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Fixed bug 3350 - GL renderers don't need to flip rows after reading back pixels from the target texture
Simon Hug All OpenGL renderers always flip the rows of the pixels that come from glReadPixels. This is unnecessary for target textures since these are already top down. Also, the rect->y value can be used directly for target textures for the same reason. I don't see any code that would handle the logical render size for target textures. Or am I missing something? The attached patch makes the renderers only the flip rows if the data comes from the default framebuffer.
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@ -1439,28 +1439,30 @@ GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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data->glPixelStorei(GL_PACK_ROW_LENGTH,
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(temp_pitch / SDL_BYTESPERPIXEL(temp_format)));
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data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
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format, type, temp_pixels);
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data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
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rect->w, rect->h, format, type, temp_pixels);
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if (GL_CheckError("glReadPixels()", renderer) < 0) {
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SDL_free(temp_pixels);
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return -1;
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}
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/* Flip the rows to be top-down */
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length = rect->w * SDL_BYTESPERPIXEL(temp_format);
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src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
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dst = (Uint8*)temp_pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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dst += temp_pitch;
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src -= temp_pitch;
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/* Flip the rows to be top-down if necessary */
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if (!renderer->target) {
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length = rect->w * SDL_BYTESPERPIXEL(temp_format);
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src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
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dst = (Uint8*)temp_pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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dst += temp_pitch;
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src -= temp_pitch;
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}
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SDL_stack_free(tmp);
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}
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SDL_stack_free(tmp);
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status = SDL_ConvertPixels(rect->w, rect->h,
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temp_format, temp_pixels, temp_pitch,
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@ -1088,23 +1088,25 @@ GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
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data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
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GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
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data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
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rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
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/* Flip the rows to be top-down */
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length = rect->w * SDL_BYTESPERPIXEL(temp_format);
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src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
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dst = (Uint8*)temp_pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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dst += temp_pitch;
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src -= temp_pitch;
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/* Flip the rows to be top-down if necessary */
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if (!renderer->target) {
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length = rect->w * SDL_BYTESPERPIXEL(temp_format);
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src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
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dst = (Uint8*)temp_pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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dst += temp_pitch;
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src -= temp_pitch;
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}
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SDL_stack_free(tmp);
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}
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SDL_stack_free(tmp);
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status = SDL_ConvertPixels(rect->w, rect->h,
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temp_format, temp_pixels, temp_pitch,
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@ -1834,26 +1834,28 @@ GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
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SDL_GetRendererOutputSize(renderer, &w, &h);
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data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
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GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
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data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
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rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
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if (GL_CheckError("glReadPixels()", renderer) < 0) {
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return -1;
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}
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/* Flip the rows to be top-down */
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length = rect->w * SDL_BYTESPERPIXEL(temp_format);
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src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
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dst = (Uint8*)temp_pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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dst += temp_pitch;
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src -= temp_pitch;
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/* Flip the rows to be top-down if necessary */
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if (!renderer->target) {
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length = rect->w * SDL_BYTESPERPIXEL(temp_format);
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src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
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dst = (Uint8*)temp_pixels;
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tmp = SDL_stack_alloc(Uint8, length);
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rows = rect->h / 2;
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while (rows--) {
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SDL_memcpy(tmp, dst, length);
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SDL_memcpy(dst, src, length);
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SDL_memcpy(src, tmp, length);
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dst += temp_pitch;
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src -= temp_pitch;
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}
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SDL_stack_free(tmp);
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}
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SDL_stack_free(tmp);
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status = SDL_ConvertPixels(rect->w, rect->h,
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temp_format, temp_pixels, temp_pitch,
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