wined3d: Implement YUV blits in the GLSL blitter.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
This commit is contained in:
parent
5509d84e9a
commit
0b0c0c9a19
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@ -12417,6 +12417,300 @@ static void glsl_blitter_generate_p8_shader(struct wined3d_string_buffer *buffer
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shader_addline(buffer, "}\n");
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}
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static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
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const char *tex_type)
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{
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enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
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char chroma, luminance;
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const char *tex;
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/* The YUY2 and UYVY formats contain two pixels packed into a 32 bit
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* macropixel, giving effectively 16 bits per pixel. The color consists of
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* a luminance(Y) and two chroma(U and V) values. Each macropixel has two
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* luminance values, one for each single pixel it contains, and one U and
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* one V value shared between both pixels.
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*
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* The data is loaded into an A8L8 texture. With YUY2, the luminance
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* component contains the luminance and alpha the chroma. With UYVY it is
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* vice versa. Thus take the format into account when generating the read
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* swizzles
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*
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* Reading the Y value is straightforward - just sample the texture. The
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* hardware takes care of filtering in the horizontal and vertical
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* direction.
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*
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* Reading the U and V values is harder. We have to avoid filtering
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* horizontally, because that would mix the U and V values of one pixel or
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* two adjacent pixels. Thus floor the texture coordinate and add 0.5 to
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* get an unfiltered read, regardless of the filtering setting. Vertical
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* filtering works automatically though - the U and V values of two rows
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* are mixed nicely.
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*
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* Apart of avoiding filtering issues, the code has to know which value it
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* just read, and where it can find the other one. To determine this, it
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* checks if it sampled an even or odd pixel, and shifts the 2nd read
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* accordingly.
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*
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* Handling horizontal filtering of U and V values requires reading a 2nd
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* pair of pixels, extracting U and V and mixing them. This is not
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* implemented yet.
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*
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* An alternative implementation idea is to load the texture as A8R8G8B8
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* texture, with width / 2. This way one read gives all 3 values, finding
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* U and V is easy in an unfiltered situation. Finding the luminance on
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* the other hand requires finding out if it is an odd or even pixel. The
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* real drawback of this approach is filtering. This would have to be
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* emulated completely in the shader, reading up two 2 packed pixels in up
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* to 2 rows and interpolating both horizontally and vertically. Beyond
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* that it would require adjustments to the texture handling code to deal
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* with the width scaling. */
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if (complex_fixup == COMPLEX_FIXUP_UYVY)
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{
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chroma = 'x';
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luminance = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
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}
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else
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{
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chroma = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'y';
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luminance = 'x';
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}
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tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
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/* First we have to read the chroma values. This means we need at least
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* two pixels (no filtering), or 4 pixels (with filtering). To get the
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* unmodified chroma, we have to rid ourselves of the filtering when we
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* sample the texture. */
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shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
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/* We must not allow filtering between pixel x and x+1, this would mix U
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* and V. Vertical filtering is ok. However, bear in mind that the pixel
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* center is at 0.5, so add 0.5. */
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shader_addline(buffer, " texcoord.x = (floor(texcoord.x * size.x) + 0.5) / size.x;\n");
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shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
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/* Multiply the x coordinate by 0.5 and get the fraction. This gives 0.25
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* and 0.75 for the even and odd pixels respectively. */
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/* Put the value into either of the chroma values. */
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shader_addline(buffer, " bool even = fract(texcoord.x * size.x * 0.5) < 0.5;\n");
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shader_addline(buffer, " if (even)\n");
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shader_addline(buffer, " chroma.y = luminance;\n");
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shader_addline(buffer, " else\n");
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shader_addline(buffer, " chroma.x = luminance;\n");
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/* Sample pixel 2. If we read an even pixel, sample the pixel right to the
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* current one. Otherwise, sample the left pixel. */
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shader_addline(buffer, " texcoord.x += even ? 1.0 / size.x : -1.0 / size.x;\n");
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shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, chroma);
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/* Put the value into the other chroma. */
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shader_addline(buffer, " if (even)\n");
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shader_addline(buffer, " chroma.x = luminance;\n");
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shader_addline(buffer, " else\n");
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shader_addline(buffer, " chroma.y = luminance;\n");
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/* TODO: If filtering is enabled, sample a 2nd pair of pixels left or right of
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* the current one and lerp the two U and V values. */
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/* This gives the correctly filtered luminance value. */
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shader_addline(buffer, " luminance = texture%s(sampler, out_texcoord.xy).%c;\n", tex, luminance);
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}
