Added a hint for alternate OpenGL NV12 data format
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6c134cf148
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b360965d0d
3 changed files with 106 additions and 55 deletions
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@ -123,6 +123,7 @@ typedef struct
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GLfloat texh;
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GLenum format;
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GLenum formattype;
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GL_Shader shader;
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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@ -630,6 +631,57 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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#endif
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if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
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data->shader = SHADER_RGBA;
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} else {
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data->shader = SHADER_RGB;
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}
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#if SDL_HAVE_YUV
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if (data->yuv || data->nv12) {
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switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
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case SDL_YUV_CONVERSION_JPEG:
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if (data->yuv) {
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data->shader = SHADER_YUV_JPEG;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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data->shader = SHADER_NV12_JPEG;
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} else {
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data->shader = SHADER_NV21_JPEG;
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}
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break;
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case SDL_YUV_CONVERSION_BT601:
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if (data->yuv) {
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data->shader = SHADER_YUV_BT601;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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data->shader = SHADER_NV12_RG_BT601;
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} else {
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data->shader = SHADER_NV12_RA_BT601;
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}
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} else {
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data->shader = SHADER_NV21_BT601;
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}
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break;
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case SDL_YUV_CONVERSION_BT709:
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if (data->yuv) {
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data->shader = SHADER_YUV_BT709;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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data->shader = SHADER_NV12_RG_BT709;
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} else {
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data->shader = SHADER_NV12_RA_BT709;
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}
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} else {
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data->shader = SHADER_NV21_BT709;
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}
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break;
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default:
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SDL_assert(!"unsupported YUV conversion mode");
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break;
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}
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}
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#endif /* SDL_HAVE_YUV */
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return GL_CheckError("", renderer);
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}
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@ -1186,54 +1238,8 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
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{
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SDL_Texture *texture = cmd->data.draw.texture;
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const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
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GL_Shader shader;
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if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
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shader = SHADER_RGBA;
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} else {
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shader = SHADER_RGB;
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}
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#if SDL_HAVE_YUV
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if (data->shaders) {
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if (texturedata->yuv || texturedata->nv12) {
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switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
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case SDL_YUV_CONVERSION_JPEG:
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if (texturedata->yuv) {
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shader = SHADER_YUV_JPEG;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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shader = SHADER_NV12_JPEG;
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} else {
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shader = SHADER_NV21_JPEG;
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}
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break;
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case SDL_YUV_CONVERSION_BT601:
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if (texturedata->yuv) {
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shader = SHADER_YUV_BT601;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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shader = SHADER_NV12_BT601;
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} else {
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shader = SHADER_NV21_BT601;
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}
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break;
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case SDL_YUV_CONVERSION_BT709:
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if (texturedata->yuv) {
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shader = SHADER_YUV_BT709;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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shader = SHADER_NV12_BT709;
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} else {
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shader = SHADER_NV21_BT709;
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}
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break;
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default:
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SDL_assert(!"unsupported YUV conversion mode");
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break;
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}
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}
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}
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#endif
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SetDrawState(data, cmd, shader);
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SetDrawState(data, cmd, texturedata->shader);
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if (texture != data->drawstate.texture) {
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const GLenum textype = data->textype;
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