Added NV12 and NV21 texture support for OpenGL and OpenGL ES 2.0 renderers
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diff --git a/include/SDL_pixels.h b/include/SDL_pixels.h
index 3131af7..61e97c8 100644
--- a/include/SDL_pixels.h
+++ b/include/SDL_pixels.h
@@ -248,7 +248,11 @@ enum
SDL_PIXELFORMAT_UYVY = /**< Packed mode: U0+Y0+V0+Y1 (1 plane) */
SDL_DEFINE_PIXELFOURCC('U', 'Y', 'V', 'Y'),
SDL_PIXELFORMAT_YVYU = /**< Packed mode: Y0+V0+Y1+U0 (1 plane) */
- SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U')
+ SDL_DEFINE_PIXELFOURCC('Y', 'V', 'Y', 'U'),
+ SDL_PIXELFORMAT_NV12 = /**< Planar mode: Y + U/V interleaved (2 planes) */
+ SDL_DEFINE_PIXELFOURCC('N', 'V', '1', '2'),
+ SDL_PIXELFORMAT_NV21 = /**< Planar mode: Y + V/U interleaved (2 planes) */
+ SDL_DEFINE_PIXELFOURCC('N', 'V', '2', '1')
};
typedef struct SDL_Color
diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index e1c78cb..e3a6b55 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -164,8 +164,9 @@ typedef struct
int pitch;
SDL_Rect locked_rect;
- /* YV12 texture support */
+ /* YUV texture support */
SDL_bool yuv;
+ SDL_bool nv12;
GLuint utexture;
GLuint vtexture;
@@ -531,6 +532,8 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
}
#ifdef __MACOSX__
@@ -611,16 +614,18 @@ convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
+ case SDL_PIXELFORMAT_NV12:
+ case SDL_PIXELFORMAT_NV21:
*internalFormat = GL_LUMINANCE;
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
#ifdef __MACOSX__
case SDL_PIXELFORMAT_UYVY:
- *internalFormat = GL_RGB8;
- *format = GL_YCBCR_422_APPLE;
- *type = GL_UNSIGNED_SHORT_8_8_APPLE;
- break;
+ *internalFormat = GL_RGB8;
+ *format = GL_YCBCR_422_APPLE;
+ *type = GL_UNSIGNED_SHORT_8_8_APPLE;
+ break;
#endif
default:
return SDL_FALSE;
@@ -672,6 +677,11 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
/* Need to add size for the U and V planes */
size += (2 * (texture->h * data->pitch) / 4);
}
+ if (texture->format == SDL_PIXELFORMAT_NV12 ||
+ texture->format == SDL_PIXELFORMAT_NV21) {
+ /* Need to add size for the U/V plane */
+ size += ((texture->h * data->pitch) / 2);
+ }
data->pixels = SDL_calloc(1, size);
if (!data->pixels) {
SDL_free(data);
@@ -801,6 +811,27 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glDisable(data->type);
}
+ if (texture->format == SDL_PIXELFORMAT_NV12 ||
+ texture->format == SDL_PIXELFORMAT_NV21) {
+ data->nv12 = SDL_TRUE;
+
+ renderdata->glGenTextures(1, &data->utexture);
+ renderdata->glEnable(data->type);
+
+ renderdata->glBindTexture(data->type, data->utexture);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
+ scaleMode);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+ scaleMode);
+ 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, GL_LUMINANCE_ALPHA, texture_w/2,
+ texture_h/2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
+ renderdata->glDisable(data->type);
+ }
+
return GL_CheckError("", renderer);
}
@@ -848,6 +879,17 @@ GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
rect->w/2, rect->h/2,
data->format, data->formattype, pixels);
}
+
+ if (data->nv12) {
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
+
+ /* Skip to the correct offset into the next texture */
+ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
+ renderdata->glBindTexture(data->type, data->utexture);
+ renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
+ rect->w/2, rect->h/2,
+ GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, pixels);