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static void gen_yv12_read(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info, const char *tex_type)
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{
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char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
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const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
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/* YV12 surfaces contain a WxH sized luminance plane, followed by a
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* (W/2)x(H/2) V and a (W/2)x(H/2) U plane, each with 8 bit per pixel. So
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* the effective bitdepth is 12 bits per pixel. Since the U and V planes
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* have only half the pitch of the luminance plane, the packing into the
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* gl texture is a bit unfortunate. If the whole texture is interpreted as
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* luminance data it looks approximately like this:
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*
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* +----------------------------------+----
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* | |
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* | |
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* | |
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* | |
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* | | 2
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* | LUMINANCE | -
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* | | 3
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* | |
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* | |
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* | |
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* | |
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* +----------------+-----------------+----
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* | | |
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* | V even rows | V odd rows |
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* | | | 1
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* +----------------+------------------ -
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* | | | 3
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* | U even rows | U odd rows |
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* | | |
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* +----------------+-----------------+----
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* | | |
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* | 0.5 | 0.5 |
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*
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* So it appears as if there are 4 chroma images, but in fact the odd rows
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* in the chroma images are in the same row as the even ones. So it is
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* kinda tricky to read. */
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/* First sample the chroma values. */
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shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
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/* The chroma planes have only half the width. */
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shader_addline(buffer, " texcoord.x *= 0.5;\n");
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/* The first value is between 2/3 and 5/6 of the texture's height, so
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* scale+bias the coordinate. Also read the right side of the image when
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* reading odd lines.
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*
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* Don't forget to clamp the y values in into the range, otherwise we'll
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* get filtering bleeding. */
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/* Read odd lines from the right side (add 0.5 to the x coordinate). */
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shader_addline(buffer, " if (fract(floor(texcoord.y * size.y) * 0.5 + 1.0 / 6.0) >= 0.5)\n");
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shader_addline(buffer, " texcoord.x += 0.5;\n");
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/* Clamp, keep the half pixel origin in mind. */
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shader_addline(buffer, " texcoord.y = clamp(2.0 / 3.0 + texcoord.y / 6.0, "
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"2.0 / 3.0 + 0.5 / size.y, 5.0 / 6.0 - 0.5 / size.y);\n");
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shader_addline(buffer, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
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/* The other chroma value is 1/6th of the texture lower, from 5/6th to
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* 6/6th No need to clamp because we're just reusing the already clamped
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* value from above. */
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shader_addline(buffer, " texcoord.y += 1.0 / 6.0;\n");
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shader_addline(buffer, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
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/* Sample the luminance value. It is in the top 2/3rd of the texture, so
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* scale the y coordinate. Clamp the y coordinate to prevent the chroma
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* values from bleeding into the sampled luminance values due to
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* filtering. */
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shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
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/* Multiply the y coordinate by 2/3 and clamp it. */
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shader_addline(buffer, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
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shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
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}
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static void gen_nv12_read(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info, const char *tex_type)
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{
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char component = gl_info->supported[WINED3D_GL_LEGACY_CONTEXT] ? 'w' : 'x';
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const char *tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
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/* NV12 surfaces contain a WxH sized luminance plane, followed by a
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* (W/2)x(H/2) sized plane where each component is an UV pair. So the
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* effective bitdepth is 12 bits per pixel. If the whole texture is
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* interpreted as luminance data it looks approximately like this:
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*
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* +----------------------------------+----
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* | |
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* | |
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* | |
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* | |
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* | | 2
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* | LUMINANCE | -
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* | | 3
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* | |
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* | |
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* | |
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* | |
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* +----------------------------------+----
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* |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
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* |UVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUVUV|
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* | | 1
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* | | -
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* | | 3
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* | |
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* | |
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* +----------------------------------+---- */
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/* First sample the chroma values. */
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shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
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/* We only have half the number of chroma pixels. */
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shader_addline(buffer, " texcoord.x *= 0.5;\n");
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shader_addline(buffer, " texcoord.y = (texcoord.y + 2.0) / 3.0;\n");
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/* We must not allow filtering horizontally, this would mix U and V.
