This prepares for assembly optimisations by moving the most
time-consuming loops to functions called through pointers
in a new context.
Signed-off-by: Mans Rullgard <mans@mansr.com>
The WAVE demuxer returns packets with many blocks per frame, which needs to be
parsed into single blocks. This has a side-effect of fixing the timestamps.
v410 is a packed 10-bit 4:4:4 YCbCr format used in
QuickTime.
Signed-off-by: Derek Buitenhuis <derek.buitenhuis@gmail.com>
Signed-off-by: Diego Biurrun <diego@biurrun.de>
This simplifies the decoder so it doesn't have to process an in-packet header
or handle arbitrary-sized packets. It also fixes decoding of files with large
headers.
Instead of using fixed coefficients, the correct way is to calculate the
coefficients using the highpass cutoff frequency from the ADX stream header
and the sample rate.
Add a decoder for the VBLE Lossless Codec, which
still has a cult following. Used to be popular
several years ago on doom9.
Signed-off-by: Derek Buitenhuis <derek.buitenhuis@gmail.com>
Signed-off-by: Martin Storsjö <martin@martin.st>
It is found in some 8svx files (e.g. ones created by SoX).
Currently the decoder reuses the 8svx functions because we already have
handling of a single large planar packet for the compressed 8svx codecs.
The Zork PCM decoder does not decode the 1 sample we have correctly, therefore
the encoder based on the decoder is also incorrect. There is no good reason to
keep the encoder.
Replace our incomplete w32threads implementation with x264's pthreads
w32threads wrapper.
Relicensed to LGPL with kind permission by Pegasys Inc.
Signed-off-by: Janne Grunau <janne-libav@jannau.net>
Since IDCT transforming 32-bit input to 8-bit output is unusual and unpractical
for most codecs, move Bink IDCT into separate context. Get rid of an additional
permutation table while at it since SIMD support for Bink IDCT is unlikely to
be implemented in foreseeable future.
Quantisation tables also have to change type to signed for proper
dequantisation of DCT coefficients.
Signed-off-by: Mans Rullgard <mans@mansr.com>
This checks if the set of selected exponent strategies for all blocks in a
channel are in the frame exponent strategy table, and if so, writes the
table index instead of each strategy. This saves up to 7 bits per channel per
frame, so the overall effect on quality is small.