Mercurial > sdl-ios-xcode
comparison src/video/SDL_renderer_gl.c @ 2813:49243a6e9ff1
Removed the hacky stuff for YUV OpenGL textures, since Ryan's pixel shader code
will be far superior. :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Mon, 01 Dec 2008 00:05:31 +0000 |
parents | dc39c0b02f12 |
children | 0379769e8caa |
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2812:dc39c0b02f12 | 2813:49243a6e9ff1 |
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94 (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK | | 94 (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK | |
95 SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD | | 95 SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD | |
96 SDL_TEXTUREBLENDMODE_MOD), | 96 SDL_TEXTUREBLENDMODE_MOD), |
97 (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST | | 97 (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST | |
98 SDL_TEXTURESCALEMODE_SLOW), | 98 SDL_TEXTURESCALEMODE_SLOW), |
99 16, | 99 15, |
100 { | 100 { |
101 SDL_PIXELFORMAT_INDEX1LSB, | 101 SDL_PIXELFORMAT_INDEX1LSB, |
102 SDL_PIXELFORMAT_INDEX1MSB, | 102 SDL_PIXELFORMAT_INDEX1MSB, |
103 SDL_PIXELFORMAT_INDEX8, | 103 SDL_PIXELFORMAT_INDEX8, |
104 SDL_PIXELFORMAT_RGB332, | 104 SDL_PIXELFORMAT_RGB332, |
111 SDL_PIXELFORMAT_BGR24, | 111 SDL_PIXELFORMAT_BGR24, |
112 SDL_PIXELFORMAT_RGB888, | 112 SDL_PIXELFORMAT_RGB888, |
113 SDL_PIXELFORMAT_BGR888, | 113 SDL_PIXELFORMAT_BGR888, |
114 SDL_PIXELFORMAT_ARGB8888, | 114 SDL_PIXELFORMAT_ARGB8888, |
115 SDL_PIXELFORMAT_ABGR8888, | 115 SDL_PIXELFORMAT_ABGR8888, |
116 SDL_PIXELFORMAT_ARGB2101010, | 116 SDL_PIXELFORMAT_ARGB2101010}, |
117 SDL_PIXELFORMAT_UYVY}, | |
118 0, | 117 0, |
119 0} | 118 0} |
120 }; | 119 }; |
121 | 120 |
122 typedef struct | 121 typedef struct |
501 break; | 500 break; |
502 case SDL_PIXELFORMAT_ARGB2101010: | 501 case SDL_PIXELFORMAT_ARGB2101010: |
503 internalFormat = GL_RGB10_A2; | 502 internalFormat = GL_RGB10_A2; |
504 format = GL_BGRA; | 503 format = GL_BGRA; |
505 type = GL_UNSIGNED_INT_2_10_10_10_REV; | 504 type = GL_UNSIGNED_INT_2_10_10_10_REV; |
506 break; | |
507 case SDL_PIXELFORMAT_UYVY: | |
508 // if (renderdata->GL_MESA_ycbcr_texture) { | |
509 // internalFormat = 3; | |
510 // format = GL_YCBCR_MESA; | |
511 // type = GL_UNSIGNED_SHORT_8_8_MESA; | |
512 // } else if (renderdata->GL_APPLE_ycbcr_422) { | |
513 internalFormat = GL_RGB; | |
514 format = GL_YCBCR_422_APPLE; | |
515 #if SDL_BYTEORDER == SDL_LIL_ENDIAN | |
516 type = GL_UNSIGNED_SHORT_8_8_APPLE; | |
517 #else | |
518 type = GL_UNSIGNED_SHORT_8_8_REV_APPLE; | |
519 #endif | |
520 // } else { | |
521 // SDL_SetError("Unsupported texture format"); | |
522 // return -1; | |
523 // } | |
524 break; | 505 break; |
525 default: | 506 default: |
526 SDL_SetError("Unsupported texture format"); | 507 SDL_SetError("Unsupported texture format"); |
527 return -1; | 508 return -1; |
528 } | 509 } |