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testffmpeg: refactored texture creation properties into a single function
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@ -432,6 +432,33 @@ static SDL_Colorspace GetFrameColorspace(AVFrame *frame)
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return colorspace;
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}
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static SDL_PropertiesID CreateVideoTextureProperties(AVFrame *frame, Uint32 format, int access, int w, int h)
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{
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AVFrameSideData *pSideData;
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SDL_PropertiesID props;
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props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
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pSideData = av_frame_get_side_data(frame, AV_FRAME_DATA_MASTERING_DISPLAY_METADATA);
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if (pSideData) {
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/* ITU-R BT.2408-6 recommends using an SDR white point of 203 nits, which is more likely for game content */
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static const float k_flSDRWhitePoint = 203.0f;
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AVMasteringDisplayMetadata *pMasteringDisplayMetadata = (AVMasteringDisplayMetadata *)pSideData->data;
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float flMaxLuminance = (float)pMasteringDisplayMetadata->max_luminance.num / pMasteringDisplayMetadata->max_luminance.den;
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if (flMaxLuminance > k_flSDRWhitePoint) {
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, k_flSDRWhitePoint);
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, flMaxLuminance / k_flSDRWhitePoint);
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}
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}
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, access);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, w);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, h);
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return props;
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}
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static void SDLCALL FreeSwsContextContainer(void *userdata, void *value)
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{
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struct SwsContextContainer *sws_container = (struct SwsContextContainer *)value;
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@ -457,16 +484,12 @@ static SDL_bool GetTextureForMemoryFrame(AVFrame *frame, SDL_Texture **texture)
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SDL_DestroyTexture(*texture);
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}
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
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SDL_PropertiesID props;
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if (frame_format == SDL_PIXELFORMAT_UNKNOWN) {
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_ARGB8888);
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props = CreateVideoTextureProperties(frame, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, frame->width, frame->height);
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} else {
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, frame_format);
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props = CreateVideoTextureProperties(frame, frame_format, SDL_TEXTUREACCESS_STREAMING, frame->width, frame->height);
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}
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STREAMING);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, frame->width);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, frame->height);
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*texture = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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if (!*texture) {
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@ -556,12 +579,7 @@ static SDL_bool GetTextureForDRMFrame(AVFrame *frame, SDL_Texture **texture)
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SDL_SetHint("SDL_RENDER_OPENGL_NV12_RG_SHADER", "1");
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}
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props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, SDL_PIXELFORMAT_NV12);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, frame->width);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, frame->height);
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props = CreateVideoTextureProperties(frame, SDL_PIXELFORMAT_NV12, SDL_TEXTUREACCESS_STATIC, frame->width, frame->height);
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*texture = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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if (!*texture) {
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@ -644,7 +662,6 @@ static SDL_bool GetTextureForD3D11Frame(AVFrame *frame, SDL_Texture **texture)
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}
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if (!*texture || (UINT)texture_width != desc.Width || (UINT)texture_height != desc.Height) {
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Uint32 format;
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AVFrameSideData *pSideData;
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switch (desc.Format) {
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case DXGI_FORMAT_NV12:
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@ -662,21 +679,7 @@ static SDL_bool GetTextureForD3D11Frame(AVFrame *frame, SDL_Texture **texture)
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SDL_DestroyTexture(*texture);
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}
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SDL_PropertiesID props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
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pSideData = av_frame_get_side_data(frame, AV_FRAME_DATA_MASTERING_DISPLAY_METADATA);
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if (pSideData) {
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/* ITU-R BT.2408-6 recommends using an SDR white point of 203 nits, which is more likely for game content */
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static const float k_flSDRWhitePoint = 203.0f;
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AVMasteringDisplayMetadata *pMasteringDisplayMetadata = (AVMasteringDisplayMetadata *)pSideData->data;
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float flMaxLuminance = (float)pMasteringDisplayMetadata->max_luminance.num / pMasteringDisplayMetadata->max_luminance.den;
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, k_flSDRWhitePoint);
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, flMaxLuminance / k_flSDRWhitePoint);
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}
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, desc.Width);
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SDL_PropertiesID props = CreateVideoTextureProperties(frame, format, SDL_TEXTUREACCESS_STATIC, desc.Width, desc.Height);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, desc.Height);
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*texture = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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@ -707,7 +710,6 @@ static SDL_bool GetTextureForVideoToolboxFrame(AVFrame *frame, SDL_Texture **tex
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size_t nPixelBufferHeight = CVPixelBufferGetHeightOfPlane(pPixelBuffer, 0);
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SDL_PropertiesID props;
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Uint32 format;
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AVFrameSideData *pSideData;
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switch (nPixelBufferType) {
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case kCVPixelFormatType_420YpCbCr8BiPlanarVideoRange:
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@ -733,22 +735,7 @@ static SDL_bool GetTextureForVideoToolboxFrame(AVFrame *frame, SDL_Texture **tex
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SDL_DestroyTexture(*texture);
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}
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props = SDL_CreateProperties();
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_COLORSPACE_NUMBER, GetFrameColorspace(frame));
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pSideData = av_frame_get_side_data(frame, AV_FRAME_DATA_MASTERING_DISPLAY_METADATA);
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if (pSideData) {
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/* ITU-R BT.2408-6 recommends using an SDR white point of 203 nits, which is more likely for game content */
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static const float k_flSDRWhitePoint = 203.0f;
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AVMasteringDisplayMetadata *pMasteringDisplayMetadata = (AVMasteringDisplayMetadata *)pSideData->data;
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float flMaxLuminance = (float)pMasteringDisplayMetadata->max_luminance.num / pMasteringDisplayMetadata->max_luminance.den;
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_SDR_WHITE_POINT_FLOAT, k_flSDRWhitePoint);
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SDL_SetFloatProperty(props, SDL_PROP_TEXTURE_CREATE_HDR_HEADROOM_FLOAT, flMaxLuminance / k_flSDRWhitePoint);
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}
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_FORMAT_NUMBER, format);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_ACCESS_NUMBER, SDL_TEXTUREACCESS_STATIC);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_WIDTH_NUMBER, nPixelBufferWidth);
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SDL_SetNumberProperty(props, SDL_PROP_TEXTURE_CREATE_HEIGHT_NUMBER, nPixelBufferHeight);
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props = CreateVideoTextureProperties(frame, format, SDL_TEXTUREACCESS_STATIC, nPixelBufferWidth, nPixelBufferHeight);
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SDL_SetProperty(props, SDL_PROP_TEXTURE_CREATE_METAL_PIXELBUFFER_POINTER, pPixelBuffer);
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*texture = SDL_CreateTextureWithProperties(renderer, props);
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SDL_DestroyProperties(props);
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