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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@ -950,7 +950,7 @@ static void GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *en
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static GLES2_ProgramCacheEntry *GLES2_CacheProgram(SDL_Renderer *renderer,
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GLES2_ShaderCacheEntry *vertex,
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GLES2_ShaderCacheEntry *fragment);
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static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source);
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static int GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h);
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static GLES2_ProgramCacheEntry *
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GLES2_CacheProgram(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *vertex,
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@ -1189,7 +1189,7 @@ GLES2_EvictShader(SDL_Renderer *renderer, GLES2_ShaderCacheEntry *entry)
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}
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static int
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GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source)
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GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, int w, int h)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_ShaderCacheEntry *vertex = NULL;
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@ -1216,13 +1216,52 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source)
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_YUV:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC;
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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goto fault;
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}
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break;
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case GLES2_IMAGESOURCE_TEXTURE_NV12:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC;
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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goto fault;
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}
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break;
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case GLES2_IMAGESOURCE_TEXTURE_NV21:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC;
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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goto fault;
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}
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break;
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default:
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goto fault;
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@ -1445,7 +1484,7 @@ GLES2_SetDrawingState(SDL_Renderer * renderer)
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GLES2_SetTexCoords(data, SDL_FALSE);
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/* Activate an appropriate shader and set the projection matrix */
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if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID) < 0) {
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if (GLES2_SelectProgram(renderer, GLES2_IMAGESOURCE_SOLID, 0, 0) < 0) {
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return -1;
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}
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@ -1707,7 +1746,7 @@ GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
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}
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}
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if (GLES2_SelectProgram(renderer, sourceType) < 0) {
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if (GLES2_SelectProgram(renderer, sourceType, texture->w, texture->h) < 0) {
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return -1;
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}
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