Commit 55d2e12a authored by Justin Ruggles's avatar Justin Ruggles

ac3: decode directly to the user-provided AVFrame

parent ffd21230
......@@ -185,9 +185,6 @@ static av_cold int ac3_decode_init(AVCodecContext *avctx)
}
s->downmixed = 1;
avcodec_get_frame_defaults(&s->frame);
avctx->coded_frame = &s->frame;
for (i = 0; i < AC3_MAX_CHANNELS; i++) {
s->xcfptr[i] = s->transform_coeffs[i];
s->dlyptr[i] = s->delay[i];
......@@ -1267,6 +1264,7 @@ static int decode_audio_block(AC3DecodeContext *s, int blk)
static int ac3_decode_frame(AVCodecContext * avctx, void *data,
int *got_frame_ptr, AVPacket *avpkt)
{
AVFrame *frame = data;
const uint8_t *buf = avpkt->data;
int buf_size = avpkt->size;
AC3DecodeContext *s = avctx->priv_data;
......@@ -1370,8 +1368,8 @@ static int ac3_decode_frame(AVCodecContext * avctx, void *data,
/* get output buffer */
avctx->channels = s->out_channels;
s->frame.nb_samples = s->num_blocks * 256;
if ((ret = ff_get_buffer(avctx, &s->frame)) < 0) {
frame->nb_samples = s->num_blocks * 256;
if ((ret = ff_get_buffer(avctx, frame)) < 0) {
av_log(avctx, AV_LOG_ERROR, "get_buffer() failed\n");
return ret;
}
......@@ -1380,7 +1378,7 @@ static int ac3_decode_frame(AVCodecContext * avctx, void *data,
channel_map = ff_ac3_dec_channel_map[s->output_mode & ~AC3_OUTPUT_LFEON][s->lfe_on];
for (ch = 0; ch < s->channels; ch++) {
if (ch < s->out_channels)
s->outptr[channel_map[ch]] = (float *)s->frame.data[ch];
s->outptr[channel_map[ch]] = (float *)frame->data[ch];
else
s->outptr[ch] = s->output[ch];
output[ch] = s->output[ch];
......@@ -1404,7 +1402,6 @@ static int ac3_decode_frame(AVCodecContext * avctx, void *data,
memcpy(s->output[ch], output[ch], 1024);
*got_frame_ptr = 1;
*(AVFrame *)data = s->frame;
return FFMIN(buf_size, s->frame_size);
}
......
......@@ -69,7 +69,6 @@
typedef struct AC3DecodeContext {
AVClass *class; ///< class for AVOptions
AVCodecContext *avctx; ///< parent context
AVFrame frame; ///< AVFrame for decoded output
GetBitContext gbc; ///< bitstream reader
///@name Bit stream information
......
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