You can specify the format for pixel data in SDL_RenderReadPixels() and SDL_RenderWritePixels()
This code still doesn't quite work yet. :) --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404174
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7 changed files with 82 additions and 50 deletions
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@ -103,9 +103,9 @@ static int GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect);
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static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * srcrect, const SDL_Rect * dstrect);
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static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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void * pixels, int pitch);
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Uint32 pixel_format, void * pixels, int pitch);
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static int GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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const void * pixels, int pitch);
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Uint32 pixel_format, const void * pixels, int pitch);
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static void GL_RenderPresent(SDL_Renderer * renderer);
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static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static void GL_DestroyRenderer(SDL_Renderer * renderer);
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@ -1254,16 +1254,16 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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static int
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GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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void * pixels, int pitch)
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Uint32 pixel_format, void * pixels, int pitch)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
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Uint32 pixel_format = display->current_mode.format;
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GLint internalFormat;
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GLenum format, type;
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Uint8 *src, *dst, *tmp;
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int length, rows;
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if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
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/* FIXME: Do a temp copy to a format that is supported */
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SDL_SetError("Unsupported pixel format");
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return -1;
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}
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@ -1275,16 +1275,52 @@ GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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}
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data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
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data->glPixelStorei(GL_PACK_ROW_LENGTH,
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-2 * (pitch / bytes_per_pixel(pixel_format)));
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(pitch / bytes_per_pixel(pixel_format)));
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data->glReadPixels(rect->x, rect->y+rect->h-1, rect->w, rect->h,
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format, type, pixels + (rect->h-1)*pitch);
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format, type, pixels);
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/* Flip the rows to be top-down */
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length = rect->w * bytes_per_pixel(pixel_format);
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src = (Uint8*)pixels + (rect->h-1)*pitch;
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dst = (Uint8*)pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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}
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SDL_stack_free(tmp);
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}
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static int
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GL_RenderWritePixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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const void * pixels, int pitch)
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Uint32 pixel_format, const void * pixels, int pitch)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GLint internalFormat;
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GLenum format, type;
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if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
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/* FIXME: Do a temp copy to a format that is supported */
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SDL_SetError("Unsupported pixel format");
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return -1;
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}
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/* FIXME: We need to copy the data and flip it */
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if (pixel_format == SDL_PIXELFORMAT_INDEX1LSB) {
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data->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
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} else if (pixel_format == SDL_PIXELFORMAT_INDEX1MSB) {
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data->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
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}
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data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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data->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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(pitch / bytes_per_pixel(pixel_format)));
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data->glReadPixels(rect->x, rect->y+rect->h-1, rect->w, rect->h,
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format, type, pixels);
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}
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static void
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