+ }
renderdata->glDisable(data->type);
return GL_CheckError("glTexSubImage2D()", renderer);
@@ -1184,15 +1226,10 @@ GL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int count)
}
static int
-GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
- const SDL_Rect * srcrect, const SDL_FRect * dstrect)
+GL_SetupCopy(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
- GLfloat minx, miny, maxx, maxy;
- GLfloat minu, maxu, minv, maxv;
-
- GL_ActivateRenderer(renderer);
data->glEnable(texturedata->type);
if (texturedata->yuv) {
@@ -1204,6 +1241,12 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
+ if (texturedata->nv12) {
+ data->glActiveTextureARB(GL_TEXTURE1_ARB);
+ data->glBindTexture(texturedata->type, texturedata->utexture);
+
+ data->glActiveTextureARB(GL_TEXTURE0_ARB);
+ }
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
@@ -1215,10 +1258,33 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
GL_SetBlendMode(data, texture->blendMode);
if (texturedata->yuv) {
- GL_SetShader(data, SHADER_YV12);
+ GL_SetShader(data, SHADER_YUV);
+ } else if (texturedata->nv12) {
+ if (texture->format == SDL_PIXELFORMAT_NV12) {
+ GL_SetShader(data, SHADER_NV12);
+ } else {
+ GL_SetShader(data, SHADER_NV21);
+ }
} else {
GL_SetShader(data, SHADER_RGB);
}
+ return 0;
+}
+
+static int
+GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_FRect * dstrect)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+ GLfloat minx, miny, maxx, maxy;
+ GLfloat minu, maxu, minv, maxv;
+
+ GL_ActivateRenderer(renderer);
+
+ if (GL_SetupCopy(renderer, texture) < 0) {
+ return -1;
+ }
minx = dstrect->x;
miny = dstrect->y;
@@ -1263,30 +1329,8 @@ GL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
GL_ActivateRenderer(renderer);
- data->glEnable(texturedata->type);
- if (texturedata->yuv) {
- data->glActiveTextureARB(GL_TEXTURE2_ARB);
- data->glBindTexture(texturedata->type, texturedata->vtexture);
-
- data->glActiveTextureARB(GL_TEXTURE1_ARB);
- data->glBindTexture(texturedata->type, texturedata->utexture);
-
- data->glActiveTextureARB(GL_TEXTURE0_ARB);
- }
- data->glBindTexture(texturedata->type, texturedata->texture);
-
- if (texture->modMode) {
- GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
- } else {
- GL_SetColor(data, 255, 255, 255, 255);
- }
-
- GL_SetBlendMode(data, texture->blendMode);
-
- if (texturedata->yuv) {
- GL_SetShader(data, SHADER_YV12);
- } else {
- GL_SetShader(data, SHADER_RGB);
+ if (GL_SetupCopy(renderer, texture) < 0) {
+ return -1;
}
centerx = center->x;
diff --git a/src/render/opengl/SDL_shaders_gl.c b/src/render/opengl/SDL_shaders_gl.c
index b10a1a4..616f64a 100644
--- a/src/render/opengl/SDL_shaders_gl.c
+++ b/src/render/opengl/SDL_shaders_gl.c
@@ -113,7 +113,7 @@ static const char *shader_source[NUM_SHADERS][2] =
"}"
},
- /* SHADER_YV12 */
+ /* SHADER_YUV */
{
/* vertex shader */
"varying vec4 v_color;\n"
@@ -164,6 +164,106 @@ static const char *shader_source[NUM_SHADERS][2] =
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
"}"
},
+
+ /* SHADER_NV12 */
+ {
+ /* vertex shader */
+"varying vec4 v_color;\n"
+"varying vec2 v_texCoord;\n"
+"\n"
+"void main()\n"
+"{\n"
+" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+" v_color = gl_Color;\n"
+" v_texCoord = vec2(gl_MultiTexCoord0);\n"
+"}",
+ /* fragment shader */
+"varying vec4 v_color;\n"
+"varying vec2 v_texCoord;\n"
+"uniform sampler2D tex0; // Y \n"
+"uniform sampler2D tex1; // U/V \n"
+"\n"
+"// YUV offset \n"
