Add more SDL_HAVE_YUV defines

This commit is contained in:
Sylvain Becker 2021-01-05 17:39:48 +01:00
parent dc0e5de974
commit c0df40e003
5 changed files with 52 additions and 3 deletions

View file

@ -128,11 +128,13 @@ typedef struct
int pitch;
SDL_Rect locked_rect;
#if SDL_HAVE_YUV
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLuint utexture;
GLuint vtexture;
#endif
GL_FBOList *fbo;
} GL_TextureData;
@ -577,6 +579,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return -1;
}
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
@ -626,6 +629,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
(texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
}
#endif
return GL_CheckError("", renderer);
}
@ -651,6 +655,7 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
@ -687,10 +692,11 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
(rect->w + 1)/2, (rect->h + 1)/2,
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
}
#endif
return GL_CheckError("glTexSubImage2D()", renderer);
}
#if SDL_HAVE_YUV
static int
GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
@ -758,7 +764,7 @@ GL_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
return GL_CheckError("glTexSubImage2D()", renderer);
}
#endif
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
@ -800,6 +806,7 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
#if SDL_HAVE_YUV
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
renderdata->glBindTexture(textype, data->utexture);
@ -817,6 +824,7 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
#endif
}
static int
@ -1128,6 +1136,7 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
shader = SHADER_RGB;
}
#if SDL_HAVE_YUV
if (data->shaders) {
if (texturedata->yuv || texturedata->nv12) {
switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
@ -1164,11 +1173,13 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
}
}
}
#endif
SetDrawState(data, cmd, shader);
if (texture != data->drawstate.texture) {
const GLenum textype = data->textype;
#if SDL_HAVE_YUV
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glBindTexture(textype, texturedata->vtexture);
@ -1180,6 +1191,7 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
data->glActiveTextureARB(GL_TEXTURE1_ARB);
data->glBindTexture(textype, texturedata->utexture);
}
#endif
data->glActiveTextureARB(GL_TEXTURE0_ARB);
data->glBindTexture(textype, texturedata->texture);
@ -1471,10 +1483,12 @@ GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
if (data->texture) {
renderdata->glDeleteTextures(1, &data->texture);
}
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glDeleteTextures(1, &data->utexture);
renderdata->glDeleteTextures(1, &data->vtexture);
}
#endif
SDL_free(data->pixels);
SDL_free(data);
texture->driverdata = NULL;
@ -1528,6 +1542,7 @@ GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, floa
GL_ActivateRenderer(renderer);
data->glEnable(textype);
#if SDL_HAVE_YUV
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glBindTexture(textype, texturedata->vtexture);
@ -1537,6 +1552,7 @@ GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, floa
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
#endif
data->glBindTexture(textype, texturedata->texture);
data->drawstate.texturing = SDL_TRUE;
@ -1557,6 +1573,7 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
GL_ActivateRenderer(renderer);
#if SDL_HAVE_YUV
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glDisable(textype);
@ -1566,6 +1583,7 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
#endif
data->glDisable(textype);
@ -1621,8 +1639,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->SupportsBlendMode = GL_SupportsBlendMode;
renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
#if SDL_HAVE_YUV
renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
renderer->UpdateTextureNV = GL_UpdateTextureNV;
#endif
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetTextureScaleMode = GL_SetTextureScaleMode;