mirror of
https://github.com/libsdl-org/SDL.git
synced 2025-10-01 15:38:29 +00:00
Fix #ifdef
s to have config flags either defined as 1 or undefined
See 387774ab8a
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@@ -67,7 +67,7 @@ typedef struct GLES2_TextureData
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GLenum pixel_type;
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void *pixel_data;
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int pitch;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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// YUV texture support
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bool yuv;
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bool nv12;
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@@ -625,7 +625,7 @@ static bool GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source
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case GLES2_IMAGESOURCE_TEXTURE_BGR:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
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break;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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case GLES2_IMAGESOURCE_TEXTURE_YUV:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV;
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shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8);
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@@ -1114,7 +1114,7 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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break;
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}
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break;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_YV12:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
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@@ -1149,7 +1149,7 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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case SDL_PIXELFORMAT_RGBX32:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
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break;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_YV12:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
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@@ -1173,7 +1173,7 @@ static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, v
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if (texture != data->drawstate.texture) {
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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data->glBindTexture(tdata->texture_type, tdata->texture_v);
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@@ -1501,7 +1501,7 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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break;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_NV12:
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@@ -1538,7 +1538,7 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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#endif
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data->pixel_format = format;
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data->pixel_type = type;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
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data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
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data->texture_u = 0;
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@@ -1551,7 +1551,7 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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size_t size;
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data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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size = (size_t)texture->h * data->pitch;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (data->yuv) {
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// Need to add size for the U and V planes
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size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
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@@ -1570,7 +1570,7 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
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// Allocate the texture
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GL_CheckError("", renderer);
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (data->yuv) {
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data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0);
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if (data->texture_v) {
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@@ -1729,7 +1729,7 @@ static bool GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, co
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tdata->pixel_type,
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pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (tdata->yuv) {
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// Skip to the correct offset into the next texture
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pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch);
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@@ -1780,7 +1780,7 @@ static bool GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, co
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return GL_CheckError("glTexSubImage2D()", renderer);
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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 GLES2_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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@@ -1906,7 +1906,7 @@ static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *textu
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GLES2_TextureData *data = (GLES2_TextureData *)texture->internal;
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GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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if (data->yuv) {
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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@@ -1974,7 +1974,7 @@ static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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if (tdata->texture && !tdata->texture_external) {
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data->glDeleteTextures(1, &tdata->texture);
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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 (tdata->texture_v && !tdata->texture_v_external) {
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data->glDeleteTextures(1, &tdata->texture_v);
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}
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@@ -2145,7 +2145,7 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
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renderer->CreateTexture = GLES2_CreateTexture;
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renderer->UpdateTexture = GLES2_UpdateTexture;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
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renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
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#endif
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@@ -2165,7 +2165,7 @@ static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL
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renderer->DestroyTexture = GLES2_DestroyTexture;
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renderer->DestroyRenderer = GLES2_DestroyRenderer;
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renderer->SetVSync = GLES2_SetVSync;
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#if SDL_HAVE_YUV
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#ifdef SDL_HAVE_YUV
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
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SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12);
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