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* Vertical filtering is ok. However, bear in mind that the pixel center
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* is at 0.5, so add 0.5. */
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/* Convert to non-normalised coordinates so we can find the individual
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* pixel. */
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shader_addline(buffer, " texcoord.x = floor(texcoord.x * size.x);\n");
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/* Multiply by 2 since chroma components are stored in UV pixel pairs, add
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* 0.5 to hit the center of the pixel. Then convert back to normalised
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* coordinates. */
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shader_addline(buffer, " texcoord.x = (texcoord.x * 2.0 + 0.5) / size.x;\n");
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/* Clamp, keep the half pixel origin in mind. */
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shader_addline(buffer, " texcoord.y = max(texcoord.y, 2.0 / 3.0 + 0.5 / size.y);\n");
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shader_addline(buffer, " chroma.y = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
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/* Add 1.0 / size.x to sample the adjacent texel. */
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shader_addline(buffer, " texcoord.x += 1.0 / size.x;\n");
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shader_addline(buffer, " chroma.x = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
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/* Sample the luminance value. It is in the top 2/3rd of the texture, so
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* scale the y coordinate. Clamp the y coordinate to prevent the chroma
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* values from bleeding into the sampled luminance values due to
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* filtering. */
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shader_addline(buffer, " texcoord.xy = out_texcoord.xy;\n");
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/* Multiply the y coordinate by 2/3 and clamp it. */
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shader_addline(buffer, " texcoord.y = min(texcoord.y * 2.0 / 3.0, 2.0 / 3.0 - 0.5 / size.y);\n");
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shader_addline(buffer, " luminance = texture%s(sampler, texcoord.xy).%c;\n", tex, component);
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}
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static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
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const char *output, const char *tex_type, const char *swizzle)
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{
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enum complex_fixup complex_fixup = get_complex_fixup(args->fixup);
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shader_addline(buffer, "const vec4 yuv_coef = vec4(1.403, -0.344, -0.714, 1.770);\n");
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shader_addline(buffer, "float luminance;\n");
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shader_addline(buffer, "vec2 texcoord;\n");
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shader_addline(buffer, "vec2 chroma;\n");
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shader_addline(buffer, "uniform vec2 size;\n");
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shader_addline(buffer, "\nvoid main()\n{\n");
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switch (complex_fixup)
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{
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case COMPLEX_FIXUP_UYVY:
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case COMPLEX_FIXUP_YUY2:
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gen_packed_yuv_read(buffer, gl_info, args, tex_type);
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break;
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case COMPLEX_FIXUP_YV12:
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gen_yv12_read(buffer, gl_info, tex_type);
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break;
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case COMPLEX_FIXUP_NV12:
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gen_nv12_read(buffer, gl_info, tex_type);
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break;
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default:
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FIXME("Unsupported fixup %#x.\n", complex_fixup);
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string_buffer_free(buffer);
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return;
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}
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/* Calculate the final result. Formula is taken from
