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https://github.com/libsdl-org/SDL.git
synced 2025-09-30 15:08:31 +00:00
Fix #ifdef
s to have config flags either defined as 1 or undefined
See 387774ab8a
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@@ -125,7 +125,7 @@ typedef struct
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D3D11_FILTER scaleMode;
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D3D11_Shader shader;
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const float *YCbCr_matrix;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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// YV12 texture support
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bool yuv;
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ID3D11Texture2D *mainTextureU;
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@@ -1215,7 +1215,7 @@ static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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}
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}
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SDL_SetPointerProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_D3D11_TEXTURE_POINTER, textureData->mainTexture);
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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textureData->yuv = true;
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@@ -1289,7 +1289,7 @@ static bool D3D11_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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if (FAILED(result)) {
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return WIN_SetErrorFromHRESULT(SDL_COMPOSE_ERROR("ID3D11Device1::CreateShaderResourceView"), result);
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}
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (textureData->yuv) {
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result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice,
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(ID3D11Resource *)textureData->mainTextureU,
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@@ -1358,7 +1358,7 @@ static void D3D11_DestroyTexture(SDL_Renderer *renderer,
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SAFE_RELEASE(data->mainTextureResourceView);
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SAFE_RELEASE(data->mainTextureRenderTargetView);
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SAFE_RELEASE(data->stagingTexture);
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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SAFE_RELEASE(data->mainTextureU);
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SAFE_RELEASE(data->mainTextureResourceViewU);
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SAFE_RELEASE(data->mainTextureV);
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@@ -1473,7 +1473,7 @@ static bool D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Te
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return true;
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}
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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static bool D3D11_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *rect,
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const Uint8 *Yplane, int Ypitch,
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@@ -1497,7 +1497,7 @@ static bool D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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return SDL_SetError("Texture is not currently available");
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}
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (textureData->nv12) {
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const Uint8 *Yplane = (const Uint8 *)srcPixels;
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const Uint8 *UVplane = Yplane + rect->h * srcPitch;
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@@ -1525,7 +1525,7 @@ static bool D3D11_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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return true;
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}
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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static bool D3D11_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *rect,
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const Uint8 *Yplane, int Ypitch,
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@@ -1677,7 +1677,7 @@ static bool D3D11_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture,
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if (!textureData) {
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return SDL_SetError("Texture is not currently available");
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}
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (textureData->yuv || textureData->nv12) {
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// It's more efficient to upload directly...
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if (!textureData->pixels) {
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@@ -1754,7 +1754,7 @@ static void D3D11_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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if (!textureData) {
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return;
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}
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (textureData->yuv || textureData->nv12) {
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const SDL_Rect *rect = &textureData->locked_rect;
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void *pixels =
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@@ -2333,7 +2333,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
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default:
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return SDL_SetError("Unknown scale mode: %d\n", textureData->scaleMode);
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}
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (textureData->yuv) {
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ID3D11ShaderResourceView *shaderResources[3];
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@@ -2693,7 +2693,7 @@ static bool D3D11_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
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renderer->CreateTexture = D3D11_CreateTexture;
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renderer->UpdateTexture = D3D11_UpdateTexture;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
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renderer->UpdateTextureNV = D3D11_UpdateTextureNV;
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#endif
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