mirror of https://github.com/libsdl-org/SDL
Add more SDL_HAVE_YUV defines
This commit is contained in:
parent
dc0e5de974
commit
c0df40e003
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@ -131,6 +131,7 @@ struct SDL_Renderer
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int (*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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#if SDL_HAVE_YUV
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int (*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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@ -140,6 +141,7 @@ struct SDL_Renderer
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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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#endif
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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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void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
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@ -1376,6 +1376,7 @@ D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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}
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#if SDL_HAVE_YUV
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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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@ -1426,6 +1427,7 @@ D3D11_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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return 0;
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}
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#endif
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static int
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D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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@ -2539,8 +2541,10 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->SupportsBlendMode = D3D11_SupportsBlendMode;
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renderer->CreateTexture = D3D11_CreateTexture;
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renderer->UpdateTexture = D3D11_UpdateTexture;
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#if SDL_HAVE_YUV
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renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV;
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renderer->UpdateTextureNV = D3D11_UpdateTextureNV;
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#endif
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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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@ -803,6 +803,7 @@ METAL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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}}
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#if SDL_HAVE_YUV
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static int
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METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect,
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@ -861,6 +862,7 @@ METAL_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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}}
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#endif
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static int
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METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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@ -1877,8 +1879,10 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->SupportsBlendMode = METAL_SupportsBlendMode;
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renderer->CreateTexture = METAL_CreateTexture;
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renderer->UpdateTexture = METAL_UpdateTexture;
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#if SDL_HAVE_YUV
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renderer->UpdateTextureYUV = METAL_UpdateTextureYUV;
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renderer->UpdateTextureNV = METAL_UpdateTextureNV;
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#endif
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renderer->LockTexture = METAL_LockTexture;
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renderer->UnlockTexture = METAL_UnlockTexture;
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renderer->SetTextureScaleMode = METAL_SetTextureScaleMode;
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@ -128,11 +128,13 @@ typedef struct
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int pitch;
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SDL_Rect locked_rect;
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#if SDL_HAVE_YUV
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLuint utexture;
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GLuint vtexture;
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#endif
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GL_FBOList *fbo;
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} GL_TextureData;
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@ -577,6 +579,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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return -1;
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}
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#if SDL_HAVE_YUV
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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data->yuv = SDL_TRUE;
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@ -626,6 +629,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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renderdata->glTexImage2D(textype, 0, GL_LUMINANCE_ALPHA, (texture_w+1)/2,
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(texture_h+1)/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
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}
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#endif
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return GL_CheckError("", renderer);
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}
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@ -651,6 +655,7 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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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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pixels);
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#if SDL_HAVE_YUV
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if (data->yuv) {
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, ((pitch + 1) / 2));
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@ -687,10 +692,11 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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(rect->w + 1)/2, (rect->h + 1)/2,
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GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
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}
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#endif
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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#if SDL_HAVE_YUV
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static int
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GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect,
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@ -758,7 +764,7 @@ GL_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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#endif
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static int
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GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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@ -800,6 +806,7 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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#if SDL_HAVE_YUV
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if (texture->format == SDL_PIXELFORMAT_YV12 ||
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texture->format == SDL_PIXELFORMAT_IYUV) {
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renderdata->glBindTexture(textype, data->utexture);
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@ -817,6 +824,7 @@ GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Scale
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renderdata->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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#endif
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}
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static int
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@ -1128,6 +1136,7 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
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shader = SHADER_RGB;
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}
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#if SDL_HAVE_YUV
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if (data->shaders) {
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if (texturedata->yuv || texturedata->nv12) {
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switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
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@ -1164,11 +1173,13 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
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}
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}
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}
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#endif
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SetDrawState(data, cmd, shader);
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if (texture != data->drawstate.texture) {
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const GLenum textype = data->textype;
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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data->glBindTexture(textype, texturedata->vtexture);
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@ -1180,6 +1191,7 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
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data->glActiveTextureARB(GL_TEXTURE1_ARB);
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data->glBindTexture(textype, texturedata->utexture);
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}
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#endif
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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data->glBindTexture(textype, texturedata->texture);
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@ -1471,10 +1483,12 @@ GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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if (data->texture) {
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renderdata->glDeleteTextures(1, &data->texture);
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}
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#if SDL_HAVE_YUV
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if (data->yuv) {
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renderdata->glDeleteTextures(1, &data->utexture);
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renderdata->glDeleteTextures(1, &data->vtexture);
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}
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#endif
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SDL_free(data->pixels);
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SDL_free(data);
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texture->driverdata = NULL;
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@ -1528,6 +1542,7 @@ GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, floa
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GL_ActivateRenderer(renderer);
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data->glEnable(textype);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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data->glBindTexture(textype, texturedata->vtexture);
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@ -1537,6 +1552,7 @@ GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, floa
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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#endif
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data->glBindTexture(textype, texturedata->texture);
