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Autres articles (74)
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Gestion générale des documents
13 mai 2011, parMédiaSPIP ne modifie jamais le document original mis en ligne.
Pour chaque document mis en ligne il effectue deux opérations successives : la création d’une version supplémentaire qui peut être facilement consultée en ligne tout en laissant l’original téléchargeable dans le cas où le document original ne peut être lu dans un navigateur Internet ; la récupération des métadonnées du document original pour illustrer textuellement le fichier ;
Les tableaux ci-dessous expliquent ce que peut faire MédiaSPIP (...) -
Multilang : améliorer l’interface pour les blocs multilingues
18 février 2011, parMultilang est un plugin supplémentaire qui n’est pas activé par défaut lors de l’initialisation de MediaSPIP.
Après son activation, une préconfiguration est mise en place automatiquement par MediaSPIP init permettant à la nouvelle fonctionnalité d’être automatiquement opérationnelle. Il n’est donc pas obligatoire de passer par une étape de configuration pour cela. -
Des sites réalisés avec MediaSPIP
2 mai 2011, parCette page présente quelques-uns des sites fonctionnant sous MediaSPIP.
Vous pouvez bien entendu ajouter le votre grâce au formulaire en bas de page.
Sur d’autres sites (5523)
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Merge remote-tracking branch ’qatar/master’
16 mai 2013, par Michael NiedermayerMerge remote-tracking branch ’qatar/master’
* qatar/master :
sparc : Eliminate dead code in VIS acceleration macros
flacdec : drop unnecessary assert
mjpegdec : properly report unsupported disabled featuresConflicts :
libavcodec/flacdec.c
libavcodec/mjpegdec.cMerged-by : Michael Niedermayer <michaelni@gmx.at>
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avfilter/af_afir : fix some misc low priority issues
18 décembre 2022, par Paul B Mahol -
Reverse Engineering Radius VideoVision
3 avril 2011, par Multimedia Mike — Reverse EngineeringI was called upon to help reverse engineer an old video codec called VideoVision (FourCC : PGVV), ostensibly from a company named Radius. I’m not sure of the details exactly but I think a game developer has a bunch of original FMV data from an old game locked up in this format. The name of the codec sounded familiar. Indeed, we have had a sample in the repository since 2002. Alex B. did some wiki work on the codec some years ago. The wiki mentions that there existed a tool to transcode PGVV data into MJPEG-B data, which is already known and supported by FFmpeg.
The Software
My contacts were able to point me to some software, now safely archived in the PGVV samples directory. There is StudioPlayer2.6.2.sit.hqx which is supposed to be a QuickTime component for working with PGVV data. I can’t even remember how to deal with .sit or .hqx data. Then there is RadiusVVTranscoder101.zip which is the tool that transcodes to MJPEG-B.Disassembling for Reverse Engineering
Since I could actually unpack the transcoder, I set my sights on that. Unpacking the archive sets up a directory structure for a component. There is a binary called RadiusVVTranscoder under RadiusVVTranscoder.component/Contents/MacOS/. Basic deadlisting disassembly is performed via ’otool’ as shown :otool -tV RadiusVVTranscoder | c++filt
This results in a deadlisting of both PowerPC and 32-bit x86 code, as the binary is a "fat" Mac OS X binary designed to run on both architectures. The command line also demangles C++ function signatures which gives useful insight into the parameters passed to a function.
Pretty Pictures
The binary had a lot of descriptive symbols. As a basis for reverse engineering, I constructed call graphs using these symbols. Here are the 2 most relevant portions (click for larger images).The codec initialization generates Huffman tables relevant to the codec :
The main decode function calls AddMJPGFrame which apparently does the heavy lifting for the transcode process :
Based on this tree, I’m guessing that luma blocks can be losslessly transcoded (perhaps with different Huffman tables) which chroma blocks may rely on a different quantization method.
Assembly Constructs
I started looking at the instructions (the x86 ones, of course). The binary uses a calling convention I haven’t seen before, at least not for the x86 : Rather than pushing function arguments onto the stack, the code manually subtracts, e.g., 12 from the ESP register, loads 3 32-bit arguments into memory relative to ESP, and then proceeds with the function call.I’m also a little unclear on constructs such as "call ___i686.get_pc_thunk.bx" seen throughout relevant functions such as MakeRadiusQuantizationTables().
I’m just presenting what I have so far in case anyone else wants to try their hand.