mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-20 22:16:49 +01:00
Add SDL_UpdateNVTexture() to update NV12/21 Texture (bug #5430)
for renderer software, opengl, and opengles2
This commit is contained in:
parent
d72dbd9883
commit
be4cfd51c3
@ -450,6 +450,28 @@ extern DECLSPEC int SDLCALL SDL_UpdateYUVTexture(SDL_Texture * texture,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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const Uint8 *Vplane, int Vpitch);
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/**
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* \brief Update a rectangle within a planar NV12 or NV21 texture with new pixel data.
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*
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* \param texture The texture to update
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* \param rect A pointer to the rectangle of pixels to update, or NULL to
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* update the entire texture.
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* \param Yplane The raw pixel data for the Y plane.
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* \param Ypitch The number of bytes between rows of pixel data for the Y plane.
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* \param UVplane The raw pixel data for the UV plane.
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* \param UVpitch The number of bytes between rows of pixel data for the UV plane.
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*
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* \return 0 on success, or -1 if the texture is not valid.
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*
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* \note You can use SDL_UpdateTexture() as long as your pixel data is
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* a contiguous block of NV12/21 planes in the proper order, but
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* this function is available if your pixel data is not contiguous.
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*/
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extern DECLSPEC int SDLCALL SDL_UpdateNVTexture(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 *UVplane, int UVpitch);
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/**
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/**
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* \brief Lock a portion of the texture for write-only pixel access.
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* \brief Lock a portion of the texture for write-only pixel access.
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*
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*
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@ -1628,6 +1628,59 @@ SDL_UpdateTextureYUVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
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}
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}
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return 0;
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return 0;
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}
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}
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static int
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SDL_UpdateTextureNVPlanar(SDL_Texture * texture, const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *UVplane, int UVpitch)
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{
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SDL_Texture *native = texture->native;
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SDL_Rect full_rect;
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if (SDL_SW_UpdateNVTexturePlanar(texture->yuv, rect, Yplane, Ypitch, UVplane, UVpitch) < 0) {
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return -1;
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}
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full_rect.x = 0;
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full_rect.y = 0;
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full_rect.w = texture->w;
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full_rect.h = texture->h;
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rect = &full_rect;
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if (!rect->w || !rect->h) {
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return 0; /* nothing to do. */
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}
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if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
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/* We can lock the texture and copy to it */
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void *native_pixels = NULL;
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int native_pitch = 0;
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if (SDL_LockTexture(native, rect, &native_pixels, &native_pitch) < 0) {
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return -1;
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}
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SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
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rect->w, rect->h, native_pixels, native_pitch);
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SDL_UnlockTexture(native);
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} else {
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/* Use a temporary buffer for updating */
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const int temp_pitch = (((rect->w * SDL_BYTESPERPIXEL(native->format)) + 3) & ~3);
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const size_t alloclen = rect->h * temp_pitch;
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if (alloclen > 0) {
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void *temp_pixels = SDL_malloc(alloclen);
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if (!temp_pixels) {
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return SDL_OutOfMemory();
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}
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SDL_SW_CopyYUVToRGB(texture->yuv, rect, native->format,
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rect->w, rect->h, temp_pixels, temp_pitch);
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SDL_UpdateTexture(native, rect, temp_pixels, temp_pitch);
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SDL_free(temp_pixels);
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}
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}
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return 0;
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}
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#endif /* SDL_HAVE_YUV */
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#endif /* SDL_HAVE_YUV */
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int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
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int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
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@ -1697,6 +1750,68 @@ int SDL_UpdateYUVTexture(SDL_Texture * texture, const SDL_Rect * rect,
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#endif
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#endif
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}
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}
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int SDL_UpdateNVTexture(SDL_Texture * texture, const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *UVplane, int UVpitch)
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{
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#if SDL_HAVE_YUV
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SDL_Renderer *renderer;
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SDL_Rect full_rect;
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CHECK_TEXTURE_MAGIC(texture, -1);
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if (!Yplane) {
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return SDL_InvalidParamError("Yplane");
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}
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if (!Ypitch) {
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return SDL_InvalidParamError("Ypitch");
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}
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if (!UVplane) {
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return SDL_InvalidParamError("UVplane");
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}
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if (!UVpitch) {
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return SDL_InvalidParamError("UVpitch");
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}
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if (texture->format != SDL_PIXELFORMAT_NV12 &&
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texture->format != SDL_PIXELFORMAT_NV21) {
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return SDL_SetError("Texture format must by NV12 or NV21");
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}
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if (!rect) {
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full_rect.x = 0;
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full_rect.y = 0;
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full_rect.w = texture->w;
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full_rect.h = texture->h;
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rect = &full_rect;
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}
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if (!rect->w || !rect->h) {
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return 0; /* nothing to do. */
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}
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if (texture->yuv) {
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return SDL_UpdateTextureNVPlanar(texture, rect, Yplane, Ypitch, UVplane, UVpitch);
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} else {
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SDL_assert(!texture->native);
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renderer = texture->renderer;
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SDL_assert(renderer->UpdateTextureNV);
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if (renderer->UpdateTextureNV) {
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if (FlushRenderCommandsIfTextureNeeded(texture) < 0) {
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return -1;
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}
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return renderer->UpdateTextureNV(renderer, texture, rect, Yplane, Ypitch, UVplane, UVpitch);
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} else {
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return SDL_Unsupported();
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}
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}
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#else
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return -1;
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#endif
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}
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#if SDL_HAVE_YUV
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#if SDL_HAVE_YUV
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static int
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static int
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SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
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SDL_LockTextureYUV(SDL_Texture * texture, const SDL_Rect * rect,
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@ -136,6 +136,10 @@ struct SDL_Renderer
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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const Uint8 *Vplane, int Vpitch);
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int (*UpdateTextureNV) (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 *UVplane, int UVpitch);
