Initial pixel shader support for YUV textures in the GL renderer.
This work is not complete yet! --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403296
This commit is contained in:
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d9bd99d552
commit
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2 changed files with 199 additions and 9 deletions
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@ -153,7 +153,7 @@ SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values))
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SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
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SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
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SDL_PROC_UNUSED(void, glGetPointerv, (GLenum pname, GLvoid * *params))
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SDL_PROC_UNUSED(void, glGetPointerv, (GLenum pname, GLvoid * *params))
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SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
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SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
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SDL_PROC_UNUSED(const GLubyte *, glGetString, (GLenum name))
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SDL_PROC(const GLubyte *, glGetString, (GLenum name))
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SDL_PROC_UNUSED(void, glGetTexEnvfv,
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SDL_PROC_UNUSED(void, glGetTexEnvfv,
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(GLenum target, GLenum pname, GLfloat * params))
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(GLenum target, GLenum pname, GLfloat * params))
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SDL_PROC_UNUSED(void, glGetTexEnviv,
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SDL_PROC_UNUSED(void, glGetTexEnviv,
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@ -41,6 +41,21 @@
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http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
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http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
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*/
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*/
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/* !!! FIXME: this should go in a higher level than the GL renderer. */
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static __inline__ int
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bytes_per_pixel(const Uint32 format)
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{
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switch (format) {
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case SDL_PIXELFORMAT_UYVY:
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/* !!! FIXME: other YUV formats here... */
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return 2;
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default:
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return SDL_BYTESPERPIXEL(format);
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}
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return -1; /* shouldn't ever hit this. */
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}
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static const float inv255f = 1.0f / 255.0f;
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static const float inv255f = 1.0f / 255.0f;
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
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@ -124,6 +139,7 @@ typedef struct
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SDL_bool updateSize;
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SDL_bool updateSize;
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SDL_bool GL_ARB_texture_rectangle_supported;
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SDL_bool GL_ARB_texture_rectangle_supported;
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SDL_bool GL_EXT_paletted_texture_supported;
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SDL_bool GL_EXT_paletted_texture_supported;
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SDL_bool GL_ARB_fragment_program_supported;
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int blendMode;
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int blendMode;
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int scaleMode;
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int scaleMode;
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@ -135,11 +151,23 @@ typedef struct
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PFNGLCOLORTABLEEXTPROC glColorTableEXT;
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PFNGLCOLORTABLEEXTPROC glColorTableEXT;
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
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const GLvoid * pointer);
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const GLvoid * pointer);
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PFNGLGETPROGRAMIVARBPROC glGetProgramivARB;
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PFNGLGETPROGRAMSTRINGARBPROC glGetProgramStringARB;
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PFNGLPROGRAMLOCALPARAMETER4FVARBPROC glProgramLocalParameter4fvARB;
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PFNGLDELETEPROGRAMSARBPROC glDeleteProgramsARB;
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PFNGLGENPROGRAMSARBPROC glGenProgramsARB;
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PFNGLBINDPROGRAMARBPROC glBindProgramARB;
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PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
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/* (optional) fragment programs */
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GLuint fragment_program_UYVY;
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} GL_RenderData;
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} GL_RenderData;
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typedef struct
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typedef struct
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{
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{
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GLuint texture;
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GLuint texture;
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GLuint shader;
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GLenum type;
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GLenum type;
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GLfloat texw;
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GLfloat texw;
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GLfloat texh;
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GLfloat texh;
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@ -348,6 +376,28 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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SDL_GL_GetProcAddress("glTextureRangeAPPLE");
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SDL_GL_GetProcAddress("glTextureRangeAPPLE");
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}
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}
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/* we might use fragment programs for YUV data, etc. */
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if (SDL_GL_ExtensionSupported("GL_ARB_fragment_program")) {
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/* !!! FIXME: this doesn't check for errors. */
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/* !!! FIXME: this should really reuse the glfuncs.h stuff. */
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data->glGetProgramivARB = (PFNGLGETPROGRAMIVARBPROC)
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SDL_GL_GetProcAddress("glGetProgramivARB");
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data->glGetProgramStringARB = (PFNGLGETPROGRAMSTRINGARBPROC)
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SDL_GL_GetProcAddress("glGetProgramStringARB");
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data->glProgramLocalParameter4fvARB =
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(PFNGLPROGRAMLOCALPARAMETER4FVARBPROC)
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SDL_GL_GetProcAddress("glProgramLocalParameter4fvARB");
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data->glDeleteProgramsARB = (PFNGLDELETEPROGRAMSARBPROC)
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SDL_GL_GetProcAddress("glDeleteProgramsARB");
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data->glGenProgramsARB = (PFNGLGENPROGRAMSARBPROC)
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SDL_GL_GetProcAddress("glGenProgramsARB");
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data->glBindProgramARB = (PFNGLBINDPROGRAMARBPROC)
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SDL_GL_GetProcAddress("glBindProgramARB");
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data->glProgramStringARB = (PFNGLPROGRAMSTRINGARBPROC)
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SDL_GL_GetProcAddress("glProgramStringARB");
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data->GL_ARB_fragment_program_supported = SDL_TRUE;
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}
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/* Set up parameters for rendering */
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/* Set up parameters for rendering */
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data->blendMode = -1;
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data->blendMode = -1;
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data->scaleMode = -1;
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data->scaleMode = -1;
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@ -406,6 +456,103 @@ power_of_2(int input)
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return value;
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return value;
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}
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}
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#define DEBUG_PROGRAM_COMPILE 1
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static GLuint
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compile_shader(GL_RenderData *data, GLenum shader_type, const char *source)
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{
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#if DEBUG_PROGRAM_COMPILE
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printf("compiling shader:\n%s\n\n", source);
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#endif
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GLuint program = 0;
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data->glGetError(); /* flush any existing error state. */
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data->glGenProgramsARB(1, &program);
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data->glBindProgramARB(shader_type, program);
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data->glProgramStringARB(shader_type, GL_PROGRAM_FORMAT_ASCII_ARB,
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SDL_strlen(source), source);
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if (data->glGetError() == GL_INVALID_OPERATION)
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{
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#if DEBUG_PROGRAM_COMPILE
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GLint pos = 0;
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const GLubyte *errstr;
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data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
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errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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printf("program compile error at position %d: %s\n\n",
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(int) pos, (const char *) errstr);
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#endif
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data->glBindProgramARB(shader_type, 0);
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data->glDeleteProgramsARB(1, &program);
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return 0;
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} // if
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return program;
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}
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// UYVY to RGB equasion...
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// R = 1.164(Y-16) + 1.596(Cr-128)
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// G = 1.164(Y-16) - 0.813(Cr-128) - 0.391(Cb-128)
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// B = 1.164(Y-16) + 2.018(Cb-128)
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// Byte layout is Cb, Y1, Cr, Y2.
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// 4 bytes == 2 pixels: Y1/Cb/Cr, Y2/Cb/Cr
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// !!! FIXME: this ignores blendmodes, etc.
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// !!! FIXME: this could be more efficient...use a dot product for green, not convert to 255.0 range, etc.
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static const char *fragment_program_UYVY_source_code =
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"!!ARBfp1.0\n"
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// outputs...
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"OUTPUT outcolor = result.color;\n"
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// scratch registers...
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"TEMP uyvy;\n"
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"TEMP luminance;\n"
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"TEMP work;\n"
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// We need 32 bits to store the data, but each pixel is 16 bits in itself.
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// halve the coordinates to grab the correct 32 bits for the fragment.
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"MUL work, fragment.texcoord, { 0.5, 1.0, 1.0, 1.0 };\n"
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// Sample the YUV texture. Cb, Y1, Cr, Y2, are stored in r,g,b,a.
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// !!! FIXME: "RECT" needs to be "2D" if we're not using texture_rectangle extension. :/
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"TEX uyvy, work, texture[0], RECT;\n"
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// Scale from 0.0/1.0 to 0.0/255.0 and do subtractions. (!!! FIXME: optimize!)
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"MUL uyvy, uyvy, { 255.0, 255.0, 255.0, 255.0 };\n"
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"SUB uyvy, uyvy, { 128.0, 16.0, 128.0, 16.0 };\n"
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// Choose the luminance component by texcoord.
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// !!! FIXME: laziness wins out for now... just average Y1 and Y2.
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"ADD luminance, uyvy.yyyy, uyvy.wwww;\n"
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"MUL luminance, luminance, { 0.5, 0.5, 0.5, 0.5 };\n"
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// Multiply luminance by its magic value.
