ffmpeg/libavcodec/texturedsp_template.c
Marton Balint 541d3755e9 avcodec/texturedsp: add TextureDSPThreadContext for common decode/encode function
This will allow using a common threaded decode or encode function from most
codecs using texture DSP functions.

Signed-off-by: Marton Balint <cus@passwd.hu>
2022-04-10 20:12:23 +02:00

58 lines
2.2 KiB
C

/*
* Texture block compression and decompression
* Copyright (C) 2015 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This file is part of FFmpeg.
*
* FFmpeg is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation; either
* version 2.1 of the License, or (at your option) any later version.
*
* FFmpeg is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with FFmpeg; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
*/
int TEXTUREDSP_FUNC_NAME(AVCodecContext *avctx, void *arg,
int slice, int thread_nb)
{
TextureDSPThreadContext *ctx = arg;
uint8_t *d = ctx->tex_data.out;
int w_block = avctx->coded_width / TEXTURE_BLOCK_W;
int h_block = avctx->coded_height / TEXTURE_BLOCK_H;
int x, y;
int start_slice, end_slice;
int base_blocks_per_slice = h_block / ctx->slice_count;
int remainder_blocks = h_block % ctx->slice_count;
/* When the frame height (in blocks) doesn't divide evenly between the
* number of slices, spread the remaining blocks evenly between the first
* operations */
start_slice = slice * base_blocks_per_slice;
/* Add any extra blocks (one per slice) that have been added before this slice */
start_slice += FFMIN(slice, remainder_blocks);
end_slice = start_slice + base_blocks_per_slice;
/* Add an extra block if there are still remainder blocks to be accounted for */
if (slice < remainder_blocks)
end_slice++;
for (y = start_slice; y < end_slice; y++) {
uint8_t *p = ctx->frame_data.out + y * ctx->stride * TEXTURE_BLOCK_H;
int off = y * w_block;
for (x = 0; x < w_block; x++) {
ctx->TEXTUREDSP_TEX_FUNC(p + x * ctx->raw_ratio, ctx->stride,
d + (off + x) * ctx->tex_ratio);
}
}
return 0;
}