Mercurial > sdl-ios-xcode
view src/power/SDL_power.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 | e8f63b28947d |
children | f7b03b6838cb |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2009 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_power.h" /* * Returns SDL_TRUE if we have a definitive answer. * SDL_FALSE to try next implementation. */ typedef SDL_bool (*SDL_GetPowerInfo_Impl) (SDL_PowerState * state, int *seconds, int *percent); SDL_bool SDL_GetPowerInfo_Linux_proc_acpi(SDL_PowerState *, int *, int *); SDL_bool SDL_GetPowerInfo_Linux_proc_apm(SDL_PowerState *, int *, int *); SDL_bool SDL_GetPowerInfo_Windows(SDL_PowerState *, int *, int *); SDL_bool SDL_GetPowerInfo_MacOSX(SDL_PowerState *, int *, int *); SDL_bool SDL_GetPowerInfo_BeOS(SDL_PowerState *, int *, int *); SDL_bool SDL_GetPowerInfo_NintendoDS(SDL_PowerState *, int *, int *); #ifndef SDL_POWER_DISABLED #ifdef SDL_POWER_HARDWIRED /* This is for things that _never_ have a battery */ static SDL_bool SDL_GetPowerInfo_Hardwired(SDL_PowerState * state, int *seconds, int *percent) { *seconds = -1; *percent = -1; *state = SDL_POWERSTATE_NO_BATTERY; return SDL_TRUE; } #endif #endif static SDL_GetPowerInfo_Impl implementations[] = { #ifndef SDL_POWER_DISABLED #ifdef SDL_POWER_LINUX /* in order of preference. More than could work. */ SDL_GetPowerInfo_Linux_proc_acpi, SDL_GetPowerInfo_Linux_proc_apm, #endif #ifdef SDL_POWER_WINDOWS /* handles Win32, Win64, PocketPC. */ SDL_GetPowerInfo_Windows, #endif #ifdef SDL_POWER_MACOSX /* handles Mac OS X, Darwin, iPhone. */ SDL_GetPowerInfo_MacOSX, #endif #ifdef SDL_POWER_NINTENDODS /* handles Nintendo DS. */ SDL_GetPowerInfo_NintendoDS, #endif #ifdef SDL_POWER_BEOS /* handles BeOS, Zeta, with euc.jp apm driver. */ SDL_GetPowerInfo_BeOS, #endif #ifdef SDL_POWER_HARDWIRED SDL_GetPowerInfo_Hardwired, #endif #endif }; SDL_PowerState SDL_GetPowerInfo(int *seconds, int *percent) { const int total = sizeof(implementations) / sizeof(implementations[0]); int _seconds, _percent; SDL_PowerState retval; int i; /* Make these never NULL for platform-specific implementations. */ if (seconds == NULL) { seconds = &_seconds; } if (percent == NULL) { percent = &_percent; } for (i = 0; i < total; i++) { if (implementations[i] (&retval, seconds, percent)) { return retval; } } /* nothing was definitive. */ *seconds = -1; *percent = -1; return SDL_POWERSTATE_UNKNOWN; } /* vi: set ts=4 sw=4 expandtab: */