Fixed the shader fragment problems using 2 byte YUV data in a 4 byte RGB

texture.  This is a total hack though.  Maybe we should be using a different
texture format?

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403304
This commit is contained in:
Sam Lantinga 2008-12-06 18:22:28 +00:00
parent 21f724582c
commit f03cab2b46

View file

@ -184,6 +184,7 @@ typedef struct
void *pixels;
int pitch;
SDL_DirtyRectList dirty;
int HACK_RYAN_FIXME;
} GL_TextureData;
@ -732,8 +733,11 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
/* YUV formats use RGBA but are really two bytes per pixel */
if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
texture_w = (texture_w * bytes_per_pixel(texture->format)) / 4;
data->HACK_RYAN_FIXME = 2;
} else {
data->HACK_RYAN_FIXME = 1;
}
texture_w /= data->HACK_RYAN_FIXME;
data->format = format;
data->formattype = type;
@ -863,7 +867,7 @@ SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
}
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / bytes_per_pixel(texture->format));
(pitch / bytes_per_pixel(texture->format) / ((GL_TextureData *)texture->driverdata)->HACK_RYAN_FIXME));
}
static int
@ -1011,7 +1015,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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,
rect->w, rect->h, texturedata->format,
rect->w / texturedata->HACK_RYAN_FIXME, rect->h, texturedata->format,
texturedata->formattype, pixels);
}
SDL_ClearDirtyRects(&texturedata->dirty);