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authorManuel Lauss <manuel.lauss@gmail.com>2025-03-14 22:17:21 +0100
committerManuel Lauss <manuel.lauss@gmail.com>2025-03-19 21:02:39 +0100
commitb48bd23321d8eee916dbe7afce96a749d29333f4 (patch)
tree0a1539d8f76156c238d9099f89c64fafc55e1cb3 /tests/api/api-h264-slice-test.c
parent8a045260808be660818d58589fbb6b36dd0dfb5d (diff)
downloadffmpeg-b48bd23321d8eee916dbe7afce96a749d29333f4.tar.gz
avcodec/sanm: implement STOR/FTCH for ANIMv1
Handle STOR/FTCH the same way the RA1 game engine does: On STOR, save the next following FOBJ (not the decoded image) in a buffer; decode it on FTCH. The RA1 codecs and the fobj handler now take an explicit GetByteContext in order to be able to replay stored data. Used extensively by Rebel Assault 1 for e.g. backgrounds and the cockpit overlay. For ANIMv2 keep the current system to store the decoded image, as replaying a FOBJ would not work with codecs37/47/48 due to sequence violations. Signed-off-by: Manuel Lauss <manuel.lauss@gmail.com>
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