- // Create textures.
- glGenTextures(1, &userdata[i].tex_y);
- check_error();
- glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- check_error();
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
- check_error();
- glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
- check_error();
+ // Create textures. We don't allocate any data for the second field at this point
+ // (just create the texture state with the samplers), since our default assumed
+ // resolution is progressive.
+ glGenTextures(2, userdata[i].tex_y);
+ check_error();
+ glGenTextures(2, userdata[i].tex_cbcr);
+ check_error();
+ userdata[i].last_width[0] = width;
+ userdata[i].last_height[0] = height;
+ userdata[i].last_width[1] = 0;
+ userdata[i].last_height[1] = 0;
+ userdata[i].last_interlaced = false;
+ for (unsigned field = 0; field < 2; ++field) {
+ glBindTexture(GL_TEXTURE_2D, userdata[i].tex_y[field]);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ check_error();
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ check_error();
+ if (field == 0) {
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_R8, width, height, 0, GL_RED, GL_UNSIGNED_BYTE, NULL);
+ check_error();
+ }