Made it possible to create a texture of any format, even if not supported by the renderer.
This allows me to reduce the set of formats supported by the renderers to the most optimal set, for a nice speed boost. --HG-- rename : src/video/SDL_yuv_mmx.c => src/render/SDL_yuv_mmx.c rename : src/video/SDL_yuv_sw.c => src/render/SDL_yuv_sw.c rename : src/video/SDL_yuv_sw_c.h => src/render/SDL_yuv_sw_c.h rename : src/video/mmx.h => src/render/mmx.h
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20 changed files with 585 additions and 1315 deletions
69
src/render/SDL_yuv_sw_c.h
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69
src/render/SDL_yuv_sw_c.h
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/*
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SDL - Simple DirectMedia Layer
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Copyright (C) 1997-2010 Sam Lantinga
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public
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License along with this library; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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Sam Lantinga
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slouken@libsdl.org
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*/
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#include "SDL_config.h"
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#include "SDL_video.h"
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/* This is the software implementation of the YUV texture support */
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struct SDL_SW_YUVTexture
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{
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Uint32 format;
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Uint32 target_format;
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int w, h;
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Uint8 *pixels;
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int *colortab;
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Uint32 *rgb_2_pix;
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void (*Display1X) (int *colortab, Uint32 * rgb_2_pix,
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unsigned char *lum, unsigned char *cr,
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unsigned char *cb, unsigned char *out,
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int rows, int cols, int mod);
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void (*Display2X) (int *colortab, Uint32 * rgb_2_pix,
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unsigned char *lum, unsigned char *cr,
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unsigned char *cb, unsigned char *out,
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int rows, int cols, int mod);
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/* These are just so we don't have to allocate them separately */
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Uint16 pitches[3];
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Uint8 *planes[3];
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/* This is a temporary surface in case we have to stretch copy */
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SDL_Surface *stretch;
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SDL_Surface *display;
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};
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typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture;
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SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h);
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int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
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int *pitch);
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int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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const void *pixels, int pitch);
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int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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void **pixels, int *pitch);
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void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
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int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
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Uint32 target_format, int w, int h, void *pixels,
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int pitch);
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void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata);
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/* vi: set ts=4 sw=4 expandtab: */
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