for (ref_frame = LAST_FRAME; ref_frame <= ALTREF_FRAME; ++ref_frame) {
YV12_BUFFER_CONFIG *cfg = get_ref_frame_buffer(cpi, ref_frame);
- // Set "found" to 0 for temporal svc and for spatial svc key frame
- if (cpi->use_svc &&
- ((cpi->svc.number_temporal_layers > 1 &&
- cpi->oxcf.rc_mode == VPX_CBR) ||
- (cpi->svc.number_spatial_layers > 1 &&
- cpi->svc.layer_context[cpi->svc.spatial_layer_id].is_key_frame) ||
- (is_two_pass_svc(cpi) &&
- cpi->svc.encode_empty_frame_state == ENCODING &&
- cpi->svc.layer_context[0].frames_from_key_frame <
- cpi->svc.number_temporal_layers + 1))) {
- found = 0;
- } else if (cfg != NULL) {
+ if (cfg != NULL) {
found = cm->width == cfg->y_crop_width &&
cm->height == cfg->y_crop_height;
}
write_bitdepth_colorspace_sampling(cm, wb);
write_frame_size(cm, wb);
} else {
- // In spatial svc if it's not error_resilient_mode then we need to code all
- // visible frames as invisible. But we need to keep the show_frame flag so
- // that the publisher could know whether it is supposed to be visible.
- // So we will code the show_frame flag as it is. Then code the intra_only
- // bit here. This will make the bitstream incompatible. In the player we
- // will change to show_frame flag to 0, then add an one byte frame with
- // show_existing_frame flag which tells the decoder which frame we want to
- // show.
if (!cm->show_frame)
vpx_wb_write_bit(wb, cm->intra_only);