min_ab = FFMIN(alpha, beta);
w3 = w2 >> min_ab;
h3 = h2 >> min_ab;
- s->sprite_offset[0][0] = (sprite_ref[0][0] << (alpha + beta + rho - min_ab)) +
+ s->sprite_offset[0][0] = (sprite_ref[0][0] * (1<<(alpha + beta + rho - min_ab))) +
(-r * sprite_ref[0][0] + virtual_ref[0][0]) *
h3 * (-vop_ref[0][0]) +
(-r * sprite_ref[0][0] + virtual_ref[1][0]) *
w3 * (-vop_ref[0][1]) +
(1 << (alpha + beta + rho - min_ab - 1));
- s->sprite_offset[0][1] = (sprite_ref[0][1] << (alpha + beta + rho - min_ab)) +
+ s->sprite_offset[0][1] = (sprite_ref[0][1] * (1 << (alpha + beta + rho - min_ab))) +
(-r * sprite_ref[0][1] + virtual_ref[0][1]) *
h3 * (-vop_ref[0][0]) +
(-r * sprite_ref[0][1] + virtual_ref[1][1]) *
int shift_y = 16 - ctx->sprite_shift[0];
int shift_c = 16 - ctx->sprite_shift[1];
for (i = 0; i < 2; i++) {
- s->sprite_offset[0][i] <<= shift_y;
- s->sprite_offset[1][i] <<= shift_c;
- s->sprite_delta[0][i] <<= shift_y;
- s->sprite_delta[1][i] <<= shift_y;
+ s->sprite_offset[0][i] *= 1 << shift_y;
+ s->sprite_offset[1][i] *= 1 << shift_c;
+ s->sprite_delta[0][i] *= 1 << shift_y;
+ s->sprite_delta[1][i] *= 1 << shift_y;
ctx->sprite_shift[i] = 16;
}
s->real_sprite_warping_points = ctx->num_sprite_warping_points;
.capabilities = AV_CODEC_CAP_DRAW_HORIZ_BAND | AV_CODEC_CAP_DR1 |
AV_CODEC_CAP_TRUNCATED | AV_CODEC_CAP_DELAY |
AV_CODEC_CAP_FRAME_THREADS,
+ .caps_internal = FF_CODEC_CAP_SKIP_FRAME_FILL_PARAM,
.flush = ff_mpeg_flush,
.max_lowres = 3,
.pix_fmts = ff_h263_hwaccel_pixfmt_list_420,