y = get_xbits(gb, length);
skip_bits1(gb); /* marker bit */
- s->sprite_traj[i][0] = d[i][0] = x;
- s->sprite_traj[i][1] = d[i][1] = y;
+ ctx->sprite_traj[i][0] = d[i][0] = x;
+ ctx->sprite_traj[i][1] = d[i][1] = y;
}
for (; i < 4; i++)
- s->sprite_traj[i][0] = s->sprite_traj[i][1] = 0;
+ ctx->sprite_traj[i][0] = ctx->sprite_traj[i][1] = 0;
while ((1 << alpha) < w)
alpha++;
s->sprite_delta[0][1] =
s->sprite_delta[1][0] = 0;
s->sprite_delta[1][1] = a;
- s->sprite_shift[0] =
- s->sprite_shift[1] = 0;
+ ctx->sprite_shift[0] =
+ ctx->sprite_shift[1] = 0;
break;
case 1: // GMC only
s->sprite_offset[0][0] = sprite_ref[0][0] - a * vop_ref[0][0];
s->sprite_delta[0][1] =
s->sprite_delta[1][0] = 0;
s->sprite_delta[1][1] = a;
- s->sprite_shift[0] =
- s->sprite_shift[1] = 0;
+ ctx->sprite_shift[0] =
+ ctx->sprite_shift[1] = 0;
break;
case 2:
s->sprite_offset[0][0] = (sprite_ref[0][0] << (alpha + rho)) +
s->sprite_delta[1][0] = (-r * sprite_ref[0][1] + virtual_ref[0][1]);
s->sprite_delta[1][1] = (-r * sprite_ref[0][0] + virtual_ref[0][0]);
- s->sprite_shift[0] = alpha + rho;
- s->sprite_shift[1] = alpha + rho + 2;
+ ctx->sprite_shift[0] = alpha + rho;
+ ctx->sprite_shift[1] = alpha + rho + 2;
break;
case 3:
min_ab = FFMIN(alpha, beta);
s->sprite_delta[1][0] = (-r * sprite_ref[0][1] + virtual_ref[0][1]) * h3;
s->sprite_delta[1][1] = (-r * sprite_ref[0][1] + virtual_ref[1][1]) * w3;
- s->sprite_shift[0] = alpha + beta + rho - min_ab;
- s->sprite_shift[1] = alpha + beta + rho - min_ab + 2;
+ ctx->sprite_shift[0] = alpha + beta + rho - min_ab;
+ ctx->sprite_shift[1] = alpha + beta + rho - min_ab + 2;
break;
}
/* try to simplify the situation */
- if (s->sprite_delta[0][0] == a << s->sprite_shift[0] &&
+ if (s->sprite_delta[0][0] == a << ctx->sprite_shift[0] &&
s->sprite_delta[0][1] == 0 &&
s->sprite_delta[1][0] == 0 &&
- s->sprite_delta[1][1] == a << s->sprite_shift[0]) {
- s->sprite_offset[0][0] >>= s->sprite_shift[0];
- s->sprite_offset[0][1] >>= s->sprite_shift[0];
- s->sprite_offset[1][0] >>= s->sprite_shift[1];
- s->sprite_offset[1][1] >>= s->sprite_shift[1];
+ s->sprite_delta[1][1] == a << ctx->sprite_shift[0]) {
+ s->sprite_offset[0][0] >>= ctx->sprite_shift[0];
+ s->sprite_offset[0][1] >>= ctx->sprite_shift[0];
+ s->sprite_offset[1][0] >>= ctx->sprite_shift[1];
+ s->sprite_offset[1][1] >>= ctx->sprite_shift[1];
s->sprite_delta[0][0] = a;
s->sprite_delta[0][1] = 0;
s->sprite_delta[1][0] = 0;
s->sprite_delta[1][1] = a;
- s->sprite_shift[0] = 0;
- s->sprite_shift[1] = 0;
+ ctx->sprite_shift[0] = 0;
+ ctx->sprite_shift[1] = 0;
s->real_sprite_warping_points = 1;
} else {
- int shift_y = 16 - s->sprite_shift[0];
- int shift_c = 16 - s->sprite_shift[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_shift[i] = 16;
+ ctx->sprite_shift[i] = 16;
}
s->real_sprite_warping_points = ctx->num_sprite_warping_points;
}
} else {
dx = s->sprite_delta[n][0];
dy = s->sprite_delta[n][1];
- shift = s->sprite_shift[0];
+ shift = ctx->sprite_shift[0];
if (n)
dy -= 1 << (shift + a + 1);
else