Merge commit '206dcdedf195fb320913584180edb12c7731e396' as 'external/SDL'
This commit is contained in:
@@ -0,0 +1,78 @@
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/*
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Simple DirectMedia Layer
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||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
|
||||
SDL_PROC(void, glActiveTexture, (GLenum))
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SDL_PROC(void, glAttachShader, (GLuint, GLuint))
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SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *))
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SDL_PROC(void, glBindTexture, (GLenum, GLuint))
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SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum))
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SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum))
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SDL_PROC(void, glClear, (GLbitfield))
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SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
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SDL_PROC(void, glCompileShader, (GLuint))
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SDL_PROC(GLuint, glCreateProgram, (void))
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SDL_PROC(GLuint, glCreateShader, (GLenum))
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||||
SDL_PROC(void, glDeleteProgram, (GLuint))
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||||
SDL_PROC(void, glDeleteShader, (GLuint))
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||||
SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *))
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||||
SDL_PROC(void, glDisable, (GLenum))
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||||
SDL_PROC(void, glDisableVertexAttribArray, (GLuint))
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SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei))
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||||
SDL_PROC(void, glEnable, (GLenum))
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SDL_PROC(void, glEnableVertexAttribArray, (GLuint))
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||||
SDL_PROC(void, glFinish, (void))
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SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
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SDL_PROC(const GLubyte *, glGetString, (GLenum))
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||||
SDL_PROC(GLenum, glGetError, (void))
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SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
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SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *))
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SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *))
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SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *))
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SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *))
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SDL_PROC(void, glLinkProgram, (GLuint))
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SDL_PROC(void, glPixelStorei, (GLenum, GLint))
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SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *))
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SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei))
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SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar *const *, const GLint *))
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SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *))
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SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint))
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SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *))
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SDL_PROC(void, glUniform1i, (GLint, GLint))
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SDL_PROC(void, glUniform3f, (GLint, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
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SDL_PROC(void, glUniformMatrix3fv, (GLint, GLsizei, GLboolean, const GLfloat *))
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SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *))
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SDL_PROC(void, glUseProgram, (GLuint))
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SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *))
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SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei))
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SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint))
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SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint))
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SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum))
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||||
SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *))
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SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *))
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SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei *, GLchar *))
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SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *))
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SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *))
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SDL_PROC(void, glBindBuffer, (GLenum, GLuint))
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SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum))
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||||
SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *))
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||||
+2517
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,600 @@
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/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "SDL_internal.h"
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#ifdef SDL_VIDEO_RENDER_OGL_ES2
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#include <SDL3/SDL_opengles2.h>
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#include "SDL_shaders_gles2.h"
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/* *INDENT-OFF* */ // clang-format off
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/*************************************************************************************************
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||||
* Vertex/fragment shader source *
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*************************************************************************************************/
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static const char GLES2_Fragment_Include_Best_Texture_Precision[] =
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||||
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
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||||
"#define SDL_TEXCOORD_PRECISION highp\n"
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||||
"#else\n"
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"#define SDL_TEXCOORD_PRECISION mediump\n"
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||||
"#endif\n"
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||||
"\n"
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||||
"precision mediump float;\n"
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||||
"\n"
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||||
;
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||||
|
||||
static const char GLES2_Fragment_Include_Medium_Texture_Precision[] =
|
||||
"#define SDL_TEXCOORD_PRECISION mediump\n"
|
||||
"precision mediump float;\n"
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||||
"\n"
|
||||
;
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||||
|
||||
static const char GLES2_Fragment_Include_High_Texture_Precision[] =
|
||||
"#define SDL_TEXCOORD_PRECISION highp\n"
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||||
"precision mediump float;\n"
|
||||
"\n"
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||||
;
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||||
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||||
static const char GLES2_Fragment_Include_Undef_Precision[] =
|
||||
"#define mediump\n"
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||||
"#define highp\n"
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||||
"#define lowp\n"
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||||
"#define SDL_TEXCOORD_PRECISION\n"
|
||||
"\n"
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||||
;
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||||
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||||
static const char GLES2_Vertex_Default[] =
|
||||
"uniform mat4 u_projection;\n"
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||||
"attribute vec2 a_position;\n"
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||||
"attribute vec4 a_color;\n"
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||||
"attribute vec2 a_texCoord;\n"
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||||
"varying vec2 v_texCoord;\n"
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||||
"varying vec4 v_color;\n"
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||||
"\n"
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||||
"void main()\n"
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||||
"{\n"
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||||
" v_texCoord = a_texCoord;\n"
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||||
" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n"
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||||
" gl_PointSize = 1.0;\n"
|
||||
" v_color = a_color;\n"
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||||
"}\n"
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||||
;
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static const char GLES2_Fragment_Solid[] =
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||||
"varying mediump vec4 v_color;\n"
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||||
"\n"
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||||
"void main()\n"
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||||
"{\n"
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||||
" gl_FragColor = v_color;\n"
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||||
"}\n"
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||||
;
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||||
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#define RGB_SHADER_PROLOGUE \
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"uniform sampler2D u_texture;\n" \
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||||
"varying mediump vec4 v_color;\n" \
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||||
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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||||
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#define RGB_PIXELART_SHADER_PROLOGUE \
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||||
"uniform sampler2D u_texture;\n" \
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||||
"uniform mediump vec4 u_texel_size;\n" \
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||||
"varying mediump vec4 v_color;\n" \
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||||
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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||||
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#define PALETTE_SHADER_PROLOGUE \
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||||
"uniform sampler2D u_texture;\n" \
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"uniform sampler2D u_palette;\n" \
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||||
"uniform mediump vec4 u_texel_size;\n" \
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||||
"varying mediump vec4 v_color;\n" \
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||||
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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||||
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||||
// Implementation with thanks from bgolus:
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||||
// https://discussions.unity.com/t/how-to-make-data-shader-support-bilinear-trilinear/598639/8
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||||
#define PALETTE_SHADER_FUNCTIONS \
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||||
"mediump vec4 SamplePaