Removed the hacky stuff for YUV OpenGL textures, since Ryan's pixel shader code
will be far superior. :) --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403274
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02f6a8797c
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1 changed files with 2 additions and 21 deletions
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@ -96,7 +96,7 @@ SDL_RenderDriver GL_RenderDriver = {
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SDL_TEXTUREBLENDMODE_MOD),
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(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
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SDL_TEXTURESCALEMODE_SLOW),
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16,
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15,
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{
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SDL_PIXELFORMAT_INDEX1LSB,
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SDL_PIXELFORMAT_INDEX1MSB,
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@ -113,8 +113,7 @@ SDL_RenderDriver GL_RenderDriver = {
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SDL_PIXELFORMAT_BGR888,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_PIXELFORMAT_ABGR8888,
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SDL_PIXELFORMAT_ARGB2101010,
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SDL_PIXELFORMAT_UYVY},
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SDL_PIXELFORMAT_ARGB2101010},
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0,
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0}
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};
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@ -504,24 +503,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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format = GL_BGRA;
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type = GL_UNSIGNED_INT_2_10_10_10_REV;
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break;
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case SDL_PIXELFORMAT_UYVY:
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// if (renderdata->GL_MESA_ycbcr_texture) {
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// internalFormat = 3;
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// format = GL_YCBCR_MESA;
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// type = GL_UNSIGNED_SHORT_8_8_MESA;
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// } else if (renderdata->GL_APPLE_ycbcr_422) {
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internalFormat = GL_RGB;
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format = GL_YCBCR_422_APPLE;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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type = GL_UNSIGNED_SHORT_8_8_APPLE;
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#else
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type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
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#endif
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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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SDL_SetError("Unsupported texture format");
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return -1;
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