+"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
+"\n"
+"// RGB coefficients \n"
+"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
+"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
+"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec2 tcoord;\n"
+" vec3 yuv, rgb;\n"
+"\n"
+" // Get the Y value \n"
+" tcoord = v_texCoord;\n"
+" yuv.x = texture2D(tex0, tcoord).r;\n"
+"\n"
+" // Get the U and V values \n"
+" tcoord *= 0.5;\n"
+" yuv.yz = texture2D(tex1, tcoord).ra;\n"
+"\n"
+" // Do the color transform \n"
+" yuv += offset;\n"
+" rgb.r = dot(yuv, Rcoeff);\n"
+" rgb.g = dot(yuv, Gcoeff);\n"
+" rgb.b = dot(yuv, Bcoeff);\n"
+"\n"
+" // That was easy. :) \n"
+" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
+"}"
+ },
+
+ /* SHADER_NV21 */
+ {
+ /* vertex shader */
+"varying vec4 v_color;\n"
+"varying vec2 v_texCoord;\n"
+"\n"
+"void main()\n"
+"{\n"
+" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
+" v_color = gl_Color;\n"
+" v_texCoord = vec2(gl_MultiTexCoord0);\n"
+"}",
+ /* fragment shader */
+"varying vec4 v_color;\n"
+"varying vec2 v_texCoord;\n"
+"uniform sampler2D tex0; // Y \n"
+"uniform sampler2D tex1; // U/V \n"
+"\n"
+"// YUV offset \n"
+"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
+"\n"
+"// RGB coefficients \n"
+"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
+"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
+"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
+"\n"
+"void main()\n"
+"{\n"
+" vec2 tcoord;\n"
+" vec3 yuv, rgb;\n"
+"\n"
+" // Get the Y value \n"
+" tcoord = v_texCoord;\n"
+" yuv.x = texture2D(tex0, tcoord).r;\n"
+"\n"
+" // Get the U and V values \n"
+" tcoord *= 0.5;\n"
+" yuv.yz = texture2D(tex1, tcoord).ar;\n"
+"\n"
+" // Do the color transform \n"
+" yuv += offset;\n"
+" rgb.r = dot(yuv, Rcoeff);\n"
+" rgb.g = dot(yuv, Gcoeff);\n"
+" rgb.b = dot(yuv, Bcoeff);\n"
+"\n"
+" // That was easy. :) \n"
+" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
+"}"
+ },
};
static SDL_bool
diff --git a/src/render/opengl/SDL_shaders_gl.h b/src/render/opengl/SDL_shaders_gl.h
index fdd4db7..4604f05 100644
--- a/src/render/opengl/SDL_shaders_gl.h
+++ b/src/render/opengl/SDL_shaders_gl.h
@@ -26,7 +26,9 @@ typedef enum {
SHADER_NONE,
SHADER_SOLID,
SHADER_RGB,
- SHADER_YV12,
+ SHADER_YUV,
+ SHADER_NV12,
+ SHADER_NV21,
NUM_SHADERS
} GL_Shader;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 604b93f..a32c738 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -81,8 +81,9 @@ typedef struct GLES2_TextureData
GLenum pixel_type;
void *pixel_data;
int pitch;
- /* YV12 texture support */
+ /* YUV texture support */
SDL_bool yuv;
+ SDL_bool nv12;
GLenum texture_v;
GLenum texture_u;
GLES2_FBOList *fbo;
@@ -151,7 +152,9 @@ typedef enum
GLES2_IMAGESOURCE_TEXTURE_ARGB,
GLES2_IMAGESOURCE_TEXTURE_RGB,
GLES2_IMAGESOURCE_TEXTURE_BGR,
- GLES2_IMAGESOURCE_TEXTURE_YUV
+ GLES2_IMAGESOURCE_TEXTURE_YUV,
+ GLES2_IMAGESOURCE_TEXTURE_NV12,
+ GLES2_IMAGESOURCE_TEXTURE_NV21
} GLES2_ImageSource;
typedef struct GLES2_DriverContext
@@ -488,6 +491,8 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
break;
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
+ case SDL_PIXELFORMAT_NV12:
+ case SDL_PIXELFORMAT_NV21:
format = GL_LUMINANCE;
type = GL_UNSIGNED_BYTE;
break;
@@ -505,6 +510,7 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
data->pixel_format = format;
data->pixel_type = type;
data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12));
