- int x = (TEXTURE_BLOCK_W * block_nb) % avctx->coded_width;
- int y = TEXTURE_BLOCK_H * (TEXTURE_BLOCK_W * block_nb / avctx->coded_width);
- uint8_t *p = frame->data[0] + x * 4 + y * frame->linesize[0];
- const uint8_t *d = ctx->tex_data + block_nb * ctx->tex_ratio;
+ const uint8_t *d = ctx->tex_data;
+ int w_block = avctx->coded_width / TEXTURE_BLOCK_W;
+ int h_block = avctx->coded_height / TEXTURE_BLOCK_H;
+ int x, y;
+ int start_slice, end_slice;
+ int base_blocks_per_slice = h_block / ctx->slice_count;
+ int remainder_blocks = h_block % ctx->slice_count;
+
+ /* When the frame height (in blocks) doesn't divide evenly between the
+ * number of slices, spread the remaining blocks evenly between the first
+ * operations */
+ start_slice = slice * base_blocks_per_slice;
+ /* Add any extra blocks (one per slice) that have been added before this slice */
+ start_slice += FFMIN(slice, remainder_blocks);
+
+ end_slice = start_slice + base_blocks_per_slice;
+ /* Add an extra block if there are still remainder blocks to be accounted for */
+ if (slice < remainder_blocks)
+ end_slice++;
+
+ for (y = start_slice; y < end_slice; y++) {
+ uint8_t *p = frame->data[0] + y * frame->linesize[0] * TEXTURE_BLOCK_H;
+ int off = y * w_block;
+ for (x = 0; x < w_block; x++) {
+ ctx->tex_funct(p + x * 16, frame->linesize[0],
+ d + (off + x) * ctx->tex_ratio);
+ }
+ }