[PATCH] wined3d: Use GL_APPLE_rgb_422 for UYVY and YUY2 surfaces.
Chip Davis
cdavis at codeweavers.com
Mon Apr 13 22:48:16 CDT 2020
Theoretically, we could use it to support UYVY and YUY2 *textures* as
well, but it would still require converting from YUV to RGB after
sampling.
Signed-off-by: Chip Davis <cdavis at codeweavers.com>
---
dlls/wined3d/arb_program_shader.c | 14 ++++++++++++--
dlls/wined3d/glsl_shader.c | 10 ++++++++++
dlls/wined3d/utils.c | 8 ++++++++
3 files changed, 30 insertions(+), 2 deletions(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 36c920dc6e0..961d7acf131 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -6951,7 +6951,7 @@ static void arbfp_blitter_destroy(struct wined3d_blitter *blitter, struct wined3
heap_free(arbfp_blitter);
}
-static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
+static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer, const struct wined3d_gl_info *gl_info,
const struct arbfp_blit_type *type, char *luminance)
{
char chroma;
@@ -6972,6 +6972,16 @@ static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
if (type->res_type == WINED3D_GL_RES_TYPE_TEX_RECT)
texinstr = "TEX";
+ if (gl_info->supported[APPLE_RGB_422])
+ {
+ /* In this case, things are much simpler. The only thing we have to do here
+ * is YUV-RGB conversion. */
+ shader_addline(buffer, "TEX luminance, fragment.texcoord[0], texture[0], %s\n", tex);
+ shader_addline(buffer, "MOV chroma.xy, luminance.xz\n");
+ shader_addline(buffer, "MOV luminance.%c, luminance.y\n", *luminance);
+ return;
+ }
+
/* First we have to read the chroma values. This means we need at least two pixels(no filtering),
* or 4 pixels(with filtering). To get the unmodified chromas, we have to rid ourselves of the
* filtering when we sample the texture.
@@ -7479,7 +7489,7 @@ static GLuint gen_yuv_shader(const struct wined3d_gl_info *gl_info, const struct
{
case COMPLEX_FIXUP_UYVY:
case COMPLEX_FIXUP_YUY2:
- gen_packed_yuv_read(&buffer, type, &luminance_component);
+ gen_packed_yuv_read(&buffer, gl_info, type, &luminance_component);
break;
case COMPLEX_FIXUP_YV12:
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c7feff85efb..207ba892e24 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -12499,6 +12499,16 @@ static void gen_packed_yuv_read(struct wined3d_string_buffer *buffer,
tex = needs_legacy_glsl_syntax(gl_info) ? tex_type : "";
+ if (gl_info->supported[APPLE_RGB_422])
+ {
+ /* In this case, things are much simpler. The only thing we have to do here
+ * is YUV-RGB conversion. */
+ shader_addline(buffer, " vec3 yuv = vec3(texture%s(sampler, out_texcoord.xy));\n", tex);
+ shader_addline(buffer, " luminance = yuv.y;\n");
+ shader_addline(buffer, " chroma = yuv.xz;\n");
+ return;
+ }
+
/* First we have to read the chroma values. This means we need at least
* two pixels (no filtering), or 4 pixels (with filtering). To get the
* unmodified chroma, we have to rid ourselves of the filtering when we
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index dec7eecd7ee..b50813db3a1 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1312,6 +1312,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
* Macs, so probably the endianness differs. This could be tested as soon as we have a Windows and MacOS on a big
* endian machine
*/
+ {WINED3DFMT_UYVY, GL_RGB_RAW_422_APPLE, GL_RGB_RAW_422_APPLE, 0,
+ GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
+ WINED3DFMT_FLAG_FILTERING,
+ APPLE_RGB_422, NULL},
{WINED3DFMT_UYVY, GL_RG8, GL_RG8, 0,
GL_RG, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
@@ -1324,6 +1328,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
APPLE_YCBCR_422, NULL},
+ {WINED3DFMT_YUY2, GL_RGB_RAW_422_APPLE, GL_RGB_RAW_422_APPLE, 0,
+ GL_RGB_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
+ WINED3DFMT_FLAG_FILTERING,
+ APPLE_RGB_422, NULL},
{WINED3DFMT_YUY2, GL_RG8, GL_RG8, 0,
GL_RG, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
--
2.24.0
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