Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
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298925e01f
commit
c7790bdb2b
12 changed files with 456 additions and 183 deletions
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@ -81,8 +81,9 @@ typedef struct GLES2_TextureData
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GLenum pixel_type;
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void *pixel_data;
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int pitch;
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/* YV12 texture support */
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLenum texture_v;
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GLenum texture_u;
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GLES2_FBOList *fbo;
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@ -151,7 +152,9 @@ typedef enum
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GLES2_IMAGESOURCE_TEXTURE_ARGB,
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GLES2_IMAGESOURCE_TEXTURE_RGB,
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GLES2_IMAGESOURCE_TEXTURE_BGR,
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GLES2_IMAGESOURCE_TEXTURE_YUV
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GLES2_IMAGESOURCE_TEXTURE_YUV,
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GLES2_IMAGESOURCE_TEXTURE_NV12,
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GLES2_IMAGESOURCE_TEXTURE_NV21
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} GLES2_ImageSource;
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typedef struct GLES2_DriverContext
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@ -488,6 +491,8 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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break;
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_YV12:
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case SDL_PIXELFORMAT_NV12:
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case SDL_PIXELFORMAT_NV21:
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format = GL_LUMINANCE;
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type = GL_UNSIGNED_BYTE;
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break;
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@ -505,6 +510,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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data->pixel_format = format;
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data->pixel_type = type;
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data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
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data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
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data->texture_u = 0;
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data->texture_v = 0;
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scaleMode = GetScaleQuality();
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@ -518,6 +524,10 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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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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if (data->nv12) {
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/* Need to add size for the U/V plane */
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size += ((texture->h * data->pitch) / 2);
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}
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data->pixel_data = SDL_calloc(1, size);
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if (!data->pixel_data) {
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SDL_free(data);
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@ -557,6 +567,23 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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}
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}
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if (data->nv12) {
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renderdata->glGenTextures(1, &data->texture_u);
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if (GL_CheckError("glGenTexures()", renderer) < 0) {
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return -1;
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}
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renderdata->glActiveTexture(GL_TEXTURE1);
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renderdata->glBindTexture(data->texture_type, data->texture_u);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, texture->w / 2, texture->h / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
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if (GL_CheckError("glTexImage2D()", renderer) < 0) {
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return -1;
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}
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}
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renderdata->glGenTextures(1, &data->texture);
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if (GL_CheckError("glGenTexures()", renderer) < 0) {
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return -1;
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@ -673,6 +700,20 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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pixels, pitch / 2, 1);
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}
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if (tdata->nv12) {
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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GLES2_TexSubImage2D(data, tdata->texture_type,
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rect->x / 2,
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rect->y / 2,
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rect->w / 2,
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rect->h / 2,
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GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE,
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pixels, pitch, 2);
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}
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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@ -1093,6 +1134,12 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
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case GLES2_IMAGESOURCE_TEXTURE_YUV:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC;
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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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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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break;
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default:
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goto fault;
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}
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@ -1432,20 +1479,15 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
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}
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static int
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GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
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const SDL_FRect *dstrect)
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GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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SDL_BlendMode blendMode;
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GLfloat vertices[8];
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GLfloat texCoords[8];
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GLES2_ProgramCacheEntry *program;
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Uint8 r, g, b, a;
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GLES2_ActivateRenderer(renderer);
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/* Activate an appropriate shader and set the projection matrix */
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blendMode = texture->blendMode;
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if (renderer->target) {
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@ -1505,11 +1547,22 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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break;
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}
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break;
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_YV12:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
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break;
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case SDL_PIXELFORMAT_NV12:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
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break;
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case SDL_PIXELFORMAT_NV21:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
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break;
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default:
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return SDL_SetError("Unsupported texture format");
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}
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}
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else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
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}
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else {
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} else {
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switch (texture->format)
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{
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case SDL_PIXELFORMAT_ARGB8888:
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@ -1524,13 +1577,18 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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case SDL_PIXELFORMAT_BGR888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
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break;
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// TODO: new shader to change yv planes YV12 format
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case SDL_PIXELFORMAT_IYUV:
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case SDL_PIXELFORMAT_YV12:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
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break;
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case SDL_PIXELFORMAT_NV12:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
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break;
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case SDL_PIXELFORMAT_NV21:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
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break;
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default:
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return -1;
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return SDL_SetError("Unsupported texture format");
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}
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}
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@ -1548,6 +1606,12 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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data->glActiveTexture(GL_TEXTURE0);
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}
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if (tdata->nv12) {
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data->glActiveTexture(GL_TEXTURE1);
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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data->glActiveTexture(GL_TEXTURE0);
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}
