Improve "j2k decode" command to tell us how many layers and components were decoded, instead of just success/failure
parent
5ea9740f1b
commit
b86e7715a8
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@ -133,13 +133,20 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
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// Do Decode!
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if (decode)
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DoJ2KDecode(assetID, j2kData);
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Decode(assetID, j2kData);
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}
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}
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public bool Decode(UUID assetID, byte[] j2kData)
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{
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return DoJ2KDecode(assetID, j2kData);
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OpenJPEG.J2KLayerInfo[] layers;
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int components;
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return Decode(assetID, j2kData, out layers, out components);
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}
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public bool Decode(UUID assetID, byte[] j2kData, out OpenJPEG.J2KLayerInfo[] layers, out int components)
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{
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return DoJ2KDecode(assetID, j2kData, out layers, out components);
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}
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#endregion IJ2KDecoder
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@ -149,7 +156,10 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
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/// </summary>
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/// <param name="assetID">UUID of Asset</param>
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/// <param name="j2kData">JPEG2000 data</param>
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private bool DoJ2KDecode(UUID assetID, byte[] j2kData)
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/// <param name="layers">layer data</param>
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/// <param name="components">number of components</param>
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/// <returns>true if decode was successful. false otherwise.</returns>
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private bool DoJ2KDecode(UUID assetID, byte[] j2kData, out OpenJPEG.J2KLayerInfo[] layers, out int components)
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{
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// m_log.DebugFormat(
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// "[J2KDecoderModule]: Doing J2K decoding of {0} bytes for asset {1}", j2kData.Length, assetID);
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@ -158,7 +168,9 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
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//int DecodeTime = 0;
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//DecodeTime = Environment.TickCount;
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OpenJPEG.J2KLayerInfo[] layers;
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// We don't get this from CSJ2K. Is it relevant?
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components = 0;
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if (!TryLoadCacheForAsset(assetID, out layers))
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{
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@ -198,7 +210,6 @@ namespace OpenSim.Region.CoreModules.Agent.TextureSender
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}
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else
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{
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int components;
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if (!OpenJPEG.DecodeLayerBoundaries(j2kData, out layers, out components))
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{
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m_log.Warn("[J2KDecoderModule]: OpenJPEG failed to decode texture " + assetID);
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@ -43,5 +43,15 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <param name="j2kData"></param>
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/// <returns>true if decode was successful. false otherwise.</returns>
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bool Decode(UUID assetID, byte[] j2kData);
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/// <summary>
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/// Provides a synchronous decode so that caller can be assured that this executes before the next line
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/// </summary>
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/// <param name="assetID"></param>
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/// <param name="j2kData"></param>
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/// <param name="layers">layer data</param>
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/// <param name="components">number of components</param>
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/// <returns>true if decode was successful. false otherwise.</returns>
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bool Decode(UUID assetID, byte[] j2kData, out OpenJPEG.J2KLayerInfo[] layers, out int components);
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}
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}
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@ -34,6 +34,7 @@ using log4net;
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using Mono.Addins;
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using Nini.Config;
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using OpenMetaverse;
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using OpenMetaverse.Imaging;
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using OpenSim.Framework;
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using OpenSim.Framework.Console;
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using OpenSim.Region.Framework.Interfaces;
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@ -137,9 +138,18 @@ namespace OpenSim.Region.OptionalModules.Agent.TextureSender
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return;
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}
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if (decoder.Decode(assetId, asset.Data))
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MainConsole.Instance.OutputFormat("Successfully decoded asset {0}", assetId);
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OpenJPEG.J2KLayerInfo[] layers;
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int components;
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if (decoder.Decode(assetId, asset.Data, out layers, out components))
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{
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MainConsole.Instance.OutputFormat(
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"Successfully decoded asset {0} with {1} layers and {2} components",
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assetId, layers.Length, components);
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}
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else
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MainConsole.Instance.OutputFormat("Decode of asset {0} failed", assetId); }
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{
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MainConsole.Instance.OutputFormat("Decode of asset {0} failed", assetId);
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}
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}
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}
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}
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