Initial pass at shader YV12 support - doesn't quite work yet.

This commit is contained in:
Sam Lantinga 2011-02-12 00:25:02 -08:00
parent 8ecd7110d2
commit 53654196fd
3 changed files with 109 additions and 15 deletions

View file

@ -119,6 +119,11 @@ typedef struct
void *pixels;
int pitch;
SDL_Rect locked_rect;
/* YV12 texture support */
SDL_bool yuv;
GLuint utexture;
GLuint vtexture;
} GL_TextureData;
@ -292,12 +297,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
#if 0
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
}
#endif
/* Set up parameters for rendering */
data->blendMode = -1;
@ -372,6 +376,12 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
*internalFormat = GL_LUMINANCE;
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_FALSE;
}
@ -404,8 +414,15 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
size = texture->h * data->pitch;
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
/* Need to add size for the U and V planes */
size += (2 * (texture->h * data->pitch) / 4);
}
data->pixels = SDL_malloc(size);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
@ -478,6 +495,41 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_SetError("glTexImage2D()", result);
return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->utexture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
texture_h/2, 0, format, type, NULL);
renderdata->glBindTexture(data->type, data->vtexture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
texture_h/2, 0, format, type, NULL);
renderdata->glDisable(data->type);
}
return 0;
}
@ -500,6 +552,35 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
if (data->yuv) {
/* Skip to the top of the next texture */
const void *top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(data->type, data->vtexture);
} else {
renderdata->glBindTexture(data->type, data->utexture);
}
renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
rect->w/2, rect->h/2,
data->format, data->formattype, pixels);
/* Skip to the top of the next texture */
top = (const void*)((const Uint8*)top + (texture->h * pitch)/4);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(data->type, data->utexture);
} else {
renderdata->glBindTexture(data->type, data->vtexture);
}
renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
rect->w/2, rect->h/2,
data->format, data->formattype, pixels);
}
renderdata->glDisable(data->type);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
@ -750,6 +831,13 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
maxv *= texturedata->texh;
data->glEnable(texturedata->type);
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glBindTexture(texturedata->type, texturedata->vtexture);
data->glActiveTextureARB(GL_TEXTURE1_ARB);
data->glBindTexture(texturedata->type, texturedata->utexture);
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
@ -762,7 +850,11 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
}
GL_SetBlendMode(data, texture->blendMode);
GL_SelectShader(data->shaders, SHADER_RGB);
if (texturedata->yuv) {
GL_SelectShader(data->shaders, SHADER_YV12);
} else {
GL_SelectShader(data->shaders, SHADER_RGB);
}
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
@ -848,6 +940,10 @@ GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
if (data->texture) {
renderdata->glDeleteTextures(1, &data->texture);
}
if (data->yuv) {
renderdata->glDeleteTextures(1, &data->utexture);
renderdata->glDeleteTextures(1, &data->vtexture);
}
if (data->pixels) {
SDL_free(data->pixels);
}