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SDL_Surface has been simplified and internal details are no longer in the public structure. The `format` member of SDL_Surface is now an enumerated pixel format value. You can get the full details of the pixel format by calling `SDL_GetPixelFormatDetails(surface->format)`. You can get the palette associated with the surface by calling SDL_GetSurfacePalette(). You can get the clip rectangle by calling SDL_GetSurfaceClipRect(). SDL_PixelFormat has been renamed SDL_PixelFormatDetails and just describes the pixel format, it does not include a palette for indexed pixel types. SDL_PixelFormatEnum has been renamed SDL_PixelFormat and is used instead of Uint32 for API functions that refer to pixel format by enumerated value. SDL_MapRGB(), SDL_MapRGBA(), SDL_GetRGB(), and SDL_GetRGBA() take an optional palette parameter for indexed color lookups.
68 lines
2.7 KiB
C
68 lines
2.7 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2024 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef SDL_yuv_sw_c_h_
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#define SDL_yuv_sw_c_h_
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#include "SDL_internal.h"
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/* This is the software implementation of the YUV texture support */
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struct SDL_SW_YUVTexture
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{
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SDL_PixelFormat format;
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SDL_PixelFormat target_format;
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int w, h;
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Uint8 *pixels;
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/* These are just so we don't have to allocate them separately */
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int pitches[3];
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Uint8 *planes[3];
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/* This is a temporary surface in case we have to stretch copy */
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SDL_Surface *stretch;
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SDL_Surface *display;
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};
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typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture;
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SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(SDL_PixelFormat format, int w, int h);
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int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture *swdata, void **pixels,
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int *pitch);
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int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect,
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const void *pixels, int pitch);
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int SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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int SDL_SW_UpdateNVTexturePlanar(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *UVplane, int UVpitch);
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int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture *swdata, const SDL_Rect *rect,
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void **pixels, int *pitch);
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void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture *swdata);
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int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture *swdata, const SDL_Rect *srcrect,
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SDL_PixelFormat target_format, int w, int h, void *pixels,
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int pitch);
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void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture *swdata);
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#endif /* SDL_yuv_sw_c_h_ */
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