing so would force one to disable deprecation warnings.
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
This commit removes the ineffective FF_MPV_DEPRECATED_ options,
namely mpeg_quant (this is only an option for MPEG-4), a53cc
(this is only an option for MPEG-2), force_duplicated_matrix
(applies only to MJPEG) and b_strategy, b_sensitivity and brd_scale
(these options only make sense for encoders supporting B-frames,
which currently means the MPEG-1/2 and MPEG-4 encoders).
Given that these options never changed the outcome of encoding,
they are removed at once.
Notice that the options for the encoders for which it made sense
are not affected by this.
Signed-off-by: Andreas Rheinhardt <andreas.rheinhardt@outlook.com>
This avoids including version.h in all source files, avoiding
unnecessary rebuilds when the version number is bumped. Only
version_major.h is included by the main header, which defines
availability of e.g. FF_API_* macros, and which is bumped much
less often.
This isn't done for libavutil/version.h, because that header needs
to be included essentially everywhere due to LIBAVUTIL_VERSION_INT
being used wherever an AVClass is constructed.
Signed-off-by: Martin Storsjö <martin@martin.st>
From the wiki page (https://wiki.vexatos.com/dfpwm):
> DFPWM (Dynamic Filter Pulse Width Modulation) is an audio codec
> created by Ben “GreaseMonkey” Russell in 2012, originally to be used
> as a voice codec for asiekierka's pixmess, a C remake of 64pixels.
> It is a 1-bit-per-sample codec which uses a dynamic-strength one-pole
> low-pass filter as a predictor. Due to the fact that a raw DPFWM decoding
> creates a high-pitched whine, it is often followed by some post-processing
> filters to make the stream more listenable.
It has recently gained popularity through the ComputerCraft mod for
Minecraft, which added support for audio through this codec, as well as
the Computronics expansion which preceeded the official support. These
both implement the slightly adjusted 1a version of the codec, which is
the version I have chosen for this patch.
This patch adds a new codec (with encoding and decoding) for DFPWM1a.
The codec sources are pretty simple: they use the reference codec with
a basic wrapper to connect it to the FFmpeg AVCodec system.
To clarify, the codec does not have a specific sample rate - it is
provided by the container (or user), which is typically 48000, but has
also been known to be 32768. The codec does not specify channel info
either, and it's pretty much always used with one mono channel.
However, since it appears that libavcodec expects both sample rate and
channel count to be handled by either the codec or container, I have
made the decision to allow multiple channels interleaved, which as far
as I know has never been used, but it works fine here nevertheless. The
accompanying raw format has a channels option to set this. (I expect
most users of this will not use multiple channels, but it remains an
option just in case.)
This patch will be highly useful to ComputerCraft developers who are
working with audio, as it is the standard format for audio, and there
are few user-friendly encoders out there, and even fewer decoders. It
will streamline the process for importing and listening to audio,
replacing the need to write code or use tools that require very
specific input formats.
You may use the CraftOS-PC program (https://www.craftos-pc.cc) to test
out DFPWM playback. To use it, run the program and type this command:
"attach left speaker" Then run "speaker play <file.dfpwm>" for each file.
The app runs in a sandbox, so files have to be transferred in first;
the easiest way to do this is to simply drag the file on the window.
(Or copy files to the folder at https://www.craftos-pc.cc/docs/saves.)
Sample DFPWM files can be generated with an online tool at
https://music.madefor.cc. This is the current best way to encode DFPWM
files. Simply drag an audio file onto the page, and it will encode it,
giving a download link on the page.
I've made sure to update all of the docs as per Developer§7, and I've
tested it as per section 8. Test files encoded to DFPWM play correctly
in ComputerCraft, and other files that work in CC are correctly decoded.
I have also verified that corrupt files do not crash the decoder - this
should theoretically not be an issue as the result size is constant with
respect to the input size.
Signed-off-by: Jack Bruienne <jackbruienne@gmail.com>
They correspond to the relevant fields from the packet that follows the
one where the expressions are being applied.
Signed-off-by: James Almer <jamrial@gmail.com>