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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2013 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "SDL_config.h"
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#include "SDL_video.h"
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/* This is the software implementation of the YUV texture support */
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struct SDL_SW_YUVTexture
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{
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Uint32 format;
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Uint32 target_format;
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int w, h;
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Uint8 *pixels;
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int *colortab;
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Uint32 *rgb_2_pix;
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void (*Display1X) (int *colortab, Uint32 * rgb_2_pix,
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unsigned char *lum, unsigned char *cr,
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unsigned char *cb, unsigned char *out,
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int rows, int cols, int mod);
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void (*Display2X) (int *colortab, Uint32 * rgb_2_pix,
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unsigned char *lum, unsigned char *cr,
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unsigned char *cb, unsigned char *out,
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int rows, int cols, int mod);
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/* These are just so we don't have to allocate them separately */
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Uint16 pitches[3];
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Uint8 *planes[3];
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/* This is a temporary surface in case we have to stretch copy */
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SDL_Surface *stretch;
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SDL_Surface *display;
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};
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typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture;
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SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h);
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int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
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int *pitch);
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int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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const void *pixels, int pitch);
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int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
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void **pixels, int *pitch);
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void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
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int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
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Uint32 target_format, int w, int h, void *pixels,
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int pitch);
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void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata);
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/* vi: set ts=4 sw=4 expandtab: */
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