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int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch);
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const SDL_Rect * rect, void **pixels, int *pitch);
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void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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@ -299,6 +299,40 @@ SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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return 0;
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return 0;
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}
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}
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int SDL_SW_UpdateNVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *UVplane, int UVpitch)
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{
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const Uint8 *src;
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Uint8 *dst;
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int row;
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size_t length;
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/* Copy the Y plane */
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src = Yplane;
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dst = swdata->pixels + rect->y * swdata->w + rect->x;
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length = rect->w;
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for (row = 0; row < rect->h; ++row) {
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SDL_memcpy(dst, src, length);
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src += Ypitch;
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dst += swdata->w;
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}
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/* Copy the UV or VU plane */
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src = UVplane;
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dst = swdata->pixels + swdata->h * swdata->w;
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dst += rect->y/2 * ((swdata->w + 1)/2) + rect->x/2;
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length = (rect->w + 1) / 2;
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length *= 2;
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for (row = 0; row < (rect->h + 1)/2; ++row) {
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SDL_memcpy(dst, src, length);
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src += UVpitch;
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dst += 2 * ((swdata->w + 1)/2);
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}
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return 0;
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}
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int
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int
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SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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void **pixels, int *pitch)
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void **pixels, int *pitch)
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@ -55,6 +55,9 @@ int SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * r
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Uplane, int Upitch,
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const Uint8 *Vplane, int Vpitch);
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const Uint8 *Vplane, int Vpitch);
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int SDL_SW_UpdateNVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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const Uint8 *Yplane, int Ypitch,
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const Uint8 *UVplane, int UVpitch);
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int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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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 **pixels, int *pitch);
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void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
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void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
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@ -728,6 +728,38 @@ GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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return GL_CheckError("glTexSubImage2D()", renderer);
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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}
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static int
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GL_UpdateTextureNV(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 *UVplane, int UVpitch)
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{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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const GLenum textype = renderdata->textype;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GL_ActivateRenderer(renderer);
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renderdata->drawstate.texture = NULL; /* we trash this state. */
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renderdata->glBindTexture(textype, data->texture);
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, Ypitch);
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renderdata->glTexSubImage2D(textype, 0, rect->x, rect->y, rect->w,
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rect->h, data->format, data->formattype,
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Yplane);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, UVpitch / 2);
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renderdata->glBindTexture(textype, data->utexture);
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renderdata->glTexSubImage2D(textype, 0, rect->x/2, rect->y/2,
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(rect->w + 1)/2, (rect->h + 1)/2,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, UVplane);
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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static int
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static int
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GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch)
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const SDL_Rect * rect, void **pixels, int *pitch)
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@ -1590,6 +1622,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->CreateTexture = GL_CreateTexture;
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renderer->CreateTexture = GL_CreateTexture;
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renderer->UpdateTexture = GL_UpdateTexture;
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renderer->UpdateTexture = GL_UpdateTexture;
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renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
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renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
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renderer->UpdateTextureNV = GL_UpdateTextureNV;
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renderer->LockTexture = GL_LockTexture;
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renderer->LockTexture = GL_LockTexture;
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renderer->UnlockTexture = GL_UnlockTexture;
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renderer->UnlockTexture = GL_UnlockTexture;
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renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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@ -1748,6 +1748,48 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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return GL_CheckError("glTexSubImage2D()", renderer);
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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}
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static int
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GLES2_UpdateTextureNV(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 *UVplane, int UVpitch)
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{
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GLES2_RenderData *data = (GLES2_RenderData *)renderer->driverdata;
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GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
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GLES2_ActivateRenderer(renderer);
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/* Bail out if we're supposed to update an empty rectangle */
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if (rect->w <= 0 || rect->h <= 0) {
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return 0;
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}
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data->drawstate.texture = NULL; /* we trash this state. */
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data->glBindTexture(tdata->texture_type, tdata->texture_u);
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GLES2_TexSubImage2D(data, tdata->texture_type,
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rect->x / 2,
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rect->y / 2,
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(rect->w + 1) / 2,
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(rect->h + 1) / 2,
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GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE,
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UVplane, UVpitch / 2, 1);
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data->glBindTexture(tdata->texture_type, tdata->texture);
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GLES2_TexSubImage2D(data, tdata->texture_type,
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rect->x,
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rect->y,
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rect->w,
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rect->h,
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tdata->pixel_format,
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tdata->pixel_type,
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Yplane, Ypitch, 1);
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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static int
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static int
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GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect,
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void **pixels, int *pitch)
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void **pixels, int *pitch)
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@ -2126,6 +2168,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->CreateTexture = GLES2_CreateTexture;
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renderer->CreateTexture = GLES2_CreateTexture;
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renderer->UpdateTexture = GLES2_UpdateTexture;
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renderer->UpdateTexture = GLES2_UpdateTexture;
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renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
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renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
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renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
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renderer->LockTexture = GLES2_LockTexture;
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renderer->LockTexture = GLES2_LockTexture;
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renderer->UnlockTexture = GLES2_UnlockTexture;
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renderer->UnlockTexture = GLES2_UnlockTexture;
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renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
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renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
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