Mercurial > sdl-ios-xcode
view src/render/SDL_yuv_sw_c.h @ 5172:ededa1ccf91c
Switched the SDL 1.2 compatibility to use the window surface, so it's fast even when there's no hardware acceleration available.
This means that the YUV overlay now uses software, but that's okay since fast YUV code should be using the textures now anyway.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 03 Feb 2011 21:13:55 -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: */