Lines Matching refs:texture
66 SDL_Texture *texture; member
123 GLuint texture; member
441 GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) in GL_CreateTexture() argument
453 renderdata->drawstate.texture = NULL; /* we trash this state. */ in GL_CreateTexture()
455 if (texture->access == SDL_TEXTUREACCESS_TARGET && in GL_CreateTexture()
460 if (!convert_format(renderdata, texture->format, &internalFormat, in GL_CreateTexture()
463 SDL_GetPixelFormatName(texture->format)); in GL_CreateTexture()
471 if (texture->access == SDL_TEXTUREACCESS_STREAMING) { in GL_CreateTexture()
473 data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); in GL_CreateTexture()
474 size = texture->h * data->pitch; in GL_CreateTexture()
475 if (texture->format == SDL_PIXELFORMAT_YV12 || in GL_CreateTexture()
476 texture->format == SDL_PIXELFORMAT_IYUV) { in GL_CreateTexture()
478 size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); in GL_CreateTexture()
480 if (texture->format == SDL_PIXELFORMAT_NV12 || in GL_CreateTexture()
481 texture->format == SDL_PIXELFORMAT_NV21) { in GL_CreateTexture()
483 size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); in GL_CreateTexture()
492 if (texture->access == SDL_TEXTUREACCESS_TARGET) { in GL_CreateTexture()
493 data->fbo = GL_GetFBO(renderdata, texture->w, texture->h); in GL_CreateTexture()
499 renderdata->glGenTextures(1, &data->texture); in GL_CreateTexture()
507 texture->driverdata = data; in GL_CreateTexture()
510 texture_w = texture->w; in GL_CreateTexture()
511 texture_h = texture->h; in GL_CreateTexture()
515 texture_w = texture->w; in GL_CreateTexture()
516 texture_h = texture->h; in GL_CreateTexture()
520 texture_w = power_of_2(texture->w); in GL_CreateTexture()
521 texture_h = power_of_2(texture->h); in GL_CreateTexture()
522 data->texw = (GLfloat) (texture->w) / texture_w; in GL_CreateTexture()
523 data->texh = (GLfloat) texture->h / texture_h; in GL_CreateTexture()
528 scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; in GL_CreateTexture()
530 renderdata->glBindTexture(textype, data->texture); in GL_CreateTexture()
552 if (texture->access == SDL_TEXTUREACCESS_STREAMING) { in GL_CreateTexture()
559 if (texture->access == SDL_TEXTUREACCESS_STREAMING in GL_CreateTexture()
560 && texture->format == SDL_PIXELFORMAT_ARGB8888 in GL_CreateTexture()
561 && (texture->w % 8) == 0) { in GL_CreateTexture()
565 (data->pitch / SDL_BYTESPERPIXEL(texture->format))); in GL_CreateTexture()
581 if (texture->format == SDL_PIXELFORMAT_YV12 || in GL_CreateTexture()
582 texture->format == SDL_PIXELFORMAT_IYUV) { in GL_CreateTexture()
613 if (texture->format == SDL_PIXELFORMAT_NV12 || in GL_CreateTexture()
614 texture->format == SDL_PIXELFORMAT_NV21) { in GL_CreateTexture()
635 GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, in GL_UpdateTexture() argument
640 GL_TextureData *data = (GL_TextureData *) texture->driverdata; in GL_UpdateTexture()
641 const int texturebpp = SDL_BYTESPERPIXEL(texture->format); in GL_UpdateTexture()
647 renderdata->drawstate.texture = NULL; /* we trash this state. */ in GL_UpdateTexture()
649 renderdata->glBindTexture(textype, data->texture); in GL_UpdateTexture()
660 if (texture->format == SDL_PIXELFORMAT_YV12) { in GL_UpdateTexture()
671 if (texture->format == SDL_PIXELFORMAT_YV12) { in GL_UpdateTexture()
696 GL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, in GL_UpdateTextureYUV() argument
704 GL_TextureData *data = (GL_TextureData *) texture->driverdata; in GL_UpdateTextureYUV()
708 renderdata->drawstate.texture = NULL; /* we trash this state. */ in GL_UpdateTextureYUV()
710 renderdata->glBindTexture(textype, data->texture); in GL_UpdateTextureYUV()
733 GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, in GL_LockTexture() argument
736 GL_TextureData *data = (GL_TextureData *) texture->driverdata; in GL_LockTexture()
741 rect->x * SDL_BYTESPERPIXEL(texture->format)); in GL_LockTexture()
747 GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) in GL_UnlockTexture() argument
749 GL_TextureData *data = (GL_TextureData *) texture->driverdata; in GL_UnlockTexture()
