wined3d: Support YUV formats with GL_APPLE_ycbcr_422.

This commit is contained in:
Stefan Dösinger 2008-08-19 10:55:42 -05:00 committed by Alexandre Julliard
parent 393fd51f79
commit 6a24b28b75
3 changed files with 138 additions and 8 deletions

View File

@ -9179,6 +9179,125 @@ static void texop_test(IDirect3DDevice9 *device)
if (vertex_declaration) IDirect3DVertexDeclaration9_Release(vertex_declaration);
}
static void yuv_color_test(IDirect3DDevice9 *device) {
HRESULT hr;
IDirect3DSurface9 *surface = NULL, *target = NULL;
unsigned int fmt, i;
D3DFORMAT format;
const char *fmt_string;
D3DLOCKED_RECT lr;
IDirect3D9 *d3d;
HRESULT color;
DWORD ref_color_left, ref_color_right;
struct {
DWORD in; /* The input color */
DWORD uyvy_left; /* "in" interpreted as uyvy and transformed to RGB, pixel 1/1*/
DWORD uyvy_right; /* "in" interpreted as uyvy and transformed to RGB, pixel 2/1*/
DWORD yuy2_left; /* "in" interpreted as yuy2 and transformed to RGB, pixel 1/1 */
DWORD yuy2_right; /* "in" interpreted as yuy2 and transformed to RGB, pixel 2/1 */
} test_data[] = {
/* Originally I wanted to avoid being evil, and set Y1 = Y2 to avoid triggering troubles in shader converters,
* but the main difference between YUY2 and UYVY is the swapped ordering of the chroma and luminance
* values. However, handling the two Y's properly could have a big impact on image quality, so be picky about
* that
*/
{ 0x00000000, 0x00008700, 0x00008700, 0x00008700, 0x00008700 },
{ 0xff000000, 0x00008700, 0x004bff1c, 0x00b30000, 0x00b30000 },
{ 0x00ff0000, 0x00b30000, 0x00b30000, 0x00008700, 0x004bff1c },
{ 0x0000ff00, 0x004bff1c, 0x00008700, 0x000030e1, 0x000030e1 },
{ 0x000000ff, 0x000030e1, 0x000030e1, 0x004bff1c, 0x00008700 },
{ 0xffff0000, 0x00b30000, 0x00ffd01c, 0x00b30000, 0x00ffd01c },
{ 0xff00ff00, 0x004bff1c, 0x004bff1c, 0x00b300e1, 0x00b300e1 },
{ 0xff0000ff, 0x000030e1, 0x004bffff, 0x00ffd01c, 0x00b30000 },
{ 0x00ffff00, 0x00ffd01c, 0x00b30000, 0x000030e1, 0x004bffff },
{ 0x00ff00ff, 0x00b300e1, 0x00b300e1, 0x004bff1c, 0x004bff1c },
{ 0x0000ffff, 0x004bffff, 0x000030e1, 0x004bffff, 0x000030e1 },
{ 0xffffff00, 0x00ffd01c, 0x00ffd01c, 0x00b300e1, 0x00ff79ff },
{ 0xffff00ff, 0x00b300e1, 0x00ff79ff, 0x00ffd01c, 0x00ffd01c },
{ 0xffffffff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff, 0x00ff79ff },
{ 0x4cff4c54, 0x00ff0000, 0x00ff0000, 0x000b8b00, 0x00b6ffa3 },
{ 0x00800080, 0x00000000, 0x00000000, 0x0000ff00, 0x0000ff00 },
{ 0xFF80FF80, 0x00ffffff, 0x00ffffff, 0x00ff00ff, 0x00ff00ff },
{ 0x1c6b1cff, 0x000000fd, 0x000000fd, 0x006dff45, 0x0000d500 },
};
hr = IDirect3DDevice9_GetDirect3D(device, &d3d);
ok(hr == D3D_OK, "IDirect3DDevice9_GetDirect3D failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_GetRenderTarget(device, 0, &target);
ok(hr == D3D_OK, "IDirect3DDevice9_GetRenderTarget failed, hr = %08x\n", hr);
IDirect3DDevice9_SetFVF(device, D3DFVF_XYZ | D3DFVF_TEX0);
ok(hr == D3D_OK, "IDirect3DDevice9_SetFVF failed, hr = %08x\n", hr);
for(fmt = 0; fmt < 2; fmt++) {
if(fmt == 0) {
format = D3DFMT_UYVY;
fmt_string = "D3DFMT_UYVY";
} else {
format = D3DFMT_YUY2;
fmt_string = "D3DFMT_YUY2";
}
/* Some(all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in StretchRect. Thus use
* StretchRect to draw the YUV surface onto the screen instead of drawPrimitive
*/
if(IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0,
D3DRTYPE_SURFACE, format) != D3D_OK) {
skip("%s is not supported\n", fmt_string);
continue;
}
/* A pixel is effectively 16 bit large, but two pixels are stored together, so the minimum size is 2x1 */
hr = IDirect3DDevice9_CreateOffscreenPlainSurface(device, 2, 1, format, D3DPOOL_DEFAULT, &surface, NULL);
ok(hr == D3D_OK, "IDirect3DDevice9_CreateOffscreenPlainSurface failed, hr = %08x\n", hr);
for(i = 0; i < (sizeof(test_data)/sizeof(test_data[0])); i++) {
if(fmt == 0) {
ref_color_left = test_data[i].uyvy_left;
ref_color_right = test_data[i].uyvy_right;
} else {
ref_color_left = test_data[i].yuy2_left;
ref_color_right = test_data[i].yuy2_right;
}
memset(&lr, 0, sizeof(lr));
hr = IDirect3DSurface9_LockRect(surface, &lr, NULL, 0);
ok(hr == D3D_OK, "IDirect3DSurface9_LockRect failed, hr = %08x\n", hr);
*((DWORD *) lr.pBits) = test_data[i].in;
hr = IDirect3DSurface9_UnlockRect(surface);
ok(hr == D3D_OK, "IDirect3DSurface9_UnlockRect failed, hr = %08x\n", hr);
hr = IDirect3DDevice9_Clear(device, 0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 0x00000000, 1.0f, 0);
ok(hr == D3D_OK, "IDirect3DDevice9_Clear failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT);
ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with 0x%08x\n", hr);
hr = IDirect3DDevice9_Present(device, NULL, NULL, NULL, NULL);
ok(SUCCEEDED(hr), "Present failed with 0x%08x\n", hr);
/* Native D3D can't resist filtering the YUY surface, even though we asked it not to do so above. To
* prevent running into precision problems, read a far left and far right pixel. In the future we may
* want to add tests for the filtered pixels as well.
*
* Unfortunately different implementations(Windows-NV and Mac-ATI tested) interpret some colors vastly
* differently, so we need a max diff of 16
*/
color = getPixelColor(device, 40, 240);
ok(color_match(color, ref_color_left, 16),
"Input 0x%08x: Got color 0x%08x for pixel 1/1, expected 0x%08x, format %s\n",
test_data[i].in, color, ref_color_left, fmt_string);
color = getPixelColor(device, 600, 240);
ok(color_match(color, ref_color_right, 16),
"Input 0x%08x: Got color 0x%08x for pixel 2/1, expected 0x%08x, format %s\n",
test_data[i].in, color, ref_color_left, fmt_string);
}
IDirect3DSurface9_Release(surface);
}
IDirect3DSurface9_Release(target);
IDirect3D9_Release(d3d);
}
START_TEST(visual)
{
IDirect3DDevice9 *device_ptr;
@ -9274,6 +9393,7 @@ START_TEST(visual)
pointsize_test(device_ptr);
tssargtemp_test(device_ptr);
np2_stretch_rect_test(device_ptr);
yuv_color_test(device_ptr);
if (caps.VertexShaderVersion >= D3DVS_VERSION(1, 1))
{

