This is a fix for #8816. When PROGRESSIVE_SURFACE_CONTEXT.tiles were reallocated, we were
ending up with wrong tiles in PROGRESSIVE_BLOCK_REGION.tiles when the memory block was moved.
Progressive codec was not honoring the threading flags in settings like does
remoteFX, so even when no multiple threads decoding was asked, progressive was
using multiple threads anyway. This patch fixes it.
There was still an issue left, if diff == 0 then the loop counter did
never increment.
Skip this case now completely as the memory does not need to be copied
anyway.
If source and destination buffers are equal the calculation of
'rest = num % div' is a division by zero. Avoid that by checking
explicitly for that condition.
* Fixed format strings to match arguments
Reviewed and replaced all %d specifiers to match proper type
* Added proxy dynamic channel command type to log messages.
Currently, all Calista Progressive encoded streams contain tile
artifacts, when the RFX_SUBBAND_DIFFING is used, but not the
RFX_DWT_REDUCE_EXTRAPOLATE flag.
The reason is the wrong usage of the context and tile flags.
The RFX_SUBBAND_DIFFING flag should have no actual impact on the
decoder itself.
Especially, it does not affect the band sizes within a 64x64 tile.
The RFX_DWT_REDUCE_EXTRAPOLATE flag, on the other hand, MUST have an
effect on the band sizes.
However, FreeRDP currently uses the RFX_SUBBAND_DIFFING flag when
decoding a component to determine whether the Reduce-Extrapolate method
is used, resulting in tile artifacts, when that method was actually not
used.
The current behaviour did not result in tile artifacts with the MS
Windows RDS, as that server always sets both flags.
So, fix this issue by using the correct flag, when decoding a tile.
_align_XXX functions aren't widely available depending on the C runtime. That causes
problems with mingw where we can easily have some runtime mixes (which lead to mysterious
segfaults most of the time). This patch introduce winpr_aligned_XXX functions that will
either use the function available, or use an emulation layer.