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.