Use YUV colorspaces instead of a global YUV conversion mode
Fixes https://github.com/libsdl-org/SDL/issues/8669
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22 changed files with 361 additions and 327 deletions
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@ -2151,17 +2151,19 @@ static int D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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};
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D3D11_Shader shader;
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switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
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case SDL_YUV_CONVERSION_JPEG:
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shader = SHADER_YUV_JPEG;
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break;
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case SDL_YUV_CONVERSION_BT601:
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shader = SHADER_YUV_BT601;
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break;
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case SDL_YUV_CONVERSION_BT709:
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shader = SHADER_YUV_BT709;
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break;
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default:
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if (SDL_ISCOLORSPACE_YUV_BT601(texture->colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(texture->colorspace)) {
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shader = SHADER_YUV_BT601;
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} else {
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shader = SHADER_YUV_JPEG;
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}
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} else if (SDL_ISCOLORSPACE_YUV_BT709(texture->colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(texture->colorspace)) {
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shader = SHADER_YUV_BT709;
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} else {
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return SDL_SetError("Unsupported YUV conversion mode");
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}
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} else {
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return SDL_SetError("Unsupported YUV conversion mode");
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}
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@ -2175,17 +2177,19 @@ static int D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *c
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};
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D3D11_Shader shader;
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switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
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case SDL_YUV_CONVERSION_JPEG:
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shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
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break;
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case SDL_YUV_CONVERSION_BT601:
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shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
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break;
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case SDL_YUV_CONVERSION_BT709:
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shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
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break;
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default:
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if (SDL_ISCOLORSPACE_YUV_BT601(texture->colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(texture->colorspace)) {
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shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT601 : SHADER_NV21_BT601;
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} else {
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shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_JPEG : SHADER_NV21_JPEG;
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}
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} else if (SDL_ISCOLORSPACE_YUV_BT709(texture->colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(texture->colorspace)) {
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shader = texture->format == SDL_PIXELFORMAT_NV12 ? SHADER_NV12_BT709 : SHADER_NV21_BT709;
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} else {
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return SDL_SetError("Unsupported YUV conversion mode");
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}
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} else {
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return SDL_SetError("Unsupported YUV conversion mode");
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}
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