diff --git a/src/render/direct3d11/SDL_render_d3d11.c b/src/render/direct3d11/SDL_render_d3d11.c index 11d742d3b..d3c37cfd6 100644 --- a/src/render/direct3d11/SDL_render_d3d11.c +++ b/src/render/direct3d11/SDL_render_d3d11.c @@ -105,6 +105,16 @@ typedef struct int lockedTexturePositionX; int lockedTexturePositionY; D3D11_FILTER scaleMode; + + /* YV12 texture support */ + SDL_bool yuv; + ID3D11Texture2D *mainTextureU; + ID3D11ShaderResourceView *mainTextureResourceViewU; + ID3D11Texture2D *mainTextureV; + ID3D11ShaderResourceView *mainTextureResourceViewV; + Uint8 *pixels; + int pitch; + SDL_Rect locked_rect; } D3D11_TextureData; /* Private renderer data */ @@ -120,8 +130,9 @@ typedef struct ID3D11InputLayout *inputLayout; ID3D11Buffer *vertexBuffer; ID3D11VertexShader *vertexShader; - ID3D11PixelShader *texturePixelShader; ID3D11PixelShader *colorPixelShader; + ID3D11PixelShader *texturePixelShader; + ID3D11PixelShader *yuvPixelShader; ID3D11BlendState *blendModeBlend; ID3D11BlendState *blendModeAdd; ID3D11BlendState *blendModeMod; @@ -188,6 +199,79 @@ static const GUID IID_ID3D11Debug = { 0x79cf2233, 0x7536, 0x4948, { 0x9d, 0x36, #define D3D11_USE_SHADER_MODEL_4_0_level_9_1 #endif +/* The color-only-rendering pixel shader: + + --- D3D11_PixelShader_Colors.hlsl --- + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + float4 main(PixelShaderInput input) : SV_TARGET + { + return input.color; + } +*/ +#if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1) +static const DWORD D3D11_PixelShader_Colors[] = { + 0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001, + 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140, + 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200, + 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000, + 0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001, + 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, + 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, + 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, + 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000, + 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, + 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, + 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438, + 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, + 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, + 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000, + 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, + 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054 +}; +#elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3) +static const DWORD D3D11_PixelShader_Colors[] = { + 0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001, + 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140, + 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200, + 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000, + 0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001, + 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040, + 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, + 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, + 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, + 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000, + 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, + 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, + 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438, + 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, + 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, + 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000, + 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, + 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, + 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054 +}; +#else +#error "An appropriate 'colors' pixel shader is not defined." +#endif + /* The texture-rendering pixel shader: --- D3D11_PixelShader_Textures.hlsl --- @@ -284,77 +368,178 @@ static const DWORD D3D11_PixelShader_Textures[] = { #error "An appropriate 'textures' pixel shader is not defined" #endif -/* The color-only-rendering pixel shader: +/* The yuv-rendering pixel shader: - --- D3D11_PixelShader_Colors.hlsl --- - struct PixelShaderInput - { - float4 pos : SV_POSITION; - float2 tex : TEXCOORD0; - float4 color : COLOR0; - }; + --- D3D11_PixelShader_YUV.hlsl --- + Texture2D theTextureY : register(t0); + Texture2D theTextureU : register(t1); + Texture2D theTextureV : register(t2); + SamplerState theSampler : register(s0); + + struct PixelShaderInput + { + float4 pos : SV_POSITION; + float2 tex : TEXCOORD0; + float4 color : COLOR0; + }; + + float4 main(PixelShaderInput input) : SV_TARGET + { + const float3 offset = {-0.0625, -0.5, -0.5}; + const float3 Rcoeff = {1.164, 0.000, 1.596}; + const float3 Gcoeff = {1.164, -0.391, -0.813}; + const float3 Bcoeff = {1.164, 2.018, 0.000}; + + float4 Output; + + float3 yuv; + yuv.x = theTextureY.Sample(theSampler, input.tex).r; + yuv.y = theTextureU.Sample(theSampler, input.tex).r; + yuv.z = theTextureV.Sample(theSampler, input.tex).r; + + yuv += offset; + Output.r = dot(yuv, Rcoeff); + Output.g = dot(yuv, Gcoeff); + Output.b = dot(yuv, Bcoeff); + Output.a = 1.0f; + + return Output * input.color; + } - float4 main(PixelShaderInput input) : SV_TARGET - { - return input.color; - } */ #if defined(D3D11_USE_SHADER_MODEL_4_0_level_9_1) -static const DWORD D3D11_PixelShader_Colors[] = { - 0x43425844, 0xd74c28fe, 0xa1eb8804, 0x269d512a, 0x7699723d, 0x00000001, - 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140, - 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200, - 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000, - 0x00240000, 0xffff0200, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001, - 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040, - 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, - 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, - 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, - 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000, - 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, - 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, - 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438, - 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, - 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, - 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000, - 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, - 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, - 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, +static const DWORD D3D11_PixelShader_YUV[] = { + 0x43425844, 0x04e69cba, 0x74ce6dd2, 0x7fcf84cb, 0x3003d677, 0x00000001, + 0x000005e8, 0x00000006, 0x00000038, 0x000001dc, 0x000003bc, 0x00000438, + 0x00000540, 0x000005b4, 0x396e6f41, 0x0000019c, 0x0000019c, 0xffff0200, + 0x0000016c, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003, + 0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0200, 0x05000051, + 0xa00f0000, 0xbd800000, 0xbf000000, 0xbf000000, 0x3f800000, 0x05000051, + 0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x05000051, + 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x05000051, + 0xa00f0003, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x0200001f, + 0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, + 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, + 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40800, + 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40801, 0x03000042, 0x800f0002, + 0xb0e40000, 0xa0e40802, 0x02000001, 0x80020000, 0x80000001, 0x02000001, + 0x80040000, 0x80000002, 0x03000002, 0x80070000, 0x80e40000, 0xa0e40000, + 0x03000005, 0x80080000, 0x80000000, 0xa0000001, 0x04000004, 0x80010001, + 0x80aa0000, 0xa0550001, 0x80ff0000, 0x03000008, 0x80020001, 0x80e40000, + 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, 0xa0e40003, 0xa0aa0003, + 0x02000001, 0x80080001, 0xa0ff0000, 0x03000005, 0x800f0000, 0x80e40001, + 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, 0x0000ffff, 0x52444853, + 0x000001d8, 0x00000040, 0x00000076, 0x0300005a, 0x00106000, 0x00000000, + 0x04001858, 0x00107000, 0x00000000, 0x00005555, 0x04001858, 0x00107000, + 0x00000001, 0x00005555, 0x04001858, 0x00107000, 0x00000002, 0x00005555, + 0x03001062, 0x00101032, 0x00000001, 0x03001062, 