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Begin refactoring for non-NV12 support in EGLRenderer
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@ -27,8 +27,8 @@
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<qresource prefix="/data">
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<file alias="gamecontrollerdb.txt">SDL_GameControllerDB/gamecontrollerdb.txt</file>
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<file alias="ModeSeven.ttf">ModeSeven.ttf</file>
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<file alias="egl.frag">shaders/egl.frag</file>
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<file alias="egl.vert">shaders/egl.vert</file>
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<file alias="egl_nv12.frag">shaders/egl_nv12.frag</file>
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<file alias="egl_nv12.vert">shaders/egl_nv12.vert</file>
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<file alias="egl_overlay.frag">shaders/egl_overlay.frag</file>
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<file alias="egl_overlay.vert">shaders/egl_overlay.vert</file>
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</qresource>
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@ -373,18 +373,25 @@ bool EGLRenderer::compileShaders() {
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SDL_assert(m_EGLImagePixelFormat != AV_PIX_FMT_NONE);
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// XXX: TODO: other formats
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SDL_assert(m_EGLImagePixelFormat == AV_PIX_FMT_NV12);
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if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12) {
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m_ShaderProgram = compileShader("egl_nv12.vert", "egl_nv12.frag");
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if (!m_ShaderProgram) {
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return false;
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}
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m_ShaderProgram = compileShader("egl.vert", "egl.frag");
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if (!m_ShaderProgram) {
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m_ShaderProgramParams[PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
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m_ShaderProgramParams[PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
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m_ShaderProgramParams[PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
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m_ShaderProgramParams[PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
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}
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else {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,
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"Unsupported EGL pixel format: %d",
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m_EGLImagePixelFormat);
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SDL_assert(false);
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return false;
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}
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m_ShaderProgramParams[PARAM_YUVMAT] = glGetUniformLocation(m_ShaderProgram, "yuvmat");
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m_ShaderProgramParams[PARAM_OFFSET] = glGetUniformLocation(m_ShaderProgram, "offset");
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m_ShaderProgramParams[PARAM_PLANE1] = glGetUniformLocation(m_ShaderProgram, "plane1");
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m_ShaderProgramParams[PARAM_PLANE2] = glGetUniformLocation(m_ShaderProgram, "plane2");
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m_OverlayShaderProgram = compileShader("egl_overlay.vert", "egl_overlay.frag");
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if (!m_OverlayShaderProgram) {
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return false;
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@ -778,10 +785,13 @@ void EGLRenderer::renderFrame(AVFrame* frame)
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glUseProgram(m_ShaderProgram);
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m_glBindVertexArrayOES(m_VAO);
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glUniformMatrix3fv(m_ShaderProgramParams[PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
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glUniform3fv(m_ShaderProgramParams[PARAM_OFFSET], 1, getColorOffsets());
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glUniform1i(m_ShaderProgramParams[PARAM_PLANE1], 0);
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glUniform1i(m_ShaderProgramParams[PARAM_PLANE2], 1);
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// Bind parameters for the NV12 shaders
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if (m_EGLImagePixelFormat == AV_PIX_FMT_NV12) {
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glUniformMatrix3fv(m_ShaderProgramParams[PARAM_YUVMAT], 1, GL_FALSE, getColorMatrix());
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glUniform3fv(m_ShaderProgramParams[PARAM_OFFSET], 1, getColorOffsets());
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glUniform1i(m_ShaderProgramParams[PARAM_PLANE1], 0);
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glUniform1i(m_ShaderProgramParams[PARAM_PLANE2], 1);
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}
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glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0);
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