1/*
2 * Texture block compression and decompression
3 * Copyright (C) 2015 Vittorio Giovara <vittorio.giovara@gmail.com>
4 *
5 * This file is part of FFmpeg.
6 *
7 * FFmpeg is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU Lesser General Public
9 * License as published by the Free Software Foundation; either
10 * version 2.1 of the License, or (at your option) any later version.
11 *
12 * FFmpeg is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
15 * Lesser General Public License for more details.
16 *
17 * You should have received a copy of the GNU Lesser General Public
18 * License along with FFmpeg; if not, write to the Free Software
19 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
20 *
21 */
22
23int TEXTUREDSP_FUNC_NAME(AVCodecContext *avctx, void *arg,
24                         int slice, int thread_nb)
25{
26    TextureDSPThreadContext *ctx = arg;
27    uint8_t *d = ctx->tex_data.out;
28    int w_block = avctx->coded_width / TEXTURE_BLOCK_W;
29    int h_block = avctx->coded_height / TEXTURE_BLOCK_H;
30    int x, y;
31    int start_slice, end_slice;
32    int base_blocks_per_slice = h_block / ctx->slice_count;
33    int remainder_blocks = h_block % ctx->slice_count;
34
35    /* When the frame height (in blocks) doesn't divide evenly between the
36     * number of slices, spread the remaining blocks evenly between the first
37     * operations */
38    start_slice = slice * base_blocks_per_slice;
39    /* Add any extra blocks (one per slice) that have been added before this slice */
40    start_slice += FFMIN(slice, remainder_blocks);
41
42    end_slice = start_slice + base_blocks_per_slice;
43    /* Add an extra block if there are still remainder blocks to be accounted for */
44    if (slice < remainder_blocks)
45        end_slice++;
46
47    for (y = start_slice; y < end_slice; y++) {
48        uint8_t *p = ctx->frame_data.out + y * ctx->stride * TEXTURE_BLOCK_H;
49        int off = y * w_block;
50        for (x = 0; x < w_block; x++) {
51            ctx->TEXTUREDSP_TEX_FUNC(p + x * ctx->raw_ratio, ctx->stride,
52                                     d + (off + x) * ctx->tex_ratio);
53        }
54    }
55
56    return 0;
57}
58