0x001010f2, 0x00000002, + 0x03000065, 0x001020f2, 0x00000000, 0x02000068, 0x00000002, 0x09000045, + 0x001000f2, 0x00000000, 0x00101046, 0x00000001, 0x00107e46, 0x00000000, + 0x00106000, 0x00000000, 0x09000045, 0x001000f2, 0x00000001, 0x00101046, + 0x00000001, 0x00107e46, 0x00000001, 0x00106000, 0x00000000, 0x05000036, + 0x00100022, 0x00000000, 0x0010000a, 0x00000001, 0x09000045, 0x001000f2, + 0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000002, 0x00106000, + 0x00000000, 0x05000036, 0x00100042, 0x00000000, 0x0010000a, 0x00000001, + 0x0a000000, 0x00100072, 0x00000000, 0x00100246, 0x00000000, 0x00004002, + 0xbd800000, 0xbf000000, 0xbf000000, 0x00000000, 0x0a00000f, 0x00100012, + 0x00000001, 0x00100086, 0x00000000, 0x00004002, 0x3f94fdf4, 0x3fcc49ba, + 0x00000000, 0x00000000, 0x0a000010, 0x00100022, 0x00000001, 0x00100246, + 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, + 0x0a00000f, 0x00100042, 0x00000001, 0x00100046, 0x00000000, 0x00004002, + 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, 0x05000036, 0x00100082, + 0x00000001, 0x00004001, 0x3f800000, 0x07000038, 0x001020f2, 0x00000000, + 0x00100e46, 0x00000001, 0x00101e46, 0x00000002, 0x0100003e, 0x54415453, + 0x00000074, 0x0000000c, 0x00000002, 0x00000000, 0x00000003, 0x00000005, + 0x00000000, 0x00000000, 0x00000001, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x46454452, 0x00000100, 0x00000000, 0x00000000, 0x00000004, 0x0000001c, + 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, 0x00000003, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000001, 0x000000a7, + 0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000000, 0x00000001, + 0x0000000d, 0x000000b3, 0x00000002, 0x00000005, 0x00000004, 0xffffffff, + 0x00000001, 0x00000001, 0x0000000d, 0x000000bf, 0x00000002, 0x00000005, + 0x00000004, 0xffffffff, 0x00000002, 0x00000001, 0x0000000d, 0x53656874, + 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, 0x74005965, 0x65546568, + 0x72757478, 0x74005565, 0x65546568, 0x72757478, 0x4d005665, 0x6f726369, + 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, 0x72656461, 0x6d6f4320, + 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, 0x34383336, 0xababab00, + 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, + 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, + 0x00000000, 0x00000003, 0x00000001, 0x00000303, 0x00000065, 0x00000000, + 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, + 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, + 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054 }; #elif defined(D3D11_USE_SHADER_MODEL_4_0_level_9_3) -static const DWORD D3D11_PixelShader_Colors[] = { - 0x43425844, 0x93f6ccfc, 0x5f919270, 0x7a11aa4f, 0x9148e931, 0x00000001, - 0x00000240, 0x00000006, 0x00000038, 0x00000084, 0x000000c4, 0x00000140, - 0x00000198, 0x0000020c, 0x396e6f41, 0x00000044, 0x00000044, 0xffff0200, - 0x00000020, 0x00000024, 0x00240000, 0x00240000, 0x00240000, 0x00240000, - 0x00240000, 0xffff0201, 0x0200001f, 0x80000000, 0xb00f0001, 0x02000001, - 0x800f0800, 0xb0e40001, 0x0000ffff, 0x52444853, 0x00000038, 0x00000040, - 0x0000000e, 0x03001062, 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, - 0x00000000, 0x05000036, 0x001020f2, 0x00000000, 0x00101e46, 0x00000002, - 0x0100003e, 0x54415453, 0x00000074, 0x00000002, 0x00000000, 0x00000000, - 0x00000002, 0x00000000, 0x00000000, 0x00000000, 0x00000001, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000002, 0x00000000, - 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, - 0x00000000, 0x00000000, 0x46454452, 0x00000050, 0x00000000, 0x00000000, - 0x00000000, 0x0000001c, 0xffff0400, 0x00000100, 0x0000001c, 0x7263694d, - 0x666f736f, 0x52282074, 0x4c482029, 0x53204c53, 0x65646168, 0x6f432072, - 0x6c69706d, 0x39207265, 0x2e30332e, 0x30303239, 0x3336312e, 0xab003438, - 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, 0x00000050, 0x00000000, - 0x00000001, 0x00000003, 0x00000000, 0x0000000f, 0x0000005c, 0x00000000, - 0x00000000, 0x00000003, 0x00000001, 0x00000003, 0x00000065, 0x00000000, - 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, 0x505f5653, 0x5449534f, - 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, 