Updated SDL's YUV support, many thanks to Adrien Descamps
New functions get and set the YUV colorspace conversion mode: SDL_SetYUVConversionMode() SDL_GetYUVConversionMode() SDL_GetYUVConversionModeForResolution() SDL_ConvertPixels() converts between all supported RGB and YUV formats, with SSE acceleration for converting from planar YUV formats (YV12, NV12, etc) to common RGB/RGBA formats. Added a new test program, testyuv, to verify correctness and speed of YUV conversion functionality.
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60 changed files with 8368 additions and 4310 deletions
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src/render/direct3d11/SDL_render_d3d11.c
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src/render/direct3d11/SDL_shaders_d3d11.c
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src/render/direct3d11/SDL_shaders_d3d11.h
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src/render/direct3d11/SDL_shaders_d3d11.h
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2017 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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#include "../../SDL_internal.h"
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/* D3D11 shader implementation */
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typedef enum {
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SHADER_SOLID,
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SHADER_RGB,
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SHADER_YUV_JPEG,
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SHADER_YUV_BT601,
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SHADER_YUV_BT709,
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SHADER_NV12_JPEG,
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SHADER_NV12_BT601,
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SHADER_NV12_BT709,
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SHADER_NV21_JPEG,
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SHADER_NV21_BT601,
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SHADER_NV21_BT709,
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NUM_SHADERS
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} D3D11_Shader;
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extern int D3D11_CreateVertexShader(ID3D11Device1 *d3dDevice, ID3D11VertexShader **vertexShader, ID3D11InputLayout **inputLayout);
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extern int D3D11_CreatePixelShader(ID3D11Device1 *d3dDevice, D3D11_Shader shader, ID3D11PixelShader **pixelShader);
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/* vi: set ts=4 sw=4 expandtab: */
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