• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Chr1sen

Direct3D UYVY texture.

2 posts in this topic

Hello! I am making custom video player that can play videos using UYVY textures.

Now I've made sure two things(fairly new GPU card):

1) my computer supports nonpower textures
2) my computer supports UYVY textures
3) the data and width/height is correct(frame). I've verified it with many different ways. For example, doing the conversion manually into RGB32 and using that as texture, it works.

Bottom line is;
my GPU can't handle UYVY textures sometimes.

For example, some video resolutions work fine, such as:
1024x720
720x528 or something..

On other video resolutions, the texture output is completely gibberish. It's just a bunch of messy stuff and reminds me zigzag lines.
Are there some limitations I am not aware of? Or has anyone dealt with this?


On another note, I am using Direct3D9, can anyone suggest me some keywords to google around so I could upload YUV data into shader and then take over the "sampling" process & converting it into RGB process?

As far I've searched;
you can have only one texture active at shader stage, with DX9, so it means I have to upload all the YUV data into texture at once.

So, for example UYVY frame will take width*height + width*height/2 + width*height/2 pixels, and I am not sure if GPUS even support so big textures ?! when talking about fullHD movies.
I am also not sure how should I do the sampling myself. Edited by Chr1sen
0

Share this post


Link to post
Share on other sites
When you copy data into your texture, do you take the pitch into account? D3D tells you the pitch when you lock/map the texture.
 
e.g. a 19x3 texture might look like this, where in between the rows (0/1/2), there's some padding (P):
    pitch
|----------------------|
    width
|-----------------|
0000000000000000000PPPPP
1111111111111111111PPPPP
2222222222222222222PPPPP
you can have only one texture active at shader stage
No, there's many sampler slots that you can bind textures to, per shader stage. Edited by Hodgman
2

Share this post


Link to post
Share on other sites

Thanks. I got everything working now.

It's a shame that I really didn't see people use the "Pitch" property. I guess they are mostly dealing textures that have the Pitch same as Source width.
 

		/// <summary>
		/// Copies content into destinationBuffer.
		/// </summary>
		/// <param name="texture">actual texture </param>
		/// <param name="contentToCopy">source bfufer</param>
		/// <param name="sourcePitch">source stride</param>
		private static void CopyToTexture(Texture texture, byte[] contentToCopy, int sourcePitch)
		{
			var data = texture.LockRectangle(0, LockFlags.Discard);
			var y = 0;

			for (var scanLineStart = 0; scanLineStart < contentToCopy.Length; scanLineStart += sourcePitch, y++)
			{
				data.Data.WriteRange(contentToCopy, scanLineStart, sourcePitch);
				data.Data.Seek((y + 1)*data.Pitch, SeekOrigin.Begin);
			}

			texture.UnlockRectangle(0);
		}

 


And if anyone is interested, then I ended up using this for my YUV->RGB shader:
http://subversion.assembla.com/svn/AvP/branches/workbranch/trunk/shaders/fmvPixel.psh

though I am thinking about writing my own shader that could use only one sampler2D, so I could pass packed YUV formats directly into the GPU. Though I am not sure where to begin. Is that even a good idea? The texture is defintely gonna be huge as hell though.

Edited by Chr1sen
1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0