Hi,

On Thu, Dec 29, 2011 at 9:03 AM, Ronald S. Bultje <[email protected]> wrote:
> On Thu, Dec 29, 2011 at 9:02 AM, Kostya Shishkov
> <[email protected]> wrote:
>> On Thu, Dec 29, 2011 at 08:56:09AM -0800, Ronald S. Bultje wrote:
>>> On Thu, Dec 29, 2011 at 8:01 AM, Kostya Shishkov
>>> <[email protected]> wrote:
>>> > On Thu, Dec 29, 2011 at 07:40:30AM -0800, Ronald S. Bultje wrote:
>>> >> $attached. Makes it use get/release_buffer.
>>> >>
>>> >> It's kind of hacky, perhaps I could force edge emulation so that the %
>>> >> and / mess isn't necessary, but I don't think performance matters all
>>> >> that much for a game codec. If it does, someone else wanna finish
>>> >> this?
>>> >
>>> > I don't think you should do all that stuff.
>>> >
>>> > This codec uses LZ77-style compression algorithm on the whole buffer and 
>>> > IMO
>>> > it's better to let it uncompress the buffer as it likes and copy it to 
>>> > output.
>>>
>>> I can force CODEC_FLAG_EMU_EDGE to make that easier, perhaps.
>>
>> The question is why? It will effectively result in nearly the same code 
>> except
>> that picture buffer will be allocated properly. IMO codecs with such design
>> can suffer from additional memcpy from internal buffer with stride=width*bpp
>> to frame with whatever stride it has.
>
> For one, with Anton's changes, it'll cause buf->pix_fmt/w/h to be initialized.

See attached. I have a file + Oana's fate patch locally so we can then
add a kgv1 fate test that has no valgrind warnings.

Ronald

Attachment: 0001-kgv1-use-avctx-get-release_buffer.patch
Description: Binary data

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