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@@ -835,6 +835,35 @@ METAL_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture,
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return 0;
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}}
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+static int
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+METAL_UpdateTextureNV(SDL_Renderer * renderer, SDL_Texture * texture,
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+ const SDL_Rect * rect,
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+ const Uint8 *Yplane, int Ypitch,
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+ const Uint8 *UVplane, int UVpitch)
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+{ @autoreleasepool {
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+ METAL_TextureData *texturedata = (__bridge METAL_TextureData *)texture->driverdata;
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+ const int Uslice = 0;
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+ const int Vslice = 1;
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+ SDL_Rect UVrect = {rect->x / 2, rect->y / 2, (rect->w + 1) / 2, (rect->h + 1) / 2};
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+
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+ /* Bail out if we're supposed to update an empty rectangle */
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+ if (rect->w <= 0 || rect->h <= 0) {
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+ return 0;
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+ }
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+
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+ if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture, *rect, 0, Yplane, Ypitch) < 0) {
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+ return -1;
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+ }
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+
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+ if (METAL_UpdateTextureInternal(renderer, texturedata, texturedata.mtltexture_uv, UVrect, 0, UVplane, UVpitch) < 0) {
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+ return -1;
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+ }
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+
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+ texturedata.hasdata = YES;
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+
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+ return 0;
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+}}
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+
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static int
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METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, void **pixels, int *pitch)
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@@ -1851,6 +1880,7 @@ METAL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->CreateTexture = METAL_CreateTexture;
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renderer->UpdateTexture = METAL_UpdateTexture;
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renderer->UpdateTextureYUV = METAL_UpdateTextureYUV;
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+ renderer->UpdateTextureNV = METAL_UpdateTextureNV;
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renderer->LockTexture = METAL_LockTexture;
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renderer->UnlockTexture = METAL_UnlockTexture;
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renderer->SetTextureScaleMode = METAL_SetTextureScaleMode;
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