+ data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21));
data->texture_u = 0;
data->texture_v = 0;
scaleMode = GetScaleQuality();
@@ -518,6 +524,10 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
/* Need to add size for the U and V planes */
size += (2 * (texture->h * data->pitch) / 4);
}
+ if (data->nv12) {
+ /* Need to add size for the U/V plane */
+ size += ((texture->h * data->pitch) / 2);
+ }
data->pixel_data = SDL_calloc(1, size);
if (!data->pixel_data) {
SDL_free(data);
@@ -557,6 +567,23 @@ GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture)
}
}
+ if (data->nv12) {
+ renderdata->glGenTextures(1, &data->texture_u);
+ if (GL_CheckError("glGenTexures()", renderer) < 0) {
+ return -1;
+ }
+ renderdata->glActiveTexture(GL_TEXTURE1);
+ renderdata->glBindTexture(data->texture_type, data->texture_u);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, texture->w / 2, texture->h / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
+ if (GL_CheckError("glTexImage2D()", renderer) < 0) {
+ return -1;
+ }
+ }
+
renderdata->glGenTextures(1, &data->texture);
if (GL_CheckError("glGenTexures()", renderer) < 0) {
return -1;
@@ -673,6 +700,20 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
pixels, pitch / 2, 1);
}
+ if (tdata->nv12) {
+ /* Skip to the correct offset into the next texture */
+ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
+ GLES2_TexSubImage2D(data, tdata->texture_type,
+ rect->x / 2,
+ rect->y / 2,
+ rect->w / 2,
+ rect->h / 2,
+ GL_LUMINANCE_ALPHA,
+ GL_UNSIGNED_BYTE,
+ pixels, pitch, 2);
+ }
+
return GL_CheckError("glTexSubImage2D()", renderer);
}
@@ -1093,6 +1134,12 @@ GLES2_SelectProgram(SDL_Renderer *renderer, GLES2_ImageSource source, SDL_BlendM
case GLES2_IMAGESOURCE_TEXTURE_YUV:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC;
break;
+ case GLES2_IMAGESOURCE_TEXTURE_NV12:
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC;
+ break;
+ case GLES2_IMAGESOURCE_TEXTURE_NV21:
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC;
+ break;
default:
goto fault;
}
@@ -1432,20 +1479,15 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int count)
}
static int
-GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
- const SDL_FRect *dstrect)
+GLES2_SetupCopy(SDL_Renderer *renderer, SDL_Texture *texture)
{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
SDL_BlendMode blendMode;
- GLfloat vertices[8];
- GLfloat texCoords[8];
GLES2_ProgramCacheEntry *program;
Uint8 r, g, b, a;
- GLES2_ActivateRenderer(renderer);
-
/* Activate an appropriate shader and set the projection matrix */
blendMode = texture->blendMode;
if (renderer->target) {
@@ -1505,11 +1547,22 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
break;
}
break;
+ case SDL_PIXELFORMAT_IYUV:
+ case SDL_PIXELFORMAT_YV12:
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
+ break;
+ case SDL_PIXELFORMAT_NV12:
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
+ break;
+ case SDL_PIXELFORMAT_NV21:
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
+ break;
+ default:
+ return SDL_SetError("Unsupported texture format");
}
}
else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
- }
- else {
+ } else {
switch (texture->format)
{
case SDL_PIXELFORMAT_ARGB8888:
@@ -1524,13 +1577,18 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
case SDL_PIXELFORMAT_BGR888:
sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
break;
- // TODO: new shader to change yv planes YV12 format