0xab00524f, 0x4e47534f, - 0x0000002c, 0x00000001, 0x00000008, 0x00000020, 0x00000000, 0x00000000, - 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, 0x45475241, 0xabab0054 +static const DWORD D3D11_PixelShader_YUV[] = { + 0x43425844, 0xe6d969fc, 0x63cac33c, 0xa4926502, 0x5d788135, 0x00000001, + 0x000005c0, 0x00000006, 0x00000038, 0x000001b4, 0x00000394, 0x00000410, + 0x00000518, 0x0000058c, 0x396e6f41, 0x00000174, 0x00000174, 0xffff0200, + 0x00000144, 0x00000030, 0x00300000, 0x00300000, 0x00300000, 0x00240003, + 0x00300000, 0x00000000, 0x00010001, 0x00020002, 0xffff0201, 0x05000051, + 0xa00f0000, 0xbd800000, 0xbf000000, 0x3f800000, 0x00000000, 0x05000051, + 0xa00f0001, 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x400126e9, 0x05000051, + 0xa00f0002, 0x3f94fdf4, 0xbec83127, 0xbf5020c5, 0x00000000, 0x0200001f, + 0x80000000, 0xb0030000, 0x0200001f, 0x80000000, 0xb00f0001, 0x0200001f, + 0x90000000, 0xa00f0800, 0x0200001f, 0x90000000, 0xa00f0801, 0x0200001f, + 0x90000000, 0xa00f0802, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40801, + 0x03000042, 0x800f0001, 0xb0e40000, 0xa0e40800, 0x02000001, 0x80020001, + 0x80000000, 0x03000042, 0x800f0000, 0xb0e40000, 0xa0e40802, 0x02000001, + 0x80040001, 0x80000000, 0x03000002, 0x80070000, 0x80e40001, 0xa0d40000, + 0x0400005a, 0x80010001, 0x80e80000, 0xa0e40001, 0xa0aa0001, 0x03000008, + 0x80020001, 0x80e40000, 0xa0e40002, 0x0400005a, 0x80040001, 0x80e40000, + 0xa0ec0001, 0xa0aa0001, 0x02000001, 0x80080001, 0xa0aa0000, 0x03000005, + 0x800f0000, 0x80e40001, 0xb0e40001, 0x02000001, 0x800f0800, 0x80e40000, + 0x0000ffff, 0x52444853, 0x000001d8, 0x00000040, 0x00000076, 0x0300005a, + 0x00106000, 0x00000000, 0x04001858, 0x00107000, 0x00000000, 0x00005555, + 0x04001858, 0x00107000, 0x00000001, 0x00005555, 0x04001858, 0x00107000, + 0x00000002, 0x00005555, 0x03001062, 0x00101032, 0x00000001, 0x03001062, + 0x001010f2, 0x00000002, 0x03000065, 0x001020f2, 0x00000000, 0x02000068, + 0x00000002, 0x09000045, 0x001000f2, 0x00000000, 0x00101046, 0x00000001, + 0x00107e46, 0x00000000, 0x00106000, 0x00000000, 0x09000045, 0x001000f2, + 0x00000001, 0x00101046, 0x00000001, 0x00107e46, 0x00000001, 0x00106000, + 0x00000000, 0x05000036, 0x00100022, 0x00000000, 0x0010000a, 0x00000001, + 0x09000045, 0x001000f2, 0x00000001, 0x00101046, 0x00000001, 0x00107e46, + 0x00000002, 0x00106000, 0x00000000, 0x05000036, 0x00100042, 0x00000000, + 0x0010000a, 0x00000001, 0x0a000000, 0x00100072, 0x00000000, 0x00100246, + 0x00000000, 0x00004002, 0xbd800000, 0xbf000000, 0xbf000000, 0x00000000, + 0x0a00000f, 0x00100012, 0x00000001, 0x00100086, 0x00000000, 0x00004002, + 0x3f94fdf4, 0x3fcc49ba, 0x00000000, 0x00000000, 0x0a000010, 0x00100022, + 0x00000001, 0x00100246, 0x00000000, 0x00004002, 0x3f94fdf4, 0xbec83127, + 0xbf5020c5, 0x00000000, 0x0a00000f, 0x00100042, 0x00000001, 0x00100046, + 0x00000000, 0x00004002, 0x3f94fdf4, 0x400126e9, 0x00000000, 0x00000000, + 0x05000036, 0x00100082, 0x00000001, 0x00004001, 0x3f800000, 0x07000038, + 0x001020f2, 0x00000000, 0x00100e46, 0x00000001, 0x00101e46, 0x00000002, + 0x0100003e, 0x54415453, 0x00000074, 0x0000000c, 0x00000002, 0x00000000, + 0x00000003, 0x00000005, 0x00000000, 0x00000000, 0x00000001, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000003, 0x00000000, + 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000000, + 0x00000000, 0x00000000, 0x46454452, 0x00000100, 0x00000000, 0x00000000, + 0x00000004, 0x0000001c, 0xffff0400, 0x00000100, 0x000000cb, 0x0000009c, + 0x00000003, 0x00000000, 0x00000000, 0x00000000, 0x00000000, 0x00000001, + 0x00000001, 0x000000a7, 0x00000002, 0x00000005, 0x00000004, 0xffffffff, + 0x00000000, 0x00000001, 0x0000000d, 0x000000b3, 0x00000002, 0x00000005, + 0x00000004, 0xffffffff, 0x00000001, 0x00000001, 0x0000000d, 0x000000bf, + 0x00000002, 0x00000005, 0x00000004, 0xffffffff, 0x00000002, 0x00000001, + 0x0000000d, 0x53656874, 0x6c706d61, 0x74007265, 0x65546568, 0x72757478, + 0x74005965, 0x65546568, 0x72757478, 0x74005565, 0x65546568, 0x72757478, + 0x4d005665, 0x6f726369, 0x74666f73, 0x29522820, 0x534c4820, 0x6853204c, + 0x72656461, 0x6d6f4320, 0x656c6970, 0x2e362072, 0x36392e33, 0x312e3030, + 