Mercurial > sdl-ios-xcode
annotate src/render/SDL_yuv_sw_c.h @ 5217:b0797947dd1c
You don't need to copy the pixels into the streaming texture's pixel data. This behavior is defined specifically to optimize the UpdateTexture path.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 06 Feb 2011 20:56:21 -0800 |
parents | 307ccc9c135e |
children | b530ef003506 |
rev | line source |
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0 | 1 /* |
2 SDL - Simple DirectMedia Layer | |
3697 | 3 Copyright (C) 1997-2010 Sam Lantinga |
0 | 4 |
5 This library is free software; you can redistribute it and/or | |
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6 modify it under the terms of the GNU Lesser General Public |
0 | 7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
0 | 9 |
10 This library is distributed in the hope that it will be useful, | |
11 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
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13 Lesser General Public License for more details. |
0 | 14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
0 | 18 |
19 Sam Lantinga | |
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20 slouken@libsdl.org |
0 | 21 */ |
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22 #include "SDL_config.h" |
0 | 23 |
24 #include "SDL_video.h" | |
25 | |
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26 /* This is the software implementation of the YUV texture support */ |
0 | 27 |
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28 struct SDL_SW_YUVTexture |
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29 { |
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30 Uint32 format; |
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31 Uint32 target_format; |
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32 int w, h; |
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33 Uint8 *pixels; |
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34 int *colortab; |
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35 Uint32 *rgb_2_pix; |
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36 void (*Display1X) (int *colortab, Uint32 * rgb_2_pix, |
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37 unsigned char *lum, unsigned char *cr, |
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38 unsigned char *cb, unsigned char *out, |
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39 int rows, int cols, int mod); |
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40 void (*Display2X) (int *colortab, Uint32 * rgb_2_pix, |
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41 unsigned char *lum, unsigned char *cr, |
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42 unsigned char *cb, unsigned char *out, |
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43 int rows, int cols, int mod); |
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44 |
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45 /* These are just so we don't have to allocate them separately */ |
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46 Uint16 pitches[3]; |
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47 Uint8 *planes[3]; |
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48 |
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49 /* This is a temporary surface in case we have to stretch copy */ |
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50 SDL_Surface *stretch; |
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51 SDL_Surface *display; |
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52 }; |
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53 |
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54 typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture; |
0 | 55 |
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56 SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h); |
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57 int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels, |
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58 int *pitch); |
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59 int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect, |
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60 const void *pixels, int pitch); |
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61 int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect, |
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62 void **pixels, int *pitch); |
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63 void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata); |
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64 int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect, |
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65 Uint32 target_format, int w, int h, void *pixels, |
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66 int pitch); |
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67 void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata); |
0 | 68 |
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69 /* vi: set ts=4 sw=4 expandtab: */ |