case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YV12:
sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV;
break;
+ case SDL_PIXELFORMAT_NV12:
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12;
+ break;
+ case SDL_PIXELFORMAT_NV21:
+ sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21;
+ break;
default:
- return -1;
+ return SDL_SetError("Unsupported texture format");
}
}
@@ -1548,6 +1606,12 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
data->glActiveTexture(GL_TEXTURE0);
}
+ if (tdata->nv12) {
+ data->glActiveTexture(GL_TEXTURE1);
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
+
+ data->glActiveTexture(GL_TEXTURE0);
+ }
data->glBindTexture(tdata->texture_type, tdata->texture);
/* Configure color modulation */
@@ -1578,6 +1642,23 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
GLES2_SetBlendMode(data, blendMode);
GLES2_SetTexCoords(data, SDL_TRUE);
+ return 0;
+}
+
+static int
+GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
+ const SDL_FRect *dstrect)
+{
+ GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
+ GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
+ GLfloat vertices[8];
+ GLfloat texCoords[8];
+
+ GLES2_ActivateRenderer(renderer);
+
+ if (GLES2_SetupCopy(renderer, texture) < 0) {
+ return -1;
+ }
/* Emit the textured quad */
vertices[0] = dstrect->x;
@@ -1609,10 +1690,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
{
GLES2_DriverContext *data = (GLES2_DriverContext *)renderer->driverdata;
GLES2_TextureData *tdata = (GLES2_TextureData *)texture->driverdata;
- GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- GLES2_ProgramCacheEntry *program;
- Uint8 r, g, b, a;
- SDL_BlendMode blendMode;
GLfloat vertices[8];
GLfloat texCoords[8];
GLfloat translate[8];
@@ -1621,6 +1698,10 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
GLES2_ActivateRenderer(renderer);
+ if (GLES2_SetupCopy(renderer, texture) < 0) {
+ return -1;
+ }
+
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_CENTER);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_ANGLE);
fAngle[0] = fAngle[1] = fAngle[2] = fAngle[3] = (GLfloat)(360.0f - angle);
@@ -1628,124 +1709,6 @@ GLES2_RenderCopyEx(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
translate[0] = translate[2] = translate[4] = translate[6] = (center->x + dstrect->x);
translate[1] = translate[3] = translate[5] = translate[7] = (center->y + dstrect->y);
- /* Activate an appropriate shader and set the projection matrix */
- blendMode = texture->blendMode;
- if (renderer->target) {
- /* Check if we need to do color mapping between the source and render target textures */
- if (renderer->target->format != texture->format) {
- switch (texture->format)
- {
- case SDL_PIXELFORMAT_ARGB8888:
- switch (renderer->target->format)
- {
- case SDL_PIXELFORMAT_ABGR8888:
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- }
- break;
- case SDL_PIXELFORMAT_ABGR8888:
- switch (renderer->target->format)
- {
- case SDL_PIXELFORMAT_ARGB8888:
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- }
- break;
- case SDL_PIXELFORMAT_RGB888:
- switch (renderer->target->format)
- {
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- }
- break;
- case SDL_PIXELFORMAT_BGR888:
- switch (renderer->target->format)
- {
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- }
- break;
- }
- }
- else sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */
- }
- else {
- switch (texture->format)
- {