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data->drawstate.texturing = SDL_TRUE;
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@ -1557,6 +1573,7 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
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GL_ActivateRenderer(renderer);
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#if SDL_HAVE_YUV
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if (texturedata->yuv) {
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data->glActiveTextureARB(GL_TEXTURE2_ARB);
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data->glDisable(textype);
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@ -1566,6 +1583,7 @@ GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
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data->glActiveTextureARB(GL_TEXTURE0_ARB);
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}
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#endif
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data->glDisable(textype);
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@ -1621,8 +1639,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->SupportsBlendMode = GL_SupportsBlendMode;
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renderer->CreateTexture = GL_CreateTexture;
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renderer->UpdateTexture = GL_UpdateTexture;
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#if SDL_HAVE_YUV
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renderer->UpdateTextureYUV = GL_UpdateTextureYUV;
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renderer->UpdateTextureNV = GL_UpdateTextureNV;
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#endif
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renderer->LockTexture = GL_LockTexture;
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renderer->UnlockTexture = GL_UnlockTexture;
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renderer->SetTextureScaleMode = GL_SetTextureScaleMode;
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@ -58,11 +58,13 @@ typedef struct GLES2_TextureData
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GLenum pixel_type;
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void *pixel_data;
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int pitch;
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#if SDL_HAVE_YUV
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/* YUV texture support */
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SDL_bool yuv;
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SDL_bool nv12;
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GLenum texture_v;
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GLenum texture_u;
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#endif
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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@ -1037,6 +1039,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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if (texture) {
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GLES2_TextureData *tdata = (GLES2_TextureData *) texture->driverdata;
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#if SDL_HAVE_YUV
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if (tdata->yuv) {
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data->glActiveTexture(GL_TEXTURE2);
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data->glBindTexture(tdata->texture_type, tdata->texture_v);
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@ -1051,6 +1054,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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data->glActiveTexture(GL_TEXTURE0);
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}
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#endif
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data->glBindTexture(tdata->texture_type, tdata->texture);
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}
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@ -1483,10 +1487,12 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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#endif
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data->pixel_format = format;
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data->pixel_type = type;
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#if SDL_HAVE_YUV
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data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
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data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
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data->texture_u = 0;
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data->texture_v = 0;
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#endif
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scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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/* Allocate a blob for image renderdata */
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@ -1494,6 +1500,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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size_t size;
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data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
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size = texture->h * data->pitch;
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#if SDL_HAVE_YUV
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if (data->yuv) {
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/* Need to add size for the U and V planes */
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size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
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/* Need to add size for the U/V plane */
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size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2);
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}
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#endif
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data->pixel_data = SDL_calloc(1, size);
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if (!data->pixel_data) {
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SDL_free(data);
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/* Allocate the texture */
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GL_CheckError("", renderer);
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#if SDL_HAVE_YUV
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if (data->yuv) {
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renderdata->glGenTextures(1, &data->texture_v);
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if (GL_CheckError("glGenTexures()", renderer) < 0) {
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@ -1554,6 +1563,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
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return -1;
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}
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}
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#endif
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renderdata->glGenTextures(1, &data->texture);
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if (GL_CheckError("glGenTexures()", renderer) < 0) {
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@ -1646,6 +1656,7 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
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tdata->pixel_type,
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pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
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#if SDL_HAVE_YUV
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if (tdata->yuv) {
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/* Skip to the correct offset into the next texture */
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pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
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GL_UNSIGNED_BYTE,
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pixels, 2 * ((pitch + 1) / 2), 2);
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}
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#endif
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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#if SDL_HAVE_YUV
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static int
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GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect,
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return GL_CheckError("glTexSubImage2D()", renderer);
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}
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#endif
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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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@ -1826,6 +1839,7 @@ GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Sc
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GLES2_TextureData *data = (GLES2_TextureData *) texture->driverdata;
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GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR;
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#if SDL_HAVE_YUV
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if (data->yuv) {
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renderdata->glActiveTexture(GL_TEXTURE2);
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renderdata->glBindTexture(data->texture_type, data->texture_v);
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@ -1842,6 +1856,7 @@ GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Sc
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode);
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renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode);
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}
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#endif
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renderdata->glActiveTexture(GL_TEXTURE0);
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renderdata->glBindTexture(data->texture_type, data->texture);
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/* Destroy the texture */
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if (tdata) {
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data->glDeleteTextures(1, &tdata->texture);
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#if SDL_HAVE_YUV
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if (tdata->texture_v) {
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data->glDeleteTextures(1, &tdata->texture_v);
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}
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if (tdata->texture_u) {
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data->glDeleteTextures(1, &tdata->texture_u);
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}
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#endif
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SDL_free(tdata->pixel_data);
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SDL_free(tdata);
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texture->driverdata = NULL;
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@ -2167,8 +2184,10 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->SupportsBlendMode = GLES2_SupportsBlendMode;
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renderer->CreateTexture = GLES2_CreateTexture;
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renderer->UpdateTexture = GLES2_UpdateTexture;
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#if SDL_HAVE_YUV
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renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV;
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renderer->UpdateTextureNV = GLES2_UpdateTextureNV;
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#endif
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renderer->LockTexture = GLES2_LockTexture;
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renderer->UnlockTexture = GLES2_UnlockTexture;
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renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode;
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