[PATCH v3] wined3d: Use GL_APPLE_rgb_422 for UYVY and YUY2 surfaces.
Chip Davis
cdavis at codeweavers.com
Thu Apr 16 14:42:34 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>
---
v3: Fix missing switch case warnings.
---
dlls/wined3d/arb_program_shader.c | 4 ++++
dlls/wined3d/glsl_shader.c | 11 +++++++++++
dlls/wined3d/utils.c | 20 +++++++++++++++++++-
dlls/wined3d/wined3d_private.h | 1 +
4 files changed, 35 insertions(+), 1 deletion(-)
diff --git a/dlls/wined3d/arb_program_shader.c b/dlls/wined3d/arb_program_shader.c
index 36c920dc6e0..1037321b365 100644
--- a/dlls/wined3d/arb_program_shader.c
+++ b/dlls/wined3d/arb_program_shader.c
@@ -7649,6 +7649,10 @@ static HRESULT arbfp_blit_set(struct wined3d_arbfp_blitter *blitter, struct wine
case COMPLEX_FIXUP_NV12:
shader = gen_yuv_shader(gl_info, &type);
break;
+
+ case COMPLEX_FIXUP_YUV:
+ ERR("We should've used GL_APPLE_ycbcr_422 for UYVY and YUY2 here\n");
+ break;
}
if (!shader)
diff --git a/dlls/wined3d/glsl_shader.c b/dlls/wined3d/glsl_shader.c
index c7feff85efb..91b3e141fe2 100644
--- a/dlls/wined3d/glsl_shader.c
+++ b/dlls/wined3d/glsl_shader.c
@@ -12713,6 +12713,15 @@ static void glsl_blitter_generate_yuv_shader(struct wined3d_string_buffer *buffe
gen_nv12_read(buffer, gl_info, tex_type);
break;
+ case COMPLEX_FIXUP_YUV:
+ /* With APPLE_rgb_422, 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",
+ needs_legacy_glsl_syntax(gl_info) ? tex_type : "");
+ shader_addline(buffer, " luminance = yuv.y;\n");
+ shader_addline(buffer, " chroma = yuv.xz;\n");
+ break;
+
default:
FIXME("Unsupported fixup %#x.\n", complex_fixup);
string_buffer_free(buffer);
@@ -12836,6 +12845,7 @@ static GLuint glsl_blitter_generate_program(struct wined3d_glsl_blitter *blitter
case COMPLEX_FIXUP_UYVY:
case COMPLEX_FIXUP_YV12:
case COMPLEX_FIXUP_NV12:
+ case COMPLEX_FIXUP_YUV:
glsl_blitter_generate_yuv_shader(buffer, gl_info, args, output->buffer, tex_type, swizzle);
break;
case COMPLEX_FIXUP_NONE:
@@ -13183,6 +13193,7 @@ static DWORD glsl_blitter_blit(struct wined3d_blitter *blitter, enum wined3d_bli
case COMPLEX_FIXUP_UYVY:
case COMPLEX_FIXUP_YV12:
case COMPLEX_FIXUP_NV12:
+ case COMPLEX_FIXUP_YUV:
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),
diff --git a/dlls/wined3d/utils.c b/dlls/wined3d/utils.c
index dec7eecd7ee..eb7e7a1b65a 100644
--- a/dlls/wined3d/utils.c
+++ b/dlls/wined3d/utils.c
@@ -1320,6 +1320,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_LEGACY_CONTEXT, NULL},
+ {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_RGB, GL_RGB, 0,
GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_APPLE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
@@ -1332,6 +1336,10 @@ static const struct wined3d_format_texture_info format_texture_info[] =
GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 0,
WINED3DFMT_FLAG_FILTERING,
WINED3D_GL_LEGACY_CONTEXT, 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_RGB, GL_RGB, 0,
GL_YCBCR_422_APPLE, GL_UNSIGNED_SHORT_8_8_REV_APPLE, 0,
WINED3DFMT_FLAG_TEXTURE | WINED3DFMT_FLAG_FILTERING,
@@ -3575,7 +3583,8 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
format->f.color_fixup = create_color_fixup_desc_from_string(fixups[i].fixup);
}
- if (!gl_info->supported[APPLE_YCBCR_422] && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
+ if (!gl_info->supported[APPLE_YCBCR_422] && !gl_info->supported[APPLE_RGB_422]
+ && (gl_info->supported[ARB_FRAGMENT_PROGRAM]
|| (gl_info->supported[ARB_FRAGMENT_SHADER] && gl_info->supported[ARB_VERTEX_SHADER])))
{
format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
@@ -3584,6 +3593,14 @@ static void apply_format_fixups(struct wined3d_adapter *adapter, struct wined3d_
format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_UYVY);
}
+ else if (!gl_info->supported[APPLE_YCBCR_422] && gl_info->supported[APPLE_RGB_422])
+ {
+ format = get_format_gl_internal(adapter, WINED3DFMT_YUY2);
+ format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
+
+ format = get_format_gl_internal(adapter, WINED3DFMT_UYVY);
+ format->f.color_fixup = create_complex_fixup_desc(COMPLEX_FIXUP_YUV);
+ }
else 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])))
{
@@ -5393,6 +5410,7 @@ static const char *debug_complex_fixup(enum complex_fixup fixup)
WINED3D_TO_STR(COMPLEX_FIXUP_YV12);
WINED3D_TO_STR(COMPLEX_FIXUP_NV12);
WINED3D_TO_STR(COMPLEX_FIXUP_P8);
+ WINED3D_TO_STR(COMPLEX_FIXUP_YUV);
#undef WINED3D_TO_STR
default:
FIXME("Unrecognized complex fixup %#x\n", fixup);
diff --git a/dlls/wined3d/wined3d_private.h b/dlls/wined3d/wined3d_private.h
index b8c7e8ac276..0253aaef3a5 100644
--- a/dlls/wined3d/wined3d_private.h
+++ b/dlls/wined3d/wined3d_private.h
@@ -153,6 +153,7 @@ enum complex_fixup
COMPLEX_FIXUP_YV12 = 3,
COMPLEX_FIXUP_P8 = 4,
COMPLEX_FIXUP_NV12 = 5,
+ COMPLEX_FIXUP_YUV = 6,
};
#include <pshpack2.h>
--
2.24.0
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