- case SDL_PIXELFORMAT_ARGB8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB;
- break;
- case SDL_PIXELFORMAT_ABGR8888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR;
- break;
- case SDL_PIXELFORMAT_RGB888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB;
- break;
- case SDL_PIXELFORMAT_BGR888:
- sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR;
- break;
- default:
- return -1;
- }
- }
- if (GLES2_SelectProgram(renderer, sourceType, blendMode) < 0)
- return -1;
-
- /* Select the target texture */
- data->glBindTexture(tdata->texture_type, tdata->texture);
-
- /* Configure color modulation */
- /* !!! FIXME: grep for glUniform4f(), move that stuff to a subroutine, it's a lot of copy/paste. */
- g = texture->g;
- a = texture->a;
-
- if (renderer->target &&
- (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 ||
- renderer->target->format == SDL_PIXELFORMAT_RGB888)) {
- r = texture->b;
- b = texture->r;
- } else {
- r = texture->r;
- b = texture->b;
- }
-
- program = data->current_program;
-
- if (!CompareColors(program->modulation_r, program->modulation_g, program->modulation_b, program->modulation_a, r, g, b, a)) {
- data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_MODULATION], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
- program->modulation_r = r;
- program->modulation_g = g;
- program->modulation_b = b;
- program->modulation_a = a;
- }
-
- /* Configure texture blending */
- GLES2_SetBlendMode(data, blendMode);
-
- GLES2_SetTexCoords(data, SDL_TRUE);
-
/* Emit the textured quad */
vertices[0] = dstrect->x;
vertices[1] = dstrect->y;
@@ -2066,6 +2029,8 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12;
+ renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21;
GLES2_ResetState(renderer);
diff --git a/src/render/opengles2/SDL_shaders_gles2.c b/src/render/opengles2/SDL_shaders_gles2.c
index bdc14ae..48040f9 100644
--- a/src/render/opengles2/SDL_shaders_gles2.c
+++ b/src/render/opengles2/SDL_shaders_gles2.c
@@ -150,6 +150,50 @@ static const Uint8 GLES2_FragmentSrc_TextureYUVSrc_[] = " \
} \
";
+/* NV12 to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureNV12Src_[] = " \
+ precision mediump float; \
+ uniform sampler2D u_texture; \
+ uniform sampler2D u_texture_u; \
+ uniform vec4 u_modulation; \
+ varying vec2 v_texCoord; \
+ \
+ void main() \
+ { \
+ mediump vec3 yuv; \
+ lowp vec3 rgb; \
+ yuv.x = texture2D(u_texture, v_texCoord).r; \
+ yuv.yz = texture2D(u_texture_u, v_texCoord).ra - 0.5; \
+ rgb = mat3( 1, 1, 1, \
+ 0, -0.39465, 2.03211, \
+ 1.13983, -0.58060, 0) * yuv; \
+ gl_FragColor = vec4(rgb, 1); \
+ gl_FragColor *= u_modulation; \
+ } \
+";
+
+/* NV21 to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureNV21Src_[] = " \
+ precision mediump float; \
+ uniform sampler2D u_texture; \
+ uniform sampler2D u_texture_u; \
+ uniform vec4 u_modulation; \
+ varying vec2 v_texCoord; \
+ \
+ void main() \
+ { \
+ mediump vec3 yuv; \
+ lowp vec3 rgb; \
+ yuv.x = texture2D(u_texture, v_texCoord).r; \
+ yuv.yz = texture2D(u_texture_u, v_texCoord).ar - 0.5; \
+ rgb = mat3( 1, 1, 1, \
+ 0, -0.39465, 2.03211, \
+ 1.13983, -0.58060, 0) * yuv; \
+ gl_FragColor = vec4(rgb, 1); \
+ gl_FragColor *= u_modulation; \
+ } \
+";
+
static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
GL_VERTEX_SHADER,
GLES2_SOURCE_SHADER,
@@ -199,6 +243,20 @@ static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVSrc = {
GLES2_FragmentSrc_TextureYUVSrc_
};
