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  • avcodec/sanm : fix codec3

    11 mars, par Manuel Lauss
    avcodec/sanm: fix codec3
    
    codec3 is codec1 which writes zero values instead of skipping them.
    This fixes a lot of RA1 videos.
    
    Signed-off-by: Manuel Lauss <manuel.lauss@gmail.com>
    
    • [DH] libavcodec/sanm.c
  • avcodec/sanm : disable left/top for fullscreen codecs

    11 mars, par Manuel Lauss
    avcodec/sanm: disable left/top for fullscreen codecs
    
    The block-based codecs 37/47/48 work on the full frame, and there's no
    existing LucasArts game video that uses left/top offsets for these,
    as it doesn't make sense. Ignore the left/top parameters for these codecs.
    
    Signed-off-by: Manuel Lauss <manuel.lauss@gmail.com>
    
    • [DH] libavcodec/sanm.c
  • avcodec/sanm : better frame size detection for old codecs

    11 mars, par Manuel Lauss
    avcodec/sanm: better frame size detection for old codecs
    
    The size of the video frame (FOBJ) of the old codecs (ANIMv0/1/2) can
    very reliably be determined:
    - ANIMv0/1 (=Rebel Assault 1) uses a 384x242 internal buffer for
      everything.  The codec parameters only describe the size and offset
      of the specific FOBJ on that buffer.
    - ANIMv2 titles usually use one of the fullscreen codecs (37/47/48)
      as first FOBJ, and their dimensions can generally be trusted.
    - RA2 uses 424x260 as internal buffer, use that if encountered:
      08PLAY.SAN does not use codec37 so we need to guess using the
      codec coordinates.
    - ignore sizes smaller than 2x2 or larger than 800x600.
    - some game videos have an initial fobj with either 1x1 or -1x-1
      pixels in size, ignore them with a warning (Full Throttle
      and the Rebel Assault 2 xxRETRY.SAN videos).
    
    Once a known/valid dimension set has been discovered, use it and
    don't change it for subsequent FOBJs, rather clamp the large frame
    to the determined dimensions.
    
    Tested with RA1, RA2, Full Throttle, Dig, Outlaws, SotE and MotS
    videos.
    
    Signed-off-by: Manuel Lauss <manuel.lauss@gmail.com>
    
    • [DH] libavcodec/sanm.c
  • avcodec/sanm : codec37 : reimplement comp4

    11 mars, par Manuel Lauss
    avcodec/sanm: codec37: reimplement comp4
    
    Compression 4 code 0 means copy from delta buffer without mv,
    AND start of a skip run.  This gets rid of the extra case and column
    index manipulation and implements this as it is implemented in the
    original game exe, i.e. as a special case for after mv copy.
    
    Signed-off-by: Manuel Lauss <manuel.lauss@gmail.com>
    
    • [DH] libavcodec/sanm.c
  • lsws/ppc/yuv2rgb_altivec : Fix build in non-VSX environments with Clang v2

    11 mars, par Brad Smith
    lsws/ppc/yuv2rgb_altivec: Fix build in non-VSX environments with Clang v2
    
    v2: test for function if AltiVec is enabled instead of with AltiVec and without VSX
    
    • [DH] configure