src/render/SDL_yuv_sw_c.h
author Sam Lantinga
Fri, 27 Jan 2017 21:23:27 -0800
changeset 10861 71d8f9afb690
parent 10737 3406a0f8b041
child 11195 0d399e95168b
permissions -rw-r--r--
Fixed bug 3569 - GL_UpdateViewport leaves PROJECTION matrix selected

Tom Seddon

GL_ActivateRenderer may call GL_UpdateViewport, which leaves the GL_PROJECTION matrix selected. But after GL_ResetState, the GL_MODELVIEW matrix is selected, suggesting that's the intended default state.

It seems at least like these should be consistent. Presumably GL_UpdateViewport should be doing a glMatrixMode(GL_MODELVIEW) before it finishes.
     1 /*
     2   Simple DirectMedia Layer
     3   Copyright (C) 1997-2017 Sam Lantinga <slouken@libsdl.org>
     4 
     5   This software is provided 'as-is', without any express or implied
     6   warranty.  In no event will the authors be held liable for any damages
     7   arising from the use of this software.
     8 
     9   Permission is granted to anyone to use this software for any purpose,
    10   including commercial applications, and to alter it and redistribute it
    11   freely, subject to the following restrictions:
    12 
    13   1. The origin of this software must not be misrepresented; you must not
    14      claim that you wrote the original software. If you use this software
    15      in a product, an acknowledgment in the product documentation would be
    16      appreciated but is not required.
    17   2. Altered source versions must be plainly marked as such, and must not be
    18      misrepresented as being the original software.
    19   3. This notice may not be removed or altered from any source distribution.
    20 */
    21 #include "../SDL_internal.h"
    22 
    23 #include "SDL_video.h"
    24 
    25 /* This is the software implementation of the YUV texture support */
    26 
    27 struct SDL_SW_YUVTexture
    28 {
    29     Uint32 format;
    30     Uint32 target_format;
    31     int w, h;
    32     Uint8 *pixels;
    33     int *colortab;
    34     Uint32 *rgb_2_pix;
    35     void (*Display1X) (int *colortab, Uint32 * rgb_2_pix,
    36                        unsigned char *lum, unsigned char *cr,
    37                        unsigned char *cb, unsigned char *out,
    38                        int rows, int cols, int mod);
    39     void (*Display2X) (int *colortab, Uint32 * rgb_2_pix,
    40                        unsigned char *lum, unsigned char *cr,
    41                        unsigned char *cb, unsigned char *out,
    42                        int rows, int cols, int mod);
    43 
    44     /* These are just so we don't have to allocate them separately */
    45     Uint16 pitches[3];
    46     Uint8 *planes[3];
    47 
    48     /* This is a temporary surface in case we have to stretch copy */
    49     SDL_Surface *stretch;
    50     SDL_Surface *display;
    51 };
    52 
    53 typedef struct SDL_SW_YUVTexture SDL_SW_YUVTexture;
    54 
    55 SDL_SW_YUVTexture *SDL_SW_CreateYUVTexture(Uint32 format, int w, int h);
    56 int SDL_SW_QueryYUVTexturePixels(SDL_SW_YUVTexture * swdata, void **pixels,
    57                                  int *pitch);
    58 int SDL_SW_UpdateYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
    59                             const void *pixels, int pitch);
    60 int SDL_SW_UpdateYUVTexturePlanar(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
    61                                   const Uint8 *Yplane, int Ypitch,
    62                                   const Uint8 *Uplane, int Upitch,
    63                                   const Uint8 *Vplane, int Vpitch);
    64 int SDL_SW_LockYUVTexture(SDL_SW_YUVTexture * swdata, const SDL_Rect * rect,
    65                           void **pixels, int *pitch);
    66 void SDL_SW_UnlockYUVTexture(SDL_SW_YUVTexture * swdata);
    67 int SDL_SW_CopyYUVToRGB(SDL_SW_YUVTexture * swdata, const SDL_Rect * srcrect,
    68                         Uint32 target_format, int w, int h, void *pixels,
    69                         int pitch);
    70 void SDL_SW_DestroyYUVTexture(SDL_SW_YUVTexture * swdata);
    71 
    72 /* vi: set ts=4 sw=4 expandtab: */