Improve overlay format handling
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4 changed files with 6 additions and 13 deletions
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@ -834,19 +834,9 @@ void DXVA2Renderer::notifyOverlayUpdated(Overlay::OverlayType type)
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return;
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}
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if (newSurface->pitch == lockedRect.Pitch) {
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// If the pitch matches, we can take the fast path and use a single copy to transfer the pixels
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RtlCopyMemory(lockedRect.pBits, newSurface->pixels, newSurface->pitch * newSurface->h);
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}
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else {
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// If the pitch doesn't match, we'll need to copy each row separately
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int pitch = SDL_min(newSurface->pitch, lockedRect.Pitch);
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for (int i = 0; i < newSurface->h; i++) {
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RtlCopyMemory(((PUCHAR)lockedRect.pBits) + (lockedRect.Pitch * i),
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((PUCHAR)newSurface->pixels) + (newSurface->pitch * i),
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pitch);
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}
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}
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// Copy (and convert, if necessary) the surface pixels to the texture
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SDL_ConvertPixels(newSurface->w, newSurface->h, newSurface->format->format, newSurface->pixels,
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newSurface->pitch, SDL_PIXELFORMAT_ARGB8888, lockedRect.pBits, lockedRect.Pitch);
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newTexture->UnlockRect(0);
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