756 rect->x * SDL_BYTESPERPIXEL(texture->format)); in GL_UnlockTexture()
757 GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch); in GL_UnlockTexture()
761 GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode) in GL_SetTextureScaleMode() argument
765 GL_TextureData *data = (GL_TextureData *) texture->driverdata; in GL_SetTextureScaleMode()
768 renderdata->glBindTexture(textype, data->texture); in GL_SetTextureScaleMode()
772 if (texture->format == SDL_PIXELFORMAT_YV12 || in GL_SetTextureScaleMode()
773 texture->format == SDL_PIXELFORMAT_IYUV) { in GL_SetTextureScaleMode()
783 if (texture->format == SDL_PIXELFORMAT_NV12 || in GL_SetTextureScaleMode()
784 texture->format == SDL_PIXELFORMAT_NV21) { in GL_SetTextureScaleMode()
792 GL_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) in GL_SetRenderTarget() argument
806 if (texture == NULL) { in GL_SetRenderTarget()
811 texturedata = (GL_TextureData *) texture->driverdata; in GL_SetRenderTarget()
814 …Texture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, data->textype, texturedata->texture, 0); in GL_SetRenderTarget()
874 GL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, in GL_QueueCopy() argument
877 GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; in GL_QueueCopy()
893 minu = (GLfloat) srcrect->x / texture->w; in GL_QueueCopy()
895 maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; in GL_QueueCopy()
897 minv = (GLfloat) srcrect->y / texture->h; in GL_QueueCopy()
899 maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; in GL_QueueCopy()
915 GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, in GL_QueueCopyEx() argument
919 GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; in GL_QueueCopyEx()
950 minu = (GLfloat) srcrect->x / texture->w; in GL_QueueCopyEx()
952 maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; in GL_QueueCopyEx()
954 minv = (GLfloat) srcrect->y / texture->h; in GL_QueueCopyEx()
956 maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; in GL_QueueCopyEx()
1034 if ((cmd->data.draw.texture != NULL) != data->drawstate.texturing) { in SetDrawState()
1035 if (cmd->data.draw.texture == NULL) { in SetDrawState()
1048 SDL_Texture *texture = cmd->data.draw.texture; in SetCopyState() local
1049 const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; in SetCopyState()
1052 … if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) { in SetCopyState()
1060 switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) { in SetCopyState()
1064 } else if (texture->format == SDL_PIXELFORMAT_NV12) { in SetCopyState()
1073 } else if (texture->format == SDL_PIXELFORMAT_NV12) { in SetCopyState()
1082 } else if (texture->format == SDL_PIXELFORMAT_NV12) { in SetCopyState()
1097 if (texture != data->drawstate.texture) { in SetCopyState()
1111 data->glBindTexture(textype, texturedata->texture); in SetCopyState()
1113 data->drawstate.texture = texture; in SetCopyState()
1427 GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) in GL_DestroyTexture() argument
1430 GL_TextureData *data = (GL_TextureData *) texture->driverdata; in GL_DestroyTexture()
1434 if (renderdata->drawstate.texture == texture) { in GL_DestroyTexture()
1435 renderdata->drawstate.texture = NULL; in GL_DestroyTexture()
1437 if (renderdata->drawstate.target == texture) { in GL_DestroyTexture()
1444 if (data->texture) { in GL_DestroyTexture()
1445 renderdata->glDeleteTextures(1, &data->texture); in GL_DestroyTexture()
1453 texture->driverdata = NULL; in GL_DestroyTexture()
1495 GL_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) in GL_BindTexture() argument
1498 GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; in GL_BindTexture()
1513 data->glBindTexture(textype, texturedata->texture); in GL_BindTexture()
1516 data->drawstate.texture = texture; in GL_BindTexture()
1525 GL_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) in GL_UnbindTexture() argument
1528 GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata; in GL_UnbindTexture()
1546 data->drawstate.texture = NULL; in GL_UnbindTexture()