コード例 #1
0
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
                 const SDL_Rect * rect, const void *pixels, int pitch)
{
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
    GLenum result;

    GL_ActivateRenderer(renderer);

    renderdata->glGetError();
    renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
    renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
                              (pitch / SDL_BYTESPERPIXEL(texture->format)));
    renderdata->glEnable(data->type);
    renderdata->glBindTexture(data->type, data->texture);
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
                                rect->h, data->format, data->formattype,
                                pixels);
    if (data->yuv) {
        const void *top;

        renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));

        /* Skip to the top of the next texture */
        top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);

        /* Skip to the correct offset into the next texture */
        pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
        if (texture->format == SDL_PIXELFORMAT_YV12) {
            renderdata->glBindTexture(data->type, data->vtexture);
        } else {
            renderdata->glBindTexture(data->type, data->utexture);
        }
        renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
                                    rect->w/2, rect->h/2,
                                    data->format, data->formattype, pixels);

        /* Skip to the top of the next texture */
        top = (const void*)((const Uint8*)top + (texture->h * pitch)/4);

        /* Skip to the correct offset into the next texture */
        pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
        if (texture->format == SDL_PIXELFORMAT_YV12) {
            renderdata->glBindTexture(data->type, data->utexture);
        } else {
            renderdata->glBindTexture(data->type, data->vtexture);
        }
        renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
                                    rect->w/2, rect->h/2,
                                    data->format, data->formattype, pixels);
    }
    renderdata->glDisable(data->type);
    result = renderdata->glGetError();
    if (result != GL_NO_ERROR) {
        GL_SetError("glTexSubImage2D()", result);
        return -1;
    }
    return 0;
}
コード例 #2
0
ファイル: SDL_render_gl.c プロジェクト: Azurami/wagic
static int
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                    Uint32 pixel_format, void * pixels, int pitch)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
    SDL_Window *window = renderer->window;
    Uint32 temp_format = SDL_PIXELFORMAT_ARGB8888;
    void *temp_pixels;
    int temp_pitch;
    GLint internalFormat;
    GLenum format, type;
    Uint8 *src, *dst, *tmp;
    int w, h, length, rows;
    int status;

    GL_ActivateRenderer(renderer);

    temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
    temp_pixels = SDL_malloc(rect->h * temp_pitch);
    if (!temp_pixels) {
        SDL_OutOfMemory();
        return -1;
    }

    convert_format(data, temp_format, &internalFormat, &format, &type);

    SDL_GetWindowSize(window, &w, &h);

    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
    data->glPixelStorei(GL_PACK_ROW_LENGTH,
                        (temp_pitch / SDL_BYTESPERPIXEL(temp_format)));

    data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
                       format, type, temp_pixels);

    /* Flip the rows to be top-down */
    length = rect->w * SDL_BYTESPERPIXEL(temp_format);
    src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
    dst = (Uint8*)temp_pixels;
    tmp = SDL_stack_alloc(Uint8, length);
    rows = rect->h / 2;
    while (rows--) {
        SDL_memcpy(tmp, dst, length);
        SDL_memcpy(dst, src, length);
        SDL_memcpy(src, tmp, length);
        dst += temp_pitch;
        src -= temp_pitch;
    }
    SDL_stack_free(tmp);

    status = SDL_ConvertPixels(rect->w, rect->h,
                               temp_format, temp_pixels, temp_pitch,
                               pixel_format, pixels, pitch);
    SDL_free(temp_pixels);

    return status;
}
コード例 #3
0
static int
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
                    Uint32 pixel_format, void * pixels, int pitch)
{
    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
    SDL_Window *window = renderer->window;
    GLint internalFormat;
    GLenum format, type;
    Uint8 *src, *dst, *tmp;
    int w, h, length, rows;

    GL_ActivateRenderer(renderer);

    if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
        /* FIXME: Do a temp copy to a format that is supported */
        SDL_SetError("Unsupported pixel format");
        return -1;
    }

    SDL_GetWindowSize(window, &w, &h);

    data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
    data->glPixelStorei(GL_PACK_ROW_LENGTH,
                        (pitch / SDL_BYTESPERPIXEL(pixel_format)));

    data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
                       format, type, pixels);