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV12Src_),
+ GLES2_FragmentSrc_TextureNV12Src_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV21Src_),
+ GLES2_FragmentSrc_TextureNV21Src_
+};
+
/*************************************************************************************************
* Vertex/fragment shader binaries (NVIDIA Tegra 1/2) *
@@ -731,6 +789,20 @@ static GLES2_Shader GLES2_FragmentShader_TextureYUVSrc = {
}
};
+static GLES2_Shader GLES2_FragmentShader_TextureNV12Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV12Src
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureNV21Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV21Src
+ }
+};
+
/*************************************************************************************************
* Shader selector *
@@ -820,6 +892,16 @@ const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type, SDL_BlendMode blendMo
return &GLES2_FragmentShader_TextureYUVSrc;
}
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC:
+ {
+ return &GLES2_FragmentShader_TextureNV12Src;
+ }
+
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC:
+ {
+ return &GLES2_FragmentShader_TextureNV21Src;
+ }
+
default:
return NULL;
}
diff --git a/src/render/opengles2/SDL_shaders_gles2.h b/src/render/opengles2/SDL_shaders_gles2.h
index 51bbbcc..d68f7d0 100644
--- a/src/render/opengles2/SDL_shaders_gles2.h
+++ b/src/render/opengles2/SDL_shaders_gles2.h
@@ -47,7 +47,9 @@ typedef enum
GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC
+ GLES2_SHADER_FRAGMENT_TEXTURE_YUV_SRC,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV12_SRC,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV21_SRC
} GLES2_ShaderType;
#define GLES2_SOURCE_SHADER (GLenum)-1
diff --git a/src/test/SDL_test_common.c b/src/test/SDL_test_common.c
index a2fe319..d05dda4 100644
--- a/src/test/SDL_test_common.c
+++ b/src/test/SDL_test_common.c
@@ -572,6 +572,12 @@ SDLTest_PrintPixelFormat(Uint32 format)
case SDL_PIXELFORMAT_YVYU:
fprintf(stderr, "YVYU");
break;
+ case SDL_PIXELFORMAT_NV12:
+ fprintf(stderr, "NV12");
+ break;
+ case SDL_PIXELFORMAT_NV21:
+ fprintf(stderr, "NV21");
+ break;
default:
fprintf(stderr, "0x%8.8x", format);
break;
diff --git a/src/video/SDL_pixels.c b/src/video/SDL_pixels.c
index 9eb507e..0858daa 100644
--- a/src/video/SDL_pixels.c
+++ b/src/video/SDL_pixels.c
@@ -122,6 +122,8 @@ SDL_GetPixelFormatName(Uint32 format)
CASE(SDL_PIXELFORMAT_YUY2)
CASE(SDL_PIXELFORMAT_UYVY)
CASE(SDL_PIXELFORMAT_YVYU)
+ CASE(SDL_PIXELFORMAT_NV12)
+ CASE(SDL_PIXELFORMAT_NV21)
#undef CASE
default:
return "SDL_PIXELFORMAT_UNKNOWN";
diff --git a/src/video/SDL_surface.c b/src/video/SDL_surface.c
index ccf89ca..421e2b8 100644
--- a/src/video/SDL_surface.c
+++ b/src/video/SDL_surface.c
@@ -1005,7 +1005,7 @@ int SDL_ConvertPixels(int width, int height,
SDL_Rect rect;
void *nonconst_src = (void *) src;
- /* Check to make sure we are bliting somewhere, so we don't crash */
+ /* Check to make sure we are blitting somewhere, so we don't crash */
if (!dst) {
return SDL_InvalidParamError("dst");
}
@@ -1015,17 +1015,21 @@ int SDL_ConvertPixels(int width, int height,
/* Fast path for same format copy */
if (src_format == dst_format) {
- int bpp;
+ int bpp, i;
if (SDL_ISPIXELFORMAT_FOURCC(src_format)) {
switch (src_format) {
- case SDL_PIXELFORMAT_YV12:
- case SDL_PIXELFORMAT_IYUV:
case SDL_PIXELFORMAT_YUY2:
case SDL_PIXELFORMAT_UYVY:
case SDL_PIXELFORMAT_YVYU:
bpp = 2;
break;
+ case SDL_PIXELFORMAT_YV12:
+ case SDL_PIXELFORMAT_IYUV:
+ case SDL_PIXELFORMAT_NV12:
+ case SDL_PIXELFORMAT_NV21:
+ bpp = 1;
+ break;
default:
return SDL_SetError("Unknown FOURCC pixel format");
}
@@ -1034,11 +1038,32 @@ int SDL_ConvertPixels(int width, int height,
}
width *= bpp;
- while (height-- > 0) {
+ for (i = height; i--;) {
SDL_memcpy(dst, src, width);
src = (Uint8*)src + src_pitch;
dst = (Uint8*)dst + dst_pitch;
}
+
+ if (src_format == SDL_PIXELFORMAT_YV12 || src_format == SDL_PIXELFORMAT_IYUV) {
+ /* U and V planes are a quarter the size of the Y plane */
+ width /= 2;
+ height /= 2;
+ src_pitch /= 2;
+ dst_pitch /= 2;
+ for (i = height * 2; i--;) {
+ SDL_memcpy(dst, src, width);
+ src = (Uint8*)src + src_pitch;
+ dst = (Uint8*)dst + dst_pitch;
+ }
+ } else if (src_format == SDL_PIXELFORMAT_NV12 || src_format == SDL_PIXELFORMAT_NV21) {
+ /* U/V plane is half the height of the Y plane */
+ height /= 2;
+ for (i = height; i--;) {
+ SDL_memcpy(dst, src, width);
+ src = (Uint8*)src + src_pitch;
+ dst = (Uint8*)dst + dst_pitch;
+ }
+ }
return 0;
}
diff --git a/test/testautomation_pixels.c b/test/testautomation_pixels.c
index 04e00de..7b88caa 100644
--- a/test/testautomation_pixels.c
+++ b/test/testautomation_pixels.c
@@ -79,14 +79,16 @@ char* _RGBPixelFormatsVerbose[] =
};
/* Definition of all Non-RGB formats used to test pixel conversions */
-const int _numNonRGBPixelFormats = 5;
+const int _numNonRGBPixelFormats = 7;
Uint32 _nonRGBPixelFormats[] =
{
SDL_PIXELFORMAT_YV12,
SDL_PIXELFORMAT_IYUV,
SDL_PIXELFORMAT_YUY2,
SDL_PIXELFORMAT_UYVY,
- SDL_PIXELFORMAT_YVYU
+ SDL_PIXELFORMAT_YVYU,
+ SDL_PIXELFORMAT_NV12,
+ SDL_PIXELFORMAT_NV21
};
char* _nonRGBPixelFormatsVerbose[] =
{
@@ -94,7 +96,9 @@ char* _nonRGBPixelFormatsVerbose[] =
"SDL_PIXELFORMAT_IYUV",
"SDL_PIXELFORMAT_YUY2",
"SDL_PIXELFORMAT_UYVY",
- "SDL_PIXELFORMAT_YVYU"
+ "SDL_PIXELFORMAT_YVYU",
+ "SDL_PIXELFORMAT_NV12",
+ "SDL_PIXELFORMAT_NV21"
};
/* Definition of some invalid formats for negative tests */
diff --git a/test/testoverlay2.c b/test/testoverlay2.c
index 441e1f3..d9bd827 100644
--- a/test/testoverlay2.c
+++ b/test/testoverlay2.c
@@ -206,6 +206,29 @@ ConvertRGBtoYV12(Uint8 *rgb, Uint8 *out, int w, int h,
}
}
+void
+ConvertRGBtoNV12(Uint8 *rgb, Uint8 *out, int w, int h,
+ int monochrome, int luminance)
+{
+ int x, y;
+ int yuv[3];
+ Uint8 *op[2];
+
+ op[0] = out;
+ op[1] = op[0] + w*h;
+ for (y = 0; y < h; ++y) {
+ for (x = 0; x < w; ++x) {
+ RGBtoYUV(rgb, yuv, monochrome, luminance);
+ *(op[0]++) = yuv[0];
+ if (x % 2 == 0 && y % 2 == 0) {
+ *(op[1]++) = yuv[1];
+ *(op[1]++) = yuv[2];
+ }
+ rgb += 3;
+ }
+ }
+}
+
static void
PrintUsage(char *argv0)
{
@@ -241,7 +264,11 @@ main(int argc, char **argv)
int fps = 12;
int fpsdelay;
int nodelay = 0;
+#ifdef TEST_NV12
+ Uint32 pixel_format = SDL_PIXELFORMAT_NV12;
+#else
Uint32 pixel_format = SDL_PIXELFORMAT_YV12;
+#endif
int scale = 5;
SDL_bool done = SDL_FALSE;
@@ -371,7 +398,17 @@ main(int argc, char **argv)
rgb[2] = MooseColors[frame[j]].b;
rgb += 3;
}
- ConvertRGBtoYV12(MooseFrameRGB, MooseFrame[i], MOOSEPIC_W, MOOSEPIC_H, 0, 100);
+ switch (pixel_format) {
+ case SDL_PIXELFORMAT_YV12:
+ ConvertRGBtoYV12(MooseFrameRGB, MooseFrame[i], MOOSEPIC_W, MOOSEPIC_H, 0, 100);
+ break;
+ case SDL_PIXELFORMAT_NV12:
+ ConvertRGBtoNV12(MooseFrameRGB, MooseFrame[i], MOOSEPIC_W, MOOSEPIC_H, 0, 100);
+ break;
+ default:
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unsupported pixel format\n");
+ break;
+ }
}
free(RawMooseData);