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data->glBindTexture(tdata->texture_type, tdata->texture);
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/* Configure color modulation */
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@ -1578,6 +1642,23 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
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GLES2_SetBlendMode(data, blendMode);
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GLES2_SetTexCoords(data, SDL_TRUE);
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return 0;
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}
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static int
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GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
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const SDL_FRect *dstrect)
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLfloat vertices[8];
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GLfloat texCoords[8];
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GLES2_ActivateRenderer(renderer);
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if (GLES2_SetupCopy(renderer, texture) < 0) {
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return -1;
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}
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/* Emit the textured quad */
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vertices[0] = dstrect->x;
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@ -1609,10 +1690,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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{
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GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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GLES2_ProgramCacheEntry *program;
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Uint8 r, g, b, a;
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SDL_BlendMode blendMode;
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GLfloat vertices[8];
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GLfloat texCoords[8];
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GLfloat translate[8];
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@ -1621,6 +1698,10 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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GLES2_ActivateRenderer(renderer);
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if (GLES2_SetupCopy(renderer, texture) < 0) {
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return -1;
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}
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
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data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
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fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle);
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@ -1628,124 +1709,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x);
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translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y);
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/* Activate an appropriate shader and set the projection matrix */
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blendMode = texture->blendMode;
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if (renderer->target) {
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/* Check if we need to do color mapping between the source and render target textures */
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if (renderer->target->format != texture->format) {
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switch (texture->format)
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{
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case SDL_PIXELFORMAT_ARGB8888:
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switch (renderer->target->format)
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{
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case SDL_PIXELFORMAT_ABGR8888:
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case SDL_PIXELFORMAT_BGR888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
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break;
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case SDL_PIXELFORMAT_RGB888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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break;
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}
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break;
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case SDL_PIXELFORMAT_ABGR8888:
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switch (renderer->target->format)
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{
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case SDL_PIXELFORMAT_ARGB8888:
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case SDL_PIXELFORMAT_RGB888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
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break;
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case SDL_PIXELFORMAT_BGR888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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break;
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}
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break;
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case SDL_PIXELFORMAT_RGB888:
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switch (renderer->target->format)
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{
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case SDL_PIXELFORMAT_ABGR8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
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break;
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case SDL_PIXELFORMAT_ARGB8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
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break;
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case SDL_PIXELFORMAT_BGR888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
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break;
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}
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break;
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case SDL_PIXELFORMAT_BGR888:
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switch (renderer->target->format)
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{
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case SDL_PIXELFORMAT_ABGR8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
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break;
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case SDL_PIXELFORMAT_ARGB8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
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break;
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case SDL_PIXELFORMAT_RGB888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
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break;
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}
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break;
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}
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}
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else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
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}
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else {
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switch (texture->format)
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{
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case SDL_PIXELFORMAT_ARGB8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
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break;
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case SDL_PIXELFORMAT_ABGR8888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
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break;
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case SDL_PIXELFORMAT_RGB888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
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break;
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case SDL_PIXELFORMAT_BGR888:
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sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
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break;
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default:
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return -1;
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}
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}
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if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
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return -1;
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/* Select the target texture */
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data->glBindTexture(tdata->texture_type, tdata->texture);
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/* Configure color modulation */
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/* !!! FIXME: grep for glUniform4f(), move that stuff to a subroutine, it's a lot of copy/paste. */
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g = texture->g;
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a = texture->a;
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if (renderer->target &&
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(renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
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renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
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r = texture->b;
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b = texture->r;
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} else {
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r = texture->r;
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b = texture->b;
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}
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program = data->current_program;
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if (!CompareColors(program->modulation_r, program->modulation_g, program->modulation_b, program->modulation_a, r, g, b, a)) {
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data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
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program->modulation_r = r;
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program->modulation_g = g;
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program->modulation_b = b;
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program->modulation_a = a;
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}
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/* Configure texture blending */
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GLES2_SetBlendMode(data, blendMode);
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GLES2_SetTexCoords(data, SDL_TRUE);
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/* Emit the textured quad */
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vertices[0] = dstrect->x;
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vertices[1] = dstrect->y;
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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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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
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renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
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GLES2_ResetState(renderer);
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