Mercurial > sdl-ios-xcode
view 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 |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2010 Sam Lantinga This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version. This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA Sam Lantinga slouken@libsdl.org */ #include "SDL_config.h" #include "SDL_video.h" /* This is the software implementation of the YUV texture support */ struct SDL_SW_YUVTexture { Uint32 format; Uint32 target_format; int w, h; Uint8 *pixels; int *colortab; Uint32 *rgb_2_pix; void (*Display1X) (int *colortab, Uint32 * rgb_2_pix, unsigned char *lum, unsigned char *cr, unsigned char *cb, unsigned char *out, int rows, int cols, int mod); void (*Display2X) (int *colortab, Uint32 * rgb_2_pix, unsigned char *lum, unsigned char *cr, unsigned char *cb, unsigned char *out, int rows, int cols, int mod); /* These are just so we don't have to allocate them separately */ Uint16 pitches[3]; Uint8 *planes[3]; /* This is a temporary surface in case we have to stretch copy */ SDL_Surface *stretch; SDL_Surface *display; }; typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture; SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h); int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels, int *pitch); int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect, const void *pixels, int pitch); int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect, void **pixels, int *pitch); void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata); int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect, Uint32 target_format, int w, int h, void *pixels, int pitch); void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata); /* vi: set ts=4 sw=4 expandtab: */