Signed-off-by: Zane van Iperen <zane@zanevaniperen.com>
Reviewed-by: Paul B Mahol <onemda@gmail.com>
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
This adds a decoder for Broderbund's sprite-based QuickTime CDToons
codec, based on the decoder I wrote for ScummVM.
Signed-off-by: Alyssa Milburn <amilburn@zall.org>
Adds support for the ADPCM variant used by some Simon & Schuster
Interactive games such as Real War, and Real War: Rogue States.
Signed-off-by: Zane van Iperen <zane@zanevaniperen.com>
Reviewed-by: Paul B Mahol <onemda@gmail.com>
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
Adds support for the ADPCM variant used by some Argonaut Games' games,
such as 'Croc! Legend of the Gobbos', and 'Croc 2'.
Signed-off-by: Zane van Iperen <zane@zanevaniperen.com>
1. must enable low_power mode since just VDENC can be supported by iHD
driver right now
2. Coding option1 and extra_data are not supported by MSDK
3. IVF header will be inserted in MSDK by default, but it is not needed
for FFmpeg, so disable it.
Signed-off-by: Zhong Li <zhongli_dev@126.com>
* Outputs ASS lines with basic coloring and font scaling for each
given region.
* Sets the default style to the resolution of the subtitle plane
(for example, 960x540 / 36pt font for profile A).
* Has options to:
* Disable ruby text (which is coded as regions which have
half-height text in libaribb24).
Enabled by default as without positioning ruby text only
confuses as it is usually coded in the beginning of the decoded
subtitle line.
* Set the working directory, in which libaribb24 will read
configuration as well as into which it may save broadcast extra
symbols as PNG.
Unset by default.
The unconventional library check can be explained by the library's
current master branch being licensed as LGPLv3, but at the time of
writing the latest official release is still licensed under GPLv3.
Thus, one either has to wait for the following release, or enable
GPLv3.
This commit implements a full ATRAC9 decoder, a simple low-delay codec
developed by Sony and used in most PSVita games, some PS3 games and some
PS4 games. Its similar to AAC in that it uses Huffman coded scalefactors
but instead of vector quantization it just Huffman codes the spectral
coefficients (in a way similar to how Opus splits band energy coding
into coarse and fine precision). It opts to write rather large Huffman
codes by packing several small coefficients into one Huffman coded
symbol, though I don't believe this increases efficiency at all.
Band extension implements SBC in a simple way, first it mirrors the
lower spectrum onto the higher frequencies and then it uses one of 5
filters to shape it. Noise substitution is implemented via 2 of them.
Unlike previous ATRAC codecs, there's no QMF, this is a standard MDCT
codec.
Based off of the reverse engineering work of Alex Barney.
Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>
The last workaround is not sufficient to make oss fuzz work with the iterate API
as it did not provide a FFmpeg that external libs can be linked to.
This patch does not fully restore the pre iterate functionality. My attempts to
do this have so far failed.
The problem with this solution is that it renders the fuzzers virtual system
ffmpeg (libs) non functional. Which differs from a real system compared to the
virtual system tested by the fuzzer.
It should theoretically not matter as the system ffmpeg wouldnt be used.
But with more cases being fuzzed we likely will hit a case where a external
lib is involved and it does matter ...
Working around this may be possible with weak symbols but so far my attempts
failed
Alternatively multiple ffmpeg could be built, this becomes messy though
quickly as they need to be all linked together. That is we need a FFmpeg
that has the iterate API modified so it can work with the resources
available to ossfuzz. And at the same time we need a ffmpeg that has
its full functionality for any external libs which use ffmpeg and are
used by ffmpeg.
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
A few days ago ossfuzz stoped testing new FFmpeg as it run out of diskspacee
https://oss-fuzz-build-logs.storage.googleapis.com/index.html
An alternative would be to revert the API.
This changes for example
-rwxr-x--- 1 michael michael 144803654 May 14 12:54 tools/target_dec_ac3_fixed_fuzzer*
to
-rwxr-x--- 1 michael michael 30333852 May 14 12:51 tools/target_dec_ac3_fixed_fuzzer*
Which should massively decrease space requirements
Signed-off-by: Michael Niedermayer <michael@niedermayer.cc>
On modern x86 systems its around 2x faster. For systems without
FPUs it'll be slower, but our policy is to prefer floating point
implementations and to let users decide what's best (or just not
compile them on systems without FPUs).
Signed-off-by: Rostislav Pehlivanov <atomnuker@gmail.com>