• Sam Lantinga's avatar
    Adam Strzelecki to SDL · de0dbff2
    Sam Lantinga authored
    Since current DirectFB implementation is incomplete for YUV surfaces (actually causes segmentation faults when trying Lock and use YUV planar textures) I decided to fix it a bit.
    Here's a patch that should make DirectFB properly support YUV both packed and planar (3 planes).
    
    (1) Removed SDL_BYTESPERPIXEL at all in favor of DFB_BYTES_PER_PIXEL(SDLToDFBPixelFormat(fmt)) which does return always proper BPP for YUVs too, coz SDL_BYTESPERPIXEL returns incorrect values for FOURCCs
    (2) Fixed data->pixels allocation for planar YUVs in CreateTexture, it should allocate 150% more space
    (3) Copy other planes for planar YUVs in UpdateTexture
    (4) Moved checking if format is supported at all with DirectFB on CreateTexture at the beginning of the code
    
    Waiting for comments,
    --
    Adam Strzelecki | nanoant.com
    
    --HG--
    extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403959
    de0dbff2
Name
Last commit
Last update
..
atomic Loading commit data...
audio Loading commit data...
cpuinfo Loading commit data...
events Loading commit data...
file Loading commit data...
haptic Loading commit data...
joystick Loading commit data...
libm Loading commit data...
loadso Loading commit data...
main Loading commit data...
power Loading commit data...
stdlib Loading commit data...
thread Loading commit data...
timer Loading commit data...
video Loading commit data...
SDL.c Loading commit data...
SDL_compat.c Loading commit data...
SDL_error.c Loading commit data...
SDL_error_c.h Loading commit data...
SDL_fatal.c Loading commit data...
SDL_fatal.h Loading commit data...