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
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1 changed files with 7 additions and 3 deletions
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@ -184,6 +184,7 @@ typedef struct
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void *pixels;
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int pitch;
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SDL_DirtyRectList dirty;
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int HACK_RYAN_FIXME;
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} GL_TextureData;
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@ -732,8 +733,11 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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/* YUV formats use RGBA but are really two bytes per pixel */
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if (internalFormat == GL_RGBA && bytes_per_pixel(texture->format) < 4) {
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texture_w = (texture_w * bytes_per_pixel(texture->format)) / 4;
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data->HACK_RYAN_FIXME = 2;
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} else {
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data->HACK_RYAN_FIXME = 1;
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}
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texture_w /= data->HACK_RYAN_FIXME;
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data->format = format;
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data->formattype = type;
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@ -863,7 +867,7 @@ SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
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}
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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pitch / bytes_per_pixel(texture->format));
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(pitch / bytes_per_pixel(texture->format) / ((GL_TextureData *)texture->driverdata)->HACK_RYAN_FIXME));
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}
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static int
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@ -1011,7 +1015,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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rect->x * bpp);
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printf("texsubimage2d(%d,%d,%d,%d)\n", (int) rect->x, (int) rect->y, (int) rect->w, (int) rect->h);
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data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
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rect->w, rect->h, texturedata->format,
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rect->w / texturedata->HACK_RYAN_FIXME, rect->h, texturedata->format,
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texturedata->formattype, pixels);
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}
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SDL_ClearDirtyRects(&texturedata->dirty);
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