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* http://www.fourcc.org/fccyvrgb.php. Note that the chroma
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* ranges from -0.5 to 0.5. */
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shader_addline(buffer, "\n chroma.xy -= 0.5;\n");
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shader_addline(buffer, " %s.x = luminance + chroma.x * yuv_coef.x;\n", output);
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shader_addline(buffer, " %s.y = luminance + chroma.y * yuv_coef.y + chroma.x * yuv_coef.z;\n", output);
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shader_addline(buffer, " %s.z = luminance + chroma.y * yuv_coef.w;\n", output);
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shader_addline(buffer, "}\n");
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}
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static void glsl_blitter_generate_plain_shader(struct wined3d_string_buffer *buffer,
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const struct wined3d_gl_info *gl_info, const struct glsl_blitter_args *args,
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const char *output, const char *tex_type, const char *swizzle)
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@ -12501,10 +12795,20 @@ static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter
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output = string_buffer_get(&blitter->string_buffers);
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string_buffer_sprintf(output, "%s[0]", get_fragment_output(gl_info));
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if (complex_fixup == COMPLEX_FIXUP_P8)
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glsl_blitter_generate_p8_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
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else
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glsl_blitter_generate_plain_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
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switch (complex_fixup)
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{
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case COMPLEX_FIXUP_P8:
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glsl_blitter_generate_p8_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
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break;
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case COMPLEX_FIXUP_YUY2:
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case COMPLEX_FIXUP_UYVY:
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case COMPLEX_FIXUP_YV12:
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case COMPLEX_FIXUP_NV12:
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glsl_blitter_generate_yuv_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
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break;
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case COMPLEX_FIXUP_NONE:
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glsl_blitter_generate_plain_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
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}
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string_buffer_release(&blitter->string_buffers, output);
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@ -12580,7 +12884,6 @@ static struct glsl_blitter_program *glsl_blitter_get_program(struct wined3d_glsl
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{
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const struct wined3d_gl_info *gl_info = context->gl_info;
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struct glsl_blitter_program *program;
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enum complex_fixup complex_fixup;
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struct glsl_blitter_args args;
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struct wine_rb_entry *entry;
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args.texture_type = texture->target;
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args.fixup = texture->resource.format->color_fixup;
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complex_fixup = get_complex_fixup(args.fixup);
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if (complex_fixup && complex_fixup != COMPLEX_FIXUP_P8)
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{
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FIXME("Complex fixup %#x not supported.\n", complex_fixup);
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return NULL;
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}
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if ((entry = wine_rb_get(&blitter->programs, &args)))
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return WINE_RB_ENTRY_VALUE(entry, struct glsl_blitter_program, entry);
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@ -12631,7 +12927,6 @@ static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wi
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const struct wined3d_resource *dst_resource = &dst_texture->resource;
