mirror of https://github.com/encounter/SDL.git
Implemented SDL_UpdateYUVTexture() for Direct3D
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@ -901,7 +901,11 @@ int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
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SDL_assert(!texture->native);
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renderer = texture->renderer;
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SDL_assert(renderer->UpdateTextureYUV);
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if (renderer->UpdateTextureYUV) {
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return renderer->UpdateTextureYUV(renderer, texture, rect, Yplane, Ypitch, Uplane, Upitch, Vplane, Vpitch);
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} else {
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return SDL_Unsupported();
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}
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}
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}
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@ -211,6 +211,11 @@ static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels,
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int pitch);
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static int D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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@ -599,6 +604,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->WindowEvent = D3D_WindowEvent;
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renderer->CreateTexture = D3D_CreateTexture;
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renderer->UpdateTexture = D3D_UpdateTexture;
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renderer->UpdateTextureYUV = D3D_UpdateTextureYUV;
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renderer->LockTexture = D3D_LockTexture;
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renderer->UnlockTexture = D3D_UnlockTexture;
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renderer->SetRenderTarget = D3D_SetRenderTarget;
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@ -1016,6 +1022,36 @@ D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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}
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static int
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D3D_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch)
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{
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D3D_TextureData *data = (D3D_TextureData *) texture->driverdata;
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SDL_bool full_texture = SDL_FALSE;
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#ifdef USE_DYNAMIC_TEXTURE
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if (texture->access == SDL_TEXTUREACCESS_STREAMING &&
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rect->x == 0 && rect->y == 0 &&
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rect->w == texture->w && rect->h == texture->h) {
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full_texture = SDL_TRUE;
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}
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#endif
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if (D3D_UpdateTextureInternal(data->texture, texture->format, full_texture, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) {
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return -1;
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}
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if (D3D_UpdateTextureInternal(data->utexture, texture->format, full_texture, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) {
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return -1;
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}
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if (D3D_UpdateTextureInternal(data->vtexture, texture->format, full_texture, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) {
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return -1;
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}
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return 0;
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}
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static int
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D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch)
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