0x34383336, 0xababab00, 0x4e475349, 0x0000006c, 0x00000003, 0x00000008, + 0x00000050, 0x00000000, 0x00000001, 0x00000003, 0x00000000, 0x0000000f, + 0x0000005c, 0x00000000, 0x00000000, 0x00000003, 0x00000001, 0x00000303, + 0x00000065, 0x00000000, 0x00000000, 0x00000003, 0x00000002, 0x00000f0f, + 0x505f5653, 0x5449534f, 0x004e4f49, 0x43584554, 0x44524f4f, 0x4c4f4300, + 0xab00524f, 0x4e47534f, 0x0000002c, 0x00000001, 0x00000008, 0x00000020, + 0x00000000, 0x00000000, 0x00000003, 0x00000000, 0x0000000f, 0x545f5653, + 0x45475241, 0xabab0054 }; #else -#error "An appropriate 'colors' pixel shader is not defined." +#error "An appropriate 'yuv' pixel shader is not defined." #endif /* The sole vertex shader: @@ -644,6 +829,11 @@ static int D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *srcPixels, int srcPitch); +static int D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch); static int D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch); static void D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); @@ -685,10 +875,12 @@ SDL_RenderDriver D3D11_RenderDriver = { SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE ), /* flags. see SDL_RendererFlags */ - 2, /* num_texture_formats */ + 4, /* num_texture_formats */ { /* texture_formats */ + SDL_PIXELFORMAT_ARGB8888, SDL_PIXELFORMAT_RGB888, - SDL_PIXELFORMAT_ARGB8888 + SDL_PIXELFORMAT_YV12, + SDL_PIXELFORMAT_IYUV }, 0, /* max_texture_width: will be filled in later */ 0 /* max_texture_height: will be filled in later */ @@ -716,6 +908,9 @@ SDLPixelFormatToDXGIFormat(Uint32 sdlFormat) return DXGI_FORMAT_B8G8R8A8_UNORM; case SDL_PIXELFORMAT_RGB888: return DXGI_FORMAT_B8G8R8X8_UNORM; + case SDL_PIXELFORMAT_YV12: + case SDL_PIXELFORMAT_IYUV: + return DXGI_FORMAT_R8_UNORM; default: return DXGI_FORMAT_UNKNOWN; } @@ -742,6 +937,7 @@ D3D11_CreateRenderer(SDL_Window * window, Uint32 flags) renderer->WindowEvent = D3D11_WindowEvent; renderer->CreateTexture = D3D11_CreateTexture; renderer->UpdateTexture = D3D11_UpdateTexture; + renderer->UpdateTextureYUV = D3D11_UpdateTextureYUV; renderer->LockTexture = D3D11_LockTexture; renderer->UnlockTexture = D3D11_UnlockTexture; renderer->SetRenderTarget = D3D11_SetRenderTarget; @@ -797,8 +993,9 @@ D3D11_DestroyRenderer(SDL_Renderer * renderer) SAFE_RELEASE(data->inputLayout); SAFE_RELEASE(data->vertexBuffer); SAFE_RELEASE(data->vertexShader); - SAFE_RELEASE(data->texturePixelShader); SAFE_RELEASE(data->colorPixelShader); + SAFE_RELEASE(data->texturePixelShader); + SAFE_RELEASE(data->yuvPixelShader); SAFE_RELEASE(data->blendModeBlend); SAFE_RELEASE(data->blendModeAdd); SAFE_RELEASE(data->blendModeMod); @@ -995,6 +1192,17 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) } /* Load in SDL's pixel shaders */ + result = ID3D11Device_CreatePixelShader(data->d3dDevice, + D3D11_PixelShader_Colors, + sizeof(D3D11_PixelShader_Colors), + NULL, + &data->colorPixelShader + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result); + goto done; + } + result = ID3D11Device_CreatePixelShader(data->d3dDevice, D3D11_PixelShader_Textures, sizeof(D3D11_PixelShader_Textures), @@ -1007,13 +1215,13 @@ D3D11_CreateDeviceResources(SDL_Renderer * renderer) } result = ID3D11Device_CreatePixelShader(data->d3dDevice, - D3D11_PixelShader_Colors, - sizeof(D3D11_PixelShader_Colors), + D3D11_PixelShader_YUV, + sizeof(D3D11_PixelShader_YUV), NULL, - &data->colorPixelShader + &data->yuvPixelShader ); if (FAILED(result)) { - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['color' shader]", result); + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreatePixelShader ['yuv' shader]", result); goto done; } @@ -1606,19 +1814,32 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) return -1; } - if (texture->access & SDL_TEXTUREACCESS_TARGET) { - D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; - renderTargetViewDesc.Format = textureDesc.Format; - renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; - renderTargetViewDesc.Texture2D.MipSlice = 0; + if (texture->format == SDL_PIXELFORMAT_YV12 || + texture->format == SDL_PIXELFORMAT_IYUV) { + textureData->yuv = SDL_TRUE; - result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice, - (ID3D11Resource *)textureData->mainTexture, - &renderTargetViewDesc, - &textureData->mainTextureRenderTargetView); + textureDesc.Width /= 2; + textureDesc.Height /= 2; + + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &textureDesc, + NULL, + &textureData->mainTextureU + ); if (FAILED(result)) { D3D11_DestroyTexture(renderer, texture); - WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result); + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result); + return -1; + } + + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &textureDesc, + NULL, + &textureData->mainTextureV + ); + if (FAILED(result)) { + D3D11_DestroyTexture(renderer, texture); + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D", result); return -1; } } @@ -1639,6 +1860,46 @@ D3D11_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) return -1; } + if (textureData->yuv) { + result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTextureU, + &resourceViewDesc, + &textureData->mainTextureResourceViewU + ); + if (FAILED(result)) { + D3D11_DestroyTexture(renderer, texture); + WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result); + return -1; + } + result = ID3D11Device_CreateShaderResourceView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTextureV, + &resourceViewDesc, + &textureData->mainTextureResourceViewV + ); + if (FAILED(result)) { + D3D11_DestroyTexture(renderer, texture); + WIN_SetErrorFromHRESULT(__FUNCTION__ "ID3D11Device1::CreateShaderResourceView", result); + return -1; + } + } + + if (texture->access & SDL_TEXTUREACCESS_TARGET) { + D3D11_RENDER_TARGET_VIEW_DESC renderTargetViewDesc; + renderTargetViewDesc.Format = textureDesc.Format; + renderTargetViewDesc.ViewDimension = D3D11_RTV_DIMENSION_TEXTURE2D; + renderTargetViewDesc.Texture2D.MipSlice = 0; + + result = ID3D11Device_CreateRenderTargetView(rendererData->d3dDevice, + (ID3D11Resource *)textureData->mainTexture, + &renderTargetViewDesc, + &textureData->mainTextureRenderTargetView); + if (FAILED(result)) { + D3D11_DestroyTexture(renderer, texture); + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateRenderTargetView", result); + return -1; + } + } + return 0; } @@ -1656,37 +1917,156 @@ D3D11_DestroyTexture(SDL_Renderer * renderer, SAFE_RELEASE(data->mainTextureResourceView); SAFE_RELEASE(data->mainTextureRenderTargetView); SAFE_RELEASE(data->stagingTexture); + SAFE_RELEASE(data->mainTextureU); + SAFE_RELEASE(data->mainTextureResourceViewU); + SAFE_RELEASE(data->mainTextureV); + SAFE_RELEASE(data->mainTextureResourceViewV); + SDL_free(data->pixels); SDL_free(data); texture->driverdata = NULL; } +static int +D3D11_UpdateTextureInternal(D3D11_RenderData *rendererData, ID3D11Texture2D *texture, Uint32 format, int x, int y, int w, int h, const void *pixels, int pitch) +{ + ID3D11Texture2D *stagingTexture; + const Uint8 *src; + Uint8 *dst; + int row; + UINT length; + HRESULT result; + + /* Create a 'staging' texture, which will be used to write to a portion of the main texture. */ + D3D11_TEXTURE2D_DESC stagingTextureDesc; + ID3D11Texture2D_GetDesc(texture, &stagingTextureDesc); + stagingTextureDesc.Width = w; + stagingTextureDesc.Height = h; + stagingTextureDesc.BindFlags = 0; + stagingTextureDesc.MiscFlags = 0; + stagingTextureDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + stagingTextureDesc.Usage = D3D11_USAGE_STAGING; + result = ID3D11Device_CreateTexture2D(rendererData->d3dDevice, + &stagingTextureDesc, + NULL, + &stagingTexture); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11Device1::CreateTexture2D [create staging texture]", result); + return -1; + } + + /* Get a write-only pointer to data in the staging texture: */ + D3D11_MAPPED_SUBRESOURCE textureMemory; + result = ID3D11DeviceContext_Map(rendererData->d3dContext, + (ID3D11Resource *)stagingTexture, + 0, + D3D11_MAP_WRITE, + 0, + &textureMemory + ); + if (FAILED(result)) { + WIN_SetErrorFromHRESULT(__FUNCTION__ ", ID3D11DeviceContext1::Map [map staging texture]", result); + SAFE_RELEASE(stagingTexture); + return -1; + } + + src = (const Uint8 *)pixels; + dst = textureMemory.pData; + length = w * SDL_BYTESPERPIXEL(format); + if (length == pitch && length == textureMemory.RowPitch) { + SDL_memcpy(dst, src, length*h); + } else { + if (length > (UINT)pitch) { + length = pitch; + } + if (length > textureMemory.RowPitch) { + length = textureMemory.RowPitch; + } + for (row = 0; row < h; ++row) { + SDL_memcpy(dst, src, length); + src += pitch; + dst += textureMemory.RowPitch; + } + } + + /* Commit the pixel buffer's changes back to the staging texture: */ + ID3D11DeviceContext_Unmap(rendererData->d3dContext, + (ID3D11Resource *)stagingTexture, + 0); + + /* Copy the staging texture's contents back to the texture: */ + ID3D11DeviceContext_CopySubresourceRegion(rendererData->d3dContext, + (ID3D11Resource *)texture, + 0, + x, + y, + 0, + (ID3D11Resource *)stagingTexture, + 0, + NULL); + + SAFE_RELEASE(stagingTexture); + + return 0; +} + static int D3D11_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void * srcPixels, int srcPitch) { - /* Lock the texture, retrieving a buffer to write pixel data to: */ - void * destPixels = NULL; - int destPitch = 0; - if (D3D11_LockTexture(renderer, texture, rect, &destPixels, &destPitch) != 0) { - /* An error is already set. Attach some info to it, then return to the caller. */ - char errorMessage[1024]; - SDL_snprintf(errorMessage, sizeof(errorMessage), __FUNCTION__ ", Lock Texture Failed: %s", SDL_GetError()); - return SDL_SetError(errorMessage); + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata; + + if (!textureData) { + SDL_SetError("Texture is not currently available"); + return -1; } - /* Copy pixel data to the locked texture's memory: */ - for (int y = 0; y < rect->h; ++y) { - SDL_memcpy( - ((Uint8 *)destPixels) + (destPitch * y), - ((Uint8 *)srcPixels) + (srcPitch * y), - srcPitch - ); + if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, srcPixels, srcPitch) < 0) { + return -1; } - /* Commit the texture's memory back to Direct3D: */ - D3D11_UnlockTexture(renderer, texture); + if (textureData->yuv) { + /* Skip to the correct offset into the next texture */ + srcPixels = (const void*)((const Uint8*)srcPixels + rect->h * srcPitch); + if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureV : textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) { + return -1; + } + + /* Skip to the correct offset into the next texture */ + srcPixels = (const void*)((const Uint8*)srcPixels + (rect->h * srcPitch) / 4); + if (D3D11_UpdateTextureInternal(rendererData, texture->format == SDL_PIXELFORMAT_YV12 ? textureData->mainTextureU : textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, srcPixels, srcPitch / 2) < 0) { + return -1; + } + } + return 0; +} + +static int +D3D11_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, + const SDL_Rect * rect, + const Uint8 *Yplane, int Ypitch, + const Uint8 *Uplane, int Upitch, + const Uint8 *Vplane, int Vpitch) +{ + D3D11_RenderData *rendererData = (D3D11_RenderData *)renderer->driverdata; + D3D11_TextureData *textureData = (D3D11_TextureData *)texture->driverdata; + + if (!textureData) { + SDL_SetError("Texture is not currently available"); + return -1; + } + + if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTexture, texture->format, rect->x, rect->y, rect->w, rect->h, Yplane, Ypitch) < 0) { + return -1; + } + if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureU, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Uplane, Upitch) < 0) { + return -1; + } + if (D3D11_UpdateTextureInternal(rendererData, textureData->mainTextureV, texture->format, rect->x / 2, rect->y / 2, rect->w / 2, rect->h / 2, Vplane, Vpitch) < 0) { + return -1; + } return 0; } @@ -1698,6 +2078,28 @@ D3D11_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata; HRESULT result = S_OK; + if (!textureData) { + SDL_SetError("Texture is not currently available"); + return -1; + } + + if (textureData->yuv) { + /* It's more efficient to upload directly... */ + if (!textureData->pixels) { + textureData->pitch = texture->w; + textureData->pixels = (Uint8 *)SDL_malloc((texture->h * textureData->pitch * 3) / 2); + if (!textureData->pixels) { + return SDL_OutOfMemory(); + } + } + textureData->locked_rect = *rect; + *pixels = + (void *)((Uint8 *)textureData->pixels + rect->y * textureData->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + *pitch = textureData->pitch; + return 0; + } + if (textureData->stagingTexture) { return SDL_SetError("texture is already locked"); } @@ -1761,6 +2163,19 @@ D3D11_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata; D3D11_TextureData *textureData = (D3D11_TextureData *) texture->driverdata; + + if (!textureData) { + return; + } + + if (textureData->yuv) { + const SDL_Rect *rect = &textureData->locked_rect; + void *pixels = + (void *) ((Uint8 *) textureData->pixels + rect->y * textureData->pitch + + rect->x * SDL_BYTESPERPIXEL(texture->format)); + D3D11_UpdateTexture(renderer, texture, rect, pixels, textureData->pitch); + return; + } /* Commit the pixel buffer's changes back to the staging texture: */ ID3D11DeviceContext_Unmap(rendererData->d3dContext, @@ -2098,16 +2513,23 @@ D3D11_RenderSetBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) static void D3D11_SetPixelShader(SDL_Renderer * renderer, ID3D11PixelShader * shader, - ID3D11ShaderResourceView * shaderResource, + int numShaderResources, + ID3D11ShaderResourceView ** shaderResources, ID3D11SamplerState * sampler) { D3D11_RenderData *rendererData = (D3D11_RenderData *) renderer->driverdata; + ID3D11ShaderResourceView *shaderResource; if (shader != rendererData->currentShader) { ID3D11DeviceContext_PSSetShader(rendererData->d3dContext, shader, NULL, 0); rendererData->currentShader = shader; } + if (numShaderResources > 0) { + shaderResource = shaderResources[0]; + } else { + shaderResource = NULL; + } if (shaderResource != rendererData->currentShaderResource) { - ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, 1, &shaderResource); + ID3D11DeviceContext_PSSetShaderResources(rendererData->d3dContext, 0, numShaderResources, shaderResources); rendererData->currentShaderResource = shaderResource; } if (sampler != rendererData->currentSampler) { @@ -2155,6 +2577,7 @@ D3D11_RenderDrawPoints(SDL_Renderer * renderer, D3D11_SetPixelShader( renderer, rendererData->colorPixelShader, + 0, NULL, NULL); @@ -2191,6 +2614,7 @@ D3D11_RenderDrawLines(SDL_Renderer * renderer, D3D11_SetPixelShader( renderer, rendererData->colorPixelShader, + 0, NULL, NULL); @@ -2228,6 +2652,7 @@ D3D11_RenderFillRects(SDL_Renderer * renderer, D3D11_SetPixelShader( renderer, rendererData->colorPixelShader, + 0, NULL, NULL); @@ -2292,11 +2717,26 @@ D3D11_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, } ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture); - D3D11_SetPixelShader( - renderer, - rendererData->texturePixelShader, - textureData->mainTextureResourceView, - textureSampler); + if (textureData->yuv) { + ID3D11ShaderResourceView *shaderResources[] = { + textureData->mainTextureResourceView, + textureData->mainTextureResourceViewU, + textureData->mainTextureResourceViewV + }; + D3D11_SetPixelShader( + renderer, + rendererData->yuvPixelShader, + SDL_arraysize(shaderResources), + shaderResources, + textureSampler); + } else { + D3D11_SetPixelShader( + renderer, + rendererData->texturePixelShader, + 1, + &textureData->mainTextureResourceView, + textureSampler); + } D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor)); @@ -2366,11 +2806,26 @@ D3D11_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture, } ID3D11SamplerState *textureSampler = D3D11_RenderGetSampler(renderer, texture); - D3D11_SetPixelShader( - renderer, - rendererData->texturePixelShader, - textureData->mainTextureResourceView, - textureSampler); + if (textureData->yuv) { + ID3D11ShaderResourceView *shaderResources[] = { + textureData->mainTextureResourceView, + textureData->mainTextureResourceViewU, + textureData->mainTextureResourceViewV + }; + D3D11_SetPixelShader( + renderer, + rendererData->yuvPixelShader, + SDL_arraysize(shaderResources), + shaderResources, + textureSampler); + } else { + D3D11_SetPixelShader( + renderer, + rendererData->texturePixelShader, + 1, + &textureData->mainTextureResourceView, + textureSampler); + } D3D11_RenderFinishDrawOp(renderer, D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP, sizeof(vertices) / sizeof(VertexPositionColor));