reduced a few ifdefs, fixed an unused warning if built w/o SDL_HAVE_YUV.
parent
01d38e7ade
commit
bf69868924
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@ -670,10 +670,9 @@ D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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(void *) ((Uint8 *) texturedata->pixels + rect->y * texturedata->pitch +
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rect->x * SDL_BYTESPERPIXEL(texture->format));
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*pitch = texturedata->pitch;
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} else {
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#else
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{
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} else
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#endif
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{
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RECT d3drect;
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D3DLOCKED_RECT locked;
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HRESULT result;
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@ -992,8 +991,10 @@ SetDrawState(D3D_RenderData *data, const SDL_RenderCommand *cmd)
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const SDL_BlendMode blend = cmd->data.draw.blend;
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if (texture != data->drawstate.texture) {
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#if SDL_HAVE_YUV
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D3D_TextureData *oldtexturedata = data->drawstate.texture ? (D3D_TextureData *) data->drawstate.texture->driverdata : NULL;
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D3D_TextureData *newtexturedata = texture ? (D3D_TextureData *) texture->driverdata : NULL;
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#endif
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LPDIRECT3DPIXELSHADER9 shader = NULL;
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/* disable any enabled textures we aren't going to use, let SetupTextureState() do the rest. */
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@ -606,7 +606,7 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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mtltexdesc.usage = MTLTextureUsageShaderRead;
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}
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}
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id<MTLTexture> mtltexture = [data.mtldevice newTextureWithDescriptor:mtltexdesc];
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if (mtltexture == nil) {
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return SDL_SetError("Texture allocation failed");
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@ -657,10 +657,9 @@ METAL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV12;
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} else if (texture->format == SDL_PIXELFORMAT_NV21) {
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_NV21;
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} else {
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#else
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} else
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#endif
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{
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#endif /* SDL_HAVE_YUV*/
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texturedata.fragmentFunction = SDL_METAL_FRAGMENT_COPY;
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}
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#if SDL_HAVE_YUV
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@ -903,10 +902,9 @@ METAL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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#if SDL_HAVE_YUV
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if (texturedata.yuv || texturedata.nv12) {
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buffersize = ((*pitch) * rect->h) + (2 * (*pitch + 1) / 2) * ((rect->h + 1) / 2);
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} else {
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#else
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{
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} else
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#endif
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{
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buffersize = (*pitch) * rect->h;
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}
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