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const struct wined3d_format *src_format = src_resource->format;
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const struct wined3d_format *dst_format = dst_resource->format;
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enum complex_fixup complex_fixup = COMPLEX_FIXUP_NONE;
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BOOL decompress;
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if (blit_op == WINED3D_BLIT_OP_RAW_BLIT && dst_format->id == src_format->id)
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@ -12671,16 +12966,6 @@ static BOOL glsl_blitter_supported(enum wined3d_blit_op blit_op, const struct wi
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return FALSE;
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}
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if (is_complex_fixup(src_format->color_fixup))
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{
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complex_fixup = get_complex_fixup(src_format->color_fixup);
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if (complex_fixup != COMPLEX_FIXUP_P8)
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{
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TRACE("Complex source fixup %#x not supported.\n", complex_fixup);
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return FALSE;
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}
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}
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if (!is_identity_fixup(dst_format->color_fixup)
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&& (dst_format->id != src_format->id || dst_location != WINED3D_LOCATION_DRAWABLE))
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{
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@ -12705,6 +12990,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
|
|||
struct glsl_blitter_program *program;
|
||||
struct wined3d_blitter *next;
|
||||
unsigned int src_level;
|
||||
GLint location;
|
||||
RECT s, d;
|
||||
|
||||
TRACE("blitter %p, op %#x, context %p, src_texture %p, src_sub_resource_idx %u, src_location %s, src_rect %s, "
|
||||
|
@ -12822,8 +13108,25 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
|
|||
return dst_location;
|
||||
}
|
||||
GL_EXTCALL(glUseProgram(program->id));
|
||||
if (get_complex_fixup(program->args.fixup) == COMPLEX_FIXUP_P8)
|
||||
glsl_blitter_upload_palette(glsl_blitter, context, src_texture);
|
||||
switch (get_complex_fixup(program->args.fixup))
|
||||
{
|
||||
case COMPLEX_FIXUP_P8:
|
||||
glsl_blitter_upload_palette(glsl_blitter, context, src_texture);
|
||||
break;
|
||||
|
||||
case COMPLEX_FIXUP_YUY2:
|
||||
case COMPLEX_FIXUP_UYVY:
|
||||
case COMPLEX_FIXUP_YV12:
|
||||
case COMPLEX_FIXUP_NV12:
|
||||
src_level = src_sub_resource_idx % src_texture->level_count;
|
||||
location = GL_EXTCALL(glGetUniformLocation(program->id, "size"));
|
||||
GL_EXTCALL(glUniform2f(location, wined3d_texture_get_level_pow2_width(src_texture, src_level),
|
||||
wined3d_texture_get_level_pow2_height(src_texture, src_level)));
|
||||
break;
|
||||
|
||||
default:
|
||||
break;
|
||||
}
|
||||
context_draw_shaded_quad(context, src_texture, src_sub_resource_idx, src_rect, dst_rect, filter);
|
||||
GL_EXTCALL(glUseProgram(0));
|
||||
|
||||
|
|
|
@ -3219,8 +3219,8 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
|
|||
0, CHANNEL_SOURCE_X, 0, CHANNEL_SOURCE_W, 0, CHANNEL_SOURCE_ONE, 0, CHANNEL_SOURCE_ONE);
|
||||
}
|
||||
|
||||
if (!gl_info->supported[APPLE_YCBCR_422] && gl_info->supported[ARB_FRAGMENT_PROGRAM]
|
||||
&& gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
|
||||
if (!gl_info->supported[APPLE_YCBCR_422] && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
|
||||
|| (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
|
||||
{
|
||||
idx = get_format_idx(WINED3DFMT_YUY2);
|
||||
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUY2);
|
||||
|
@ -3229,7 +3229,7 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
|
|||
gl_info->formats[idx].color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
|
||||
}
|
||||
else if (!gl_info->supported[APPLE_YCBCR_422] && (!gl_info->supported[ARB_FRAGMENT_PROGRAM]
|
||||
|| !gl_info->supported[WINED3D_GL_LEGACY_CONTEXT]))
|
||||
&& (!gl_info->supported[ARB_FRAGMENT_SHADER] || !gl_info->supported[ARB_VERTEX_SHADER])))
|
||||
{
|
||||
idx = get_format_idx(WINED3DFMT_YUY2);
|
||||
gl_info->formats[idx].glInternal = 0;
|
||||
|
@ -3238,7 +3238,8 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
|
|||
gl_info->formats[idx].glInternal = 0;
|
||||
}
|
||||
|
||||
if (gl_info->supported[ARB_FRAGMENT_PROGRAM] && gl_info->supported[WINED3D_GL_LEGACY_CONTEXT])
|
||||
if (gl_info->supported[ARB_FRAGMENT_PROGRAM]
|
||||
|| (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER]))
|
||||
{
|
||||
idx = get_format_idx(WINED3DFMT_YV12);
|
||||
format_set_flag(&gl_info->formats[idx], WINED3DFMT_FLAG_HEIGHT_SCALE);
|
||||
|
|
Loading…
Reference in New Issue