Fixed updating NV12 textures when using the D3D11 render driver

This commit is contained in:
Sam Lantinga
2024-05-02 11:38:33 -07:00
parent e6e1412e20
commit 53bec8b7b7

View File

@@ -1584,6 +1584,19 @@ static int D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Tex
return 0; return 0;
} }
#if SDL_HAVE_YUV
static int D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *UVplane, int UVpitch);
static int D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect,
const Uint8 *Yplane, int Ypitch,
const Uint8 *Uplane, int Upitch,
const Uint8 *Vplane, int Vpitch);
#endif
static int D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, static int D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
const SDL_Rect *rect, const void *srcPixels, const SDL_Rect *rect, const void *srcPixels,
int srcPitch) int srcPitch)
@@ -1595,25 +1608,27 @@ static int D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
return SDL_SetError("Texture is not currently available"); return SDL_SetError("Texture is not currently available");
} }
#if SDL_HAVE_YUV
if (textureData->nv12) {
const Uint8 *Yplane = (const Uint8 *)srcPixels;
const Uint8 *UVplane = Yplane + rect->h * srcPitch;
return D3D11_UpdateTextureNV(renderer, texture, rect, Yplane, srcPitch, UVplane, srcPitch);
} else if (textureData->yuv) {
int Ypitch = srcPitch;
int UVpitch = ((Ypitch + 1) / 2);
const Uint8 *Yplane = (const Uint8 *)srcPixels;
const Uint8 *Uplane = Yplane + rect->h * Ypitch;
const Uint8 *Vplane = Uplane + ((rect->h + 1) / 2) * UVpitch;
return D3D11_UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, UVpitch, Vplane, UVpitch);
}
#endif
if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) { if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) {
return -1; return -1;
} }
#if SDL_HAVE_YUV
if (textureData->yuv) {
/* Skip to the correct offset into the next texture */
srcPixels = (const void *)((const Uint8 *)srcPixels + rect->h * srcPitch);
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
return -1;
}
/* Skip to the correct offset into the next texture */
srcPixels = (const void *)((const Uint8 *)srcPixels + ((rect->h + 1) / 2) * ((srcPitch + 1) / 2));
if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2, srcPixels, (srcPitch + 1) / 2) < 0) {
return -1;
}
}
#endif /* SDL_HAVE_YUV */
return 0; return 0;
} }