Mercurial > sdl-ios-xcode
annotate src/video/uikit/jumphack.c @ 3335:b8d313de8a65
Adam Strzelecki to SDL
Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit.
Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes).
(1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs
(2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space
(3) Copy other planes for planar YUVs in UpdateTexture
(4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code
Waiting for comments,
--
Adam Strzelecki | nanoant.com
author | Sam Lantinga <slouken@libsdl.org> |
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date | Sun, 04 Oct 2009 04:03:37 +0000 |
parents | f55c87ae336b |
children | e8045ba3f79f |
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1 /* |
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2 * jumphack.c |
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3 * SDLiPhoneOS |
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4 * |
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5 */ |
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6 |
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7 #include "jumphack.h" |
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8 |
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9 /* see SDL_uikitevents.m for more info */ |
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10 |
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11 /* stores the information we need to jump back */ |
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12 jmp_buf env; |
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13 |
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14 /* returns the jump environment for setting / getting purposes */ |
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15 jmp_buf * |
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16 jump_env() |
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17 { |
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18 return &env; |
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19 } |