Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer Sylvain Ok, I found out : GLES2_UpdateTexture is just not handling the YUV, I will attach a patch.
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diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 8cdf7c4..a980024 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -592,7 +592,7 @@ GLES2_TexSubImage2D(GLES2_DriverContext *data, GLenum target, GLint xoffset, GLi
/* Reformat the texture data into a tightly packed array */
src_pitch = width * bpp;
- src = (Uint8 *) pixels;
+ src = (Uint8 *)pixels;
if (pitch != src_pitch) {
blob = (Uint8 *)SDL_malloc(src_pitch * height);
if (!blob) {
@@ -639,6 +639,40 @@ GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect
tdata->pixel_type,
pixels, pitch, SDL_BYTESPERPIXEL(texture->format));
+ if (tdata->yuv) {
+ /* Skip to the correct offset into the next texture */
+ pixels = (const void*)((const Uint8*)pixels + rect->h * pitch);
+ if (texture->format == SDL_PIXELFORMAT_YV12) {
+ data->glBindTexture(tdata->texture_type, tdata->texture_v);
+ } else {
+ 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,
+ tdata->pixel_format,
+ tdata->pixel_type,
+ pixels, pitch / 2, 1);
+
+ /* Skip to the correct offset into the next texture */
+ pixels = (const void*)((const Uint8*)pixels + (rect->h * pitch)/4);
+ if (texture->format == SDL_PIXELFORMAT_YV12) {
+ data->glBindTexture(tdata->texture_type, tdata->texture_u);
+ } else {
+ data->glBindTexture(tdata->texture_type, tdata->texture_v);
+ }
+ GLES2_TexSubImage2D(data, tdata->texture_type,
+ rect->x / 2,
+ rect->y / 2,
+ rect->w / 2,
+ rect->h / 2,
+ tdata->pixel_format,
+ tdata->pixel_type,
+ pixels, pitch / 2, 1);
+ }
+
return GL_CheckError("glTexSubImage2D()", renderer);
}
@@ -686,7 +720,7 @@ GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
rect->h,
tdata->pixel_format,
tdata->pixel_type,
- Vplane, Vpitch, 1);
+ Yplane, Ypitch, 1);
return GL_CheckError("glTexSubImage2D()", renderer);
}