On 13 February 2014 14:52, Martin Storsjo <martin(a)martin.st> wrote:
+ IDirect3DSurface9 *surface = NULL, *target = NULL; You don't need those to be NULL.
+ HRESULT color; You'll want to use D3DCOLOR instead of HRESULT here.
+ /* Some (all?) Windows drivers do not support YUV 3D textures, only 2D surfaces in + * StretchRect. Thus use StretchRect to draw the YUV surface onto the screen instead + * of drawPrimitive. */ + if (IDirect3D9_CheckDeviceFormat(d3d, 0, D3DDEVTYPE_HAL, D3DFMT_X8R8G8B8, 0, + D3DRTYPE_SURFACE, format) != D3D_OK) + { + skip("%s is not supported.\n", fmt_string); + continue; + } You should also verify the StretchRect() is supported with CheckDeviceFormatConversion().
+ BYTE Y = (color >> 16) & 0xff; + BYTE U = (color >> 8) & 0xff; + BYTE V = (color >> 0) & 0xff; It's probably just as easy to just store the separate components to begin with.
+ hr = IDirect3DDevice9_StretchRect(device, surface, NULL, target, NULL, D3DTEXF_POINT); + ok(hr == D3D_OK, "IDirect3DDevice9_StretchRect failed with %#x.\n", hr); + + /* Native D3D can't resist filtering the YUY surface, even though we asked it not to + * do so above. To prevent running into precision problems, read at points with some + * margin within the rect. */ That's not technically true, no filtering would be D3DTEXF_NONE. I don't know if that's going to make a difference in practice though.