Commit be3717c6 authored by Sam Lantinga's avatar Sam Lantinga

Removed the hacky stuff for YUV OpenGL textures, since Ryan's pixel shader code

will be far superior. :)

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403274
parent 02f6a879
......@@ -96,7 +96,7 @@ SDL_RenderDriver GL_RenderDriver = {
SDL_TEXTUREBLENDMODE_MOD),
(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
SDL_TEXTURESCALEMODE_SLOW),
16,
15,
{
SDL_PIXELFORMAT_INDEX1LSB,
SDL_PIXELFORMAT_INDEX1MSB,
......@@ -113,8 +113,7 @@ SDL_RenderDriver GL_RenderDriver = {
SDL_PIXELFORMAT_BGR888,
SDL_PIXELFORMAT_ARGB8888,
SDL_PIXELFORMAT_ABGR8888,
SDL_PIXELFORMAT_ARGB2101010,
SDL_PIXELFORMAT_UYVY},
SDL_PIXELFORMAT_ARGB2101010},
0,
0}
};
......@@ -504,24 +503,6 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
format = GL_BGRA;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case SDL_PIXELFORMAT_UYVY:
// if (renderdata->GL_MESA_ycbcr_texture) {
// internalFormat = 3;
// format = GL_YCBCR_MESA;
// type = GL_UNSIGNED_SHORT_8_8_MESA;
// } else if (renderdata->GL_APPLE_ycbcr_422) {
internalFormat = GL_RGB;
format = GL_YCBCR_422_APPLE;
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
type = GL_UNSIGNED_SHORT_8_8_APPLE;
#else
type = GL_UNSIGNED_SHORT_8_8_REV_APPLE;
#endif
// } else {
// SDL_SetError("Unsupported texture format");
// return -1;
// }
break;
default:
SDL_SetError("Unsupported texture format");
return -1;
......
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