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https://github.com/Relintai/sdl2_frt.git
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f5eba2ccd6
commit
d1f031c8ee
@ -1403,6 +1403,30 @@ D3D11_UpdateTextureYUV(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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D3D11_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 *UVplane, int UVpitch)
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{
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D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata;
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D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata;
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if (!textureData) {
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SDL_SetError("Texture is not currently available");
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return -1;
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}
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if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, SDL_BYTESPERPIXEL(texture->format), 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 (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureNV, SDL_BYTESPERPIXEL(texture->format), rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, UVplane, UVpitch / 2) < 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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D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch)
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@ -2516,6 +2540,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->CreateTexture = D3D11_CreateTexture;
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renderer->UpdateTexture = D3D11_UpdateTexture;
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renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
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renderer->UpdateTextureNV = D3D11_UpdateTextureNV;
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renderer->LockTexture = D3D11_LockTexture;
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renderer->UnlockTexture = D3D11_UnlockTexture;
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renderer->SetTextureScaleMode = D3D11_SetTextureScaleMode;
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