Initial pass at shader YV12 support - doesn't quite work yet.
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8ecd7110d2
commit
53654196fd
3 changed files with 109 additions and 15 deletions
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@ -119,6 +119,11 @@ typedef struct
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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/* YV12 texture support */
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SDL_bool yuv;
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GLuint utexture;
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GLuint vtexture;
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} GL_TextureData;
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@ -292,12 +297,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
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data->shaders ? "ENABLED" : "DISABLED");
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#if 0
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/* We support YV12 textures using 3 textures and a shader */
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if (data->shaders && data->num_texture_units >= 3) {
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
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}
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#endif
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/* Set up parameters for rendering */
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data->blendMode = -1;
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@ -372,6 +376,12 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
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*format = GL_BGRA;
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*type = GL_UNSIGNED_INT_8_8_8_8_REV;
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break;
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_IYUV:
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*internalFormat = GL_LUMINANCE;
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*format = GL_LUMINANCE;
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*type = GL_UNSIGNED_BYTE;
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break;
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default:
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return SDL_FALSE;
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}
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@ -404,8 +414,15 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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size_t size;
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data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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data->pixels = SDL_malloc(texture->h * data->pitch);
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size = texture->h * data->pitch;
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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/* Need to add size for the U and V planes */
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size += (2 * (texture->h * data->pitch) / 4);
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}
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data->pixels = SDL_malloc(size);
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if (!data->pixels) {
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SDL_OutOfMemory();
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SDL_free(data);
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@ -478,6 +495,41 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_SetError("glTexImage2D()", result);
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return -1;
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}
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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data->yuv = SDL_TRUE;
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renderdata->glGenTextures(1, &data->utexture);
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renderdata->glGenTextures(1, &data->vtexture);
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renderdata->glEnable(data->type);
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renderdata->glBindTexture(data->type, data->utexture);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
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texture_h/2, 0, format, type, NULL);
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renderdata->glBindTexture(data->type, data->vtexture);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
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texture_h/2, 0, format, type, NULL);
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renderdata->glDisable(data->type);
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}
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return 0;
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}
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@ -500,6 +552,35 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
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rect->h, data->format, data->formattype,
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pixels);
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if (data->yuv) {
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/* Skip to the top of the next texture */
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const void *top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
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if (texture->format == SDL_PIXELFORMAT_YV12) {
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renderdata->glBindTexture(data->type, data->vtexture);
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} else {
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renderdata->glBindTexture(data->type, data->utexture);
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}
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renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
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rect->w/2, rect->h/2,
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data->format, data->formattype, pixels);
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/* Skip to the top of the next texture */
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top = (const void*)((const Uint8*)top + (texture->h * pitch)/4);
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
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if (texture->format == SDL_PIXELFORMAT_YV12) {
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renderdata->glBindTexture(data->type, data->utexture);
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} else {
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renderdata->glBindTexture(data->type, data->vtexture);
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}
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renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
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rect->w/2, rect->h/2,
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data->format, data->formattype, pixels);
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}
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renderdata->glDisable(data->type);
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result = renderdata->glGetError();
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if (result != GL_NO_ERROR) {
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@ -750,6 +831,13 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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maxv *= texturedata->texh;
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data->glEnable(texturedata->type);
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if (texturedata->yuv) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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data->glBindTexture(texturedata->type, texturedata->vtexture);
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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data->glBindTexture(texturedata->type, texturedata->utexture);
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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data->glBindTexture(texturedata->type, texturedata->texture);
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if (texture->modMode) {
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@ -762,7 +850,11 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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GL_SetBlendMode(data, texture->blendMode);
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GL_SelectShader(data->shaders, SHADER_RGB);
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if (texturedata->yuv) {
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GL_SelectShader(data->shaders, SHADER_YV12);
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} else {
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GL_SelectShader(data->shaders, SHADER_RGB);
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}
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data->glBegin(GL_TRIANGLE_STRIP);
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data->glTexCoord2f(minu, minv);
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@ -848,6 +940,10 @@ GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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if (data->texture) {
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renderdata->glDeleteTextures(1, &data->texture);
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}
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if (data->yuv) {
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renderdata->glDeleteTextures(1, &data->utexture);
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renderdata->glDeleteTextures(1, &data->vtexture);
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}
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if (data->pixels) {
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SDL_free(data->pixels);
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}
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