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62bdecc8
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2014-06-21T12:45:54
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Fixed compiler warning with new OpenGL ES header files
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e8f8e672
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2014-06-21T12:38:46
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Fixed bug 2595 - Padded, non-contiguous YUV does not display correctly using OpenGL ES 2.0 renderer
Alvin
The new OpenGL ES 2.0 YUV Texture support does not correctly display padded, non-contiguous YUV data.
I am using SDL2 95bd3d33482e (as provided by 'hg id --id') from Mercurial.
The YUV data I am using is provided by the FFMPEG family of libraries. According to FFMPEG's documentation, "The linesize [pitch] may be larger than the size of usable data -- there may be extra padding present for performance reasons."
The dimensions of the video file that I am using are 480x360. What I get from FFMPEG is a Ypitch of 512, and Upitch and Vpitch are both 256.
When I pack new Y, U and V buffers with only the "usable" data (Ypitch is 480 and Upitch and Vpitch are both 240), and use those new buffers, the image is display correctly.
It appears that the Ypitch, Upitch and Vpitch parameters are not being used by SDL_UpdateYUVTexture().
I use SDL_PIXELFORMAT_YV12 for my YUV texture, however, the same results are seen when I use SDL_PIXELFORMAT_IYUV.
Not sure if this is related or not, but when I render the YUV texture (padded and unpadded) to a RGB24 texture, the resulting image is greyscale (or could by just the Y channel).
The URL field for this bug entry is set to my email (SDL mailing list archive) which includes an example image of what I see when rendering padded, non-contiguous YUV data.
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af50403e
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2014-06-15T18:09:39
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Fixed bug 2575 - Current GL context tracking fails
Ronie Salgado
The GL Renderer current context tracking fails when one window is used with an SDL renderer but another separate window is used with a user handled OpenGL context.
Attached is a small program that reproduces this bug, at least in some Linux machines where an OpenGL renderer is provided by default.
Expected Output:
-"First window" should be blue.
-"Second window" should be green.
Gotten Output:
- "First window" black.
- "Second window" blue.
What happened:
The renderer created for the "first window" ends rendering into the "second window" OpenGL context.
Bug location:
SDL_render_gl.c - line 286 on hg:
static SDL_GLContext SDL_CurrentContext = NULL;
When making SDL_GL_MakeCurrent from the user perspective, that variable or the GL renderer is not notified about the OpenGL context change.
Solution proposal:
- Move the current GL context cache into another place global.
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9fb2cc10
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2014-06-07T11:36:08
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dront78 implemented YUV texture support for OpenGL ES 2.0
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1e352d79
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2014-06-06T15:45:59
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Chrome's Native Client backend implementation
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4fd03b95
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2014-06-04T10:57:52
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Setting the window size changes the fullscreen display mode, unless a window display mode has been set.
Testing:
* Ran testsprite2 --fullscreen, used Ctrl+ and Ctrl- to change window sizes, verified that the display mode changed as well.
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c15e26d7
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2014-06-04T10:57:40
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Fixed crash and lost pixel data when recovering from a lost device situation (e.g. alt-tab from fullscreen)
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d623c0b4
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2014-06-04T09:59:10
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SDL_opengl: Fix Mac build with new glext.h
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49c53fd2
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2014-05-31T11:37:12
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Use D3D9Ex when available
This hopefully works around crashes in Intel D3D9 support in Windows 8.1.
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9bc47465
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2014-05-18T21:11:30
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Changed C++ style comments.
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fb389950
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2014-05-10T16:23:06
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Fixes #2529, guard SDL_d3math.* with the proper defines
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164e5b89
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2014-05-09T21:28:52
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WinRT: display-information code cleanups
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0a879d63
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2014-05-09T20:16:21
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Fixed rendering-alignment issues on WinPhone 8.1, when the device was rotated
If a Windows Phone 8.1 device was rotated to anything but Portrait mode,
the Direct3D 11 renderer's output wouldn't get aligned correctly with the
screen.
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ec5f6ad5
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2014-04-30T21:12:47
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WinRT: suppressed an unused param warning when building for Windows Phone 8.1
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defd90b6
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2014-04-19T13:15:41
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Render: Allow empty cliprect.
This fixes an issue where an empty cliprect is treated the same as a NULL
cliprect, causing the render backends to disable clipping.
Also adds a new API, SDL_RenderIsClipEnabled(render) that allows you to
differentiate between:
- SDL_RenderSetClipRect(render, NULL)
- SDL_Rect r = {0,0,0,0}; SDL_RenderSetClipRect(render, &r);
Fixes https://bugzilla.libsdl.org/show_bug.cgi?id=2504
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3dcb451f
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2014-04-09T21:29:19
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Added a README file regarding WinRT support
To note, this file is currently formatted with CRLF line endings, rather than
LF, to allow the file to be viewed with Notepad.
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