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@ -2325,10 +2325,14 @@ static BOOL CheckTextureCapability(UINT Adapter, WINED3DFORMAT CheckFormat)
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
return FALSE;
/* YUV formats, not supported for now */
/* YUV formats */
case WINED3DFMT_UYVY:
case WINED3DFMT_YUY2:
TRACE_(d3d_caps)("[FAILED]\n"); /* Enable when implemented */
if(GL_SUPPORT(APPLE_YCBCR_422)) {
TRACE_(d3d_caps)("[OK]\n");
return TRUE;
}
TRACE_(d3d_caps)("[FAILED]\n");
return FALSE;
/* Not supported */

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@ -42,8 +42,8 @@ static const StaticPixelFormatDesc formats[] = {
/*{WINED3DFORMAT ,alphamask ,redmask ,greenmask ,bluemask ,bpp ,depth ,stencil, isFourcc*/
{WINED3DFMT_UNKNOWN ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,FALSE },
/* FourCC formats, kept here to have WINED3DFMT_R8G8B8(=20) at position 20 */
{WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_UYVY ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
{WINED3DFMT_YUY2 ,0x0 ,0x0 ,0x0 ,0x0 ,2 ,0 ,0 ,TRUE },
{WINED3DFMT_YV12 ,0x0 ,0x0 ,0x0 ,0x0 ,1/*?*/ ,0 ,0 ,TRUE },
{WINED3DFMT_DXT1 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
{WINED3DFMT_DXT2 ,0x0 ,0x0 ,0x0 ,0x0 ,1 ,0 ,0 ,TRUE },
@ -134,10 +134,16 @@ static const GlPixelFormatDescTemplate gl_formats_template[] = {
{WINED3DFMT_UNKNOWN ,0 ,0 , 0, 0 ,0
,0 },
/* FourCC formats */
{WINED3DFMT_UYVY ,0 ,0 , 0, 0 ,0
,0 },
{WINED3DFMT_YUY2 ,0 ,0 , 0, 0 ,0
,0 },
/* GL_APPLE_ycbcr_422 claims that its '2YUV' format, which is supported via the UNSIGNED_SHORT_8_8_REV_APPLE type
* is equivalent to 'UYVY' format on Windows, and the 'YUVS' via UNSIGNED_SHORT_8_8_APPLE equates to 'YUY2'. The
* d3d9 test however shows that the opposite is true. Since the extension is from 2002, it predates the x86 based
* Macs, so probably the endianess differs. This could be tested as soon as we have a Windows and MacOS on a big
* endian machine
*/
{WINED3DFMT_UYVY ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_APPLE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_YUY2 ,GL_RGB ,GL_RGB , 0, GL_YCBCR_422_APPLE ,UNSIGNED_SHORT_8_8_REV_APPLE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT1 ,GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE
,WINED3DFMT_FLAG_FILTERING },
{WINED3DFMT_DXT2 ,GL_COMPRESSED_RGBA_S3TC_DXT3_EXT ,GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT , 0, GL_RGBA ,GL_UNSIGNED_BYTE