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

@@ -58,11 +58,13 @@ typedef struct GLES2_TextureData
GLenum pixel_type;
void *pixel_data;
int pitch;
#if SDL_HAVE_YUV
/* YUV texture support */
SDL_bool yuv;
SDL_bool nv12;
GLenum texture_v;
GLenum texture_u;
#endif
GLES2_FBOList *fbo;
} GLES2_TextureData;
@@ -1037,6 +1039,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
if (texture) {
GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
#if SDL_HAVE_YUV
if (tdata->yuv) {
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
@@ -1051,6 +1054,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(tdata->texture_type, tdata->texture);
}
@@ -1483,10 +1487,12 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
#endif
data->pixel_format = format;
data->pixel_type = type;
#if SDL_HAVE_YUV
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
data->texture_u = 0;
data->texture_v = 0;
#endif
scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
/* Allocate a blob for image renderdata */
@@ -1494,6 +1500,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
#if SDL_HAVE_YUV
if (data->yuv) {
/* Need to add size for the U and V planes */
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
@@ -1501,6 +1508,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Need to add size for the U/V plane */
size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
}
#endif
data->pixel_data = SDL_calloc(1, size);
if (!data->pixel_data) {
SDL_free(data);
@@ -1511,6 +1519,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Allocate the texture */
GL_CheckError("", renderer);
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glGenTextures(1, &data->texture_v);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
@@ -1554,6 +1563,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
return -1;
}
}
#endif
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
@@ -1646,6 +1656,7 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
tdata->pixel_type,
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
#if SDL_HAVE_YUV
if (tdata->yuv) {
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
@@ -1692,10 +1703,12 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
GL_UNSIGNED_BYTE,
pixels, 2 * ((pitch + 1) / 2), 2);
}
#endif
return GL_CheckError("glTexSubImage2D()", renderer);
}
#if SDL_HAVE_YUV
static int
GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect,
@@ -1788,7 +1801,7 @@ GLES2_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
return GL_CheckError("glTexSubImage2D()", renderer);
}
#endif
static int
GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
@@ -1826,6 +1839,7 @@ GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Sc
GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
#if SDL_HAVE_YUV
if (data->yuv) {
renderdata->glActiveTexture(GL_TEXTURE2);
renderdata->glBindTexture(data->texture_type, data->texture_v);
@@ -1842,6 +1856,7 @@ GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Sc
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
}
#endif
renderdata->glActiveTexture(GL_TEXTURE0);
renderdata->glBindTexture(data->texture_type, data->texture);
@@ -1892,12 +1907,14 @@ GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Destroy the texture */
if (tdata) {
data->glDeleteTextures(1, &tdata->texture);
#if SDL_HAVE_YUV
if (tdata->texture_v) {
data->glDeleteTextures(1, &tdata->texture_v);
}
if (tdata->texture_u) {
data->glDeleteTextures(1, &tdata->texture_u);
}
#endif
SDL_free(tdata->pixel_data);
SDL_free(tdata);
texture->driverdata = NULL;
@@ -2167,8 +2184,10 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
renderer->CreateTexture = GLES2_CreateTexture;
renderer->UpdateTexture = GLES2_UpdateTexture;
#if SDL_HAVE_YUV
renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
#endif
renderer->LockTexture = GLES2_LockTexture;
renderer->UnlockTexture = GLES2_UnlockTexture;
renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;