    /* Flip the rows to be top-down */
    length = rect->w * SDL_BYTESPERPIXEL(pixel_format);
    src = (Uint8*)pixels + (rect->h-1)*pitch;
    dst = (Uint8*)pixels;
    tmp = SDL_stack_alloc(Uint8, length);
    rows = rect->h / 2;
    while (rows--) {
        SDL_memcpy(tmp, dst, length);
        SDL_memcpy(dst, src, length);
        SDL_memcpy(src, tmp, length);
        dst += pitch;
        src -= pitch;
    }
    SDL_stack_free(tmp);

    return 0;
}
コード例 #4
0
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
    GL_TextureData *data;
    GLint internalFormat;
    GLenum format, type;
    int texture_w, texture_h;
    GLenum result;

    GL_ActivateRenderer(renderer);

    if (!convert_format(renderdata, texture->format, &internalFormat,
                        &format, &type)) {
        SDL_SetError("Texture format %s not supported by OpenGL",
                     SDL_GetPixelFormatName(texture->format));
        return -1;
    }

    data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }

    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        size_t size;
        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
        size = texture->h * data->pitch;
        if (texture->format == SDL_PIXELFORMAT_YV12 ||
            texture->format == SDL_PIXELFORMAT_IYUV) {
            /* Need to add size for the U and V planes */
            size += (2 * (texture->h * data->pitch) / 4);
        }
        data->pixels = SDL_malloc(size);
        if (!data->pixels) {
            SDL_OutOfMemory();
            SDL_free(data);
            return -1;
        }
    }

    texture->driverdata = data;

    renderdata->glGetError();
    renderdata->glGenTextures(1, &data->texture);
    if (renderdata->GL_ARB_texture_rectangle_supported) {
        data->type = GL_TEXTURE_RECTANGLE_ARB;
        texture_w = texture->w;
        texture_h = texture->h;
        data->texw = (GLfloat) texture_w;
        data->texh = (GLfloat) texture_h;
    } else {
        data->type = GL_TEXTURE_2D;
        texture_w = power_of_2(texture->w);
        texture_h = power_of_2(texture->h);
        data->texw = (GLfloat) (texture->w) / texture_w;
        data->texh = (GLfloat) texture->h / texture_h;
    }

    data->format = format;
    data->formattype = type;
    data->scaleMode = GL_LINEAR;
    renderdata->glEnable(data->type);
    renderdata->glBindTexture(data->type, data->texture);
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
                                GL_CLAMP_TO_EDGE);
    renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
                                GL_CLAMP_TO_EDGE);
#ifdef __MACOSX__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE       0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE                0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE                0x85BF
#endif
    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
                                    GL_STORAGE_SHARED_APPLE);
    } else {
        renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
                                    GL_STORAGE_CACHED_APPLE);
    }
    if (texture->access == SDL_TEXTUREACCESS_STREAMING
        && texture->format == SDL_PIXELFORMAT_ARGB8888) {
        renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
                                 texture_h, 0, format, type, data->pixels);
    }
    else
#endif
    {
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
                                 texture_h, 0, format, type, NULL);
    }
    renderdata->glDisable(data->type);
    result = renderdata->glGetError();
    if (result != GL_NO_ERROR) {
        GL_SetError("glTexImage2D()", result);
        return -1;
    }

    if (texture->format == SDL_PIXELFORMAT_YV12 ||
        texture->format == SDL_PIXELFORMAT_IYUV) {
        data->yuv = SDL_TRUE;

        renderdata->glGenTextures(1, &data->utexture);
        renderdata->glGenTextures(1, &data->vtexture);
        renderdata->glEnable(data->type);

        renderdata->glBindTexture(data->type, data->utexture);
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
                                    GL_CLAMP_TO_EDGE);
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
                                    GL_CLAMP_TO_EDGE);
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
                                 texture_h/2, 0, format, type, NULL);

        renderdata->glBindTexture(data->type, data->vtexture);
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
                                    GL_CLAMP_TO_EDGE);
        renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
                                    GL_CLAMP_TO_EDGE);
        renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
                                 texture_h/2, 0, format, type, NULL);

        renderdata->glDisable(data->type);
    }
    return 0;
}