30 static inline void block_copy(
unsigned char *out,
unsigned char *in,
31 int outstride,
int instride,
int sz)
50 bptr[0 ] = cell->
y[0];
51 bptr[1 ] = cell->
y[1];
53 bptr[stride+1] = cell->
y[3];
62 bptr[stride+1] = cell->
u;
68 bptr[stride+1] = cell->
v;
80 bptr[ 0] = bptr[ 1] = bptr[
stride ] = bptr[stride +1] = cell->
y[0];
81 bptr[ 2] = bptr[ 3] = bptr[stride +2] = bptr[stride +3] = cell->
y[1];
82 bptr[stride*2 ] = bptr[stride*2+1] = bptr[stride*3 ] = bptr[stride*3+1] = cell->
y[2];
83 bptr[stride*2+2] = bptr[stride*2+3] = bptr[stride*3+2] = bptr[stride*3+3] = cell->
y[3];
89 bptr[ 0] = bptr[ 1] = bptr[
stride ] = bptr[stride +1] =
90 bptr[ 2] = bptr[ 3] = bptr[stride +2] = bptr[stride +3] =
91 bptr[stride*2 ] = bptr[stride*2+1] = bptr[stride*3 ] = bptr[stride*3+1] =
92 bptr[stride*2+2] = bptr[stride*2+3] = bptr[stride*3+2] = bptr[stride*3+3] = cell->
u;
95 bptr[ 0] = bptr[ 1] = bptr[
stride ] = bptr[stride +1] =
96 bptr[ 2] = bptr[ 3] = bptr[stride +2] = bptr[stride +3] =
97 bptr[stride*2 ] = bptr[stride*2+1] = bptr[stride*3 ] = bptr[stride*3+1] =
98 bptr[stride*2+2] = bptr[stride*2+3] = bptr[stride*3+2] = bptr[stride*3+3] = cell->
v;
111 if ((mx < 0) || (mx > ri->
width - sz) ||
112 (my < 0) || (my > ri->
height - sz)) {
123 for(cp = 0; cp < 3; cp++) {
128 outstride, instride, sz);
134 int deltax,
int deltay)
140 int deltax,
int deltay)
static void block_copy(unsigned char *out, unsigned char *in, int outstride, int instride, int sz)
void ff_apply_vector_2x2(RoqContext *ri, int x, int y, roq_cell *cell)
void ff_apply_motion_4x4(RoqContext *ri, int x, int y, int deltax, int deltay)
void ff_apply_motion_8x8(RoqContext *ri, int x, int y, int deltax, int deltay)
void av_log(void *avcl, int level, const char *fmt,...)
int linesize[AV_NUM_DATA_POINTERS]
Size, in bytes, of the data for each picture/channel plane.
uint8_t * data[AV_NUM_DATA_POINTERS]
pointer to the picture/channel planes.
void ff_apply_vector_4x4(RoqContext *ri, int x, int y, roq_cell *cell)
static void apply_motion_generic(RoqContext *ri, int x, int y, int deltax, int deltay, int sz)
In the ELBG jargon, a cell is the set of points that are closest to a codebook entry.