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author | Manuel Lauss <manuel.lauss@gmail.com> | 2025-03-14 22:17:21 +0100 |
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committer | Manuel Lauss <manuel.lauss@gmail.com> | 2025-03-19 21:02:39 +0100 |
commit | b48bd23321d8eee916dbe7afce96a749d29333f4 (patch) | |
tree | 0a1539d8f76156c238d9099f89c64fafc55e1cb3 /tests/api/api-h264-slice-test.c | |
parent | 8a045260808be660818d58589fbb6b36dd0dfb5d (diff) | |
download | ffmpeg-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>
Diffstat (limited to 'tests/api/api-h264-slice-test.c')
0 files changed, 0 insertions, 0 deletions