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"MUL luminance, luminance, { 1.164, 1.164, 1.164, 1.164 };\n"
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// uyvy.xyzw becomes Cr/Cr/Cb/Cb, with multiplications.
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"MUL uyvy, uyvy.zzxx, { 1.596, -0.813, 2.018, -0.391 };\n"
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// Add luminance Cr and Cb, store to RGB channels.
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"ADD work.rgb, luminance, uyvy;\n"
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// Do final addition for Green channel. (!!! FIXME: this should be a DPH?)
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"ADD work.g, work.g, uyvy.w;\n"
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// Scale back to 0.0/1.0. (this number is 1.0/255.0).
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"MUL work, work, { 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803, 0.0039215686274509803 };\n"
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// Make sure alpha channel is fully opaque. (!!! FIXME: blend modes!)
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"MOV work.a, { 1.0 };\n"
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// Store out the final fragment color.
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"MOV outcolor, work;\n"
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// ...and we're done.
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"END\n";
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static int
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static int
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GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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{
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@ -415,6 +562,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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GLint internalFormat;
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GLint internalFormat;
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GLenum format, type;
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GLenum format, type;
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int texture_w, texture_h;
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int texture_w, texture_h;
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GLuint shader = 0;
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GLenum result;
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GLenum result;
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switch (texture->format) {
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switch (texture->format) {
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format = GL_BGRA;
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_2_10_10_10_REV;
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type = GL_UNSIGNED_INT_2_10_10_10_REV;
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break;
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break;
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case SDL_PIXELFORMAT_UYVY:
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if (renderdata->GL_ARB_fragment_program_supported) {
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if (renderdata->fragment_program_UYVY == 0) {
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renderdata->fragment_program_UYVY =
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compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
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fragment_program_UYVY_source_code);
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if (renderdata->fragment_program_UYVY == 0) {
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SDL_SetError("Fragment program compile error");
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return -1;
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}
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}
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shader = renderdata->fragment_program_UYVY;
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internalFormat = GL_RGBA;
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format = GL_RGBA;
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type = GL_UNSIGNED_BYTE;
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} else {
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SDL_SetError("Unsupported texture format");
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return -1;
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}
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break;
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default:
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default:
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SDL_SetError("Unsupported texture format");
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SDL_SetError("Unsupported texture format");
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return -1;
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return -1;
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return -1;
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return -1;
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}
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}
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data->shader = shader;
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if (texture->format == SDL_PIXELFORMAT_INDEX8) {
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if (texture->format == SDL_PIXELFORMAT_INDEX8) {
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data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
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data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8));
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if (!data->palette) {
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if (!data->palette) {
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}
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}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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data->pitch = texture->w * bytes_per_pixel(texture->format);
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data->pixels = SDL_malloc(texture->h * data->pitch);
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data->pixels = SDL_malloc(texture->h * data->pitch);
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if (!data->pixels) {
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if (!data->pixels) {
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SDL_OutOfMemory();
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SDL_OutOfMemory();
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data->type = GL_TEXTURE_RECTANGLE_ARB;
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data->type = GL_TEXTURE_RECTANGLE_ARB;
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texture_w = texture->w;
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texture_w = texture->w;
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texture_h = texture->h;
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texture_h = texture->h;
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data->texw = (GLfloat) texture->w;
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data->texw = (GLfloat) texture_w;
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data->texh = (GLfloat) texture->h;
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data->texh = (GLfloat) texture_h;
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} else {
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} else {
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data->type = GL_TEXTURE_2D;
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data->type = GL_TEXTURE_2D;
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texture_w = power_of_2(texture->w);
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texture_w = power_of_2(texture->w);
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texture_h = power_of_2(texture->h);
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texture_h = power_of_2(texture->h);
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data->texw = (GLfloat) texture->w / texture_w;
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data->texw = (GLfloat) (texture->w) / texture_w;
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data->texh = (GLfloat) texture->h / texture_h;
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data->texh = (GLfloat) texture->h / texture_h;
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}
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}
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data->format = format;
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data->format = format;
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data->formattype = type;
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data->formattype = type;
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glBindTexture(data->type, data->texture);
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GL_CLAMP_TO_EDGE);
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GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
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renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
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GL_CLAMP_TO_EDGE);
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GL_CLAMP_TO_EDGE);
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#ifdef __MACOSX__
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#if 0 //def __MACOSX__
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#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
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#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
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#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
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#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
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#endif
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#endif
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@ -598,6 +769,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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#endif
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#endif
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#endif
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#endif
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{
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{
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printf("teximage2d(%d,%d,%d,%d)\n", (int) texture_w, (int) texture_h);
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
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texture_h, 0, format, type, NULL);
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texture_h, 0, format, type, NULL);
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}
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}
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@ -679,7 +851,7 @@ SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
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}
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}
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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pitch / SDL_BYTESPERPIXEL(texture->format));
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pitch / bytes_per_pixel(texture->format));
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}
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}
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static int
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static int
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@ -741,6 +913,7 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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||||||
renderdata->glGetError();
|
renderdata->glGetError();
|
||||||
SetupTextureUpdate(renderdata, texture, pitch);
|
SetupTextureUpdate(renderdata, texture, pitch);
|
||||||
renderdata->glBindTexture(data->type, data->texture);
|
renderdata->glBindTexture(data->type, data->texture);
|
||||||
|
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
|
||||||
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
|
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
|
||||||
rect->h, data->format, data->formattype,
|
rect->h, data->format, data->formattype,
|
||||||
pixels);
|
pixels);
|
||||||
|
@ -765,7 +938,7 @@ GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||||
|
|
||||||
*pixels =
|
*pixels =
|
||||||
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
|
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
|
||||||
rect->x * SDL_BYTESPERPIXEL(texture->format));
|
rect->x * bytes_per_pixel(texture->format));
|
||||||
*pitch = data->pitch;
|
*pitch = data->pitch;
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
@ -814,7 +987,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||||
if (texturedata->dirty.list) {
|
if (texturedata->dirty.list) {
|
||||||
SDL_DirtyRect *dirty;
|
SDL_DirtyRect *dirty;
|
||||||
void *pixels;
|
void *pixels;
|
||||||
int bpp = SDL_BYTESPERPIXEL(texture->format);
|
int bpp = bytes_per_pixel(texture->format);
|
||||||
int pitch = texturedata->pitch;
|
int pitch = texturedata->pitch;
|
||||||
|
|
||||||
SetupTextureUpdate(data, texture, pitch);
|
SetupTextureUpdate(data, texture, pitch);
|
||||||
|
@ -824,6 +997,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||||
pixels =
|
pixels =
|
||||||
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
|
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
|
||||||
rect->x * bpp);
|
rect->x * bpp);
|
||||||
|
printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
|
||||||
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
|
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
|
||||||
rect->w, rect->h, texturedata->format,
|
rect->w, rect->h, texturedata->format,
|
||||||
texturedata->formattype, pixels);
|
texturedata->formattype, pixels);
|
||||||
|
@ -902,6 +1076,11 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||||
data->scaleMode = texture->scaleMode;
|
data->scaleMode = texture->scaleMode;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (texturedata->shader != 0) {
|
||||||
|
data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||||
|
data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
|
||||||
|
}
|
||||||
|
|
||||||
data->glBegin(GL_TRIANGLE_STRIP);
|
data->glBegin(GL_TRIANGLE_STRIP);
|
||||||
data->glTexCoord2f(minu, minv);
|
data->glTexCoord2f(minu, minv);
|
||||||
data->glVertex2i(minx, miny);
|
data->glVertex2i(minx, miny);
|
||||||
|
@ -913,6 +1092,9 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
|
||||||
data->glVertex2i(maxx, maxy);
|
data->glVertex2i(maxx, maxy);
|
||||||
data->glEnd();
|
data->glEnd();
|
||||||
|
|
||||||
|
if (texturedata->shader != 0) {
|
||||||
|
data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||||
|
}
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -952,6 +1134,14 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
|
||||||
|
|
||||||
if (data) {
|
if (data) {
|
||||||
if (data->context) {
|
if (data->context) {
|
||||||
|
if (data->GL_ARB_fragment_program_supported) {
|
||||||
|
data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
|
||||||
|
data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
|
||||||
|
if (data->fragment_program_UYVY != 0) {
|
||||||
|
data->glDeleteProgramsARB(1, &data->fragment_program_UYVY);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
|
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
|
||||||
SDL_GL_DeleteContext(data->context);
|
SDL_GL_DeleteContext(data->context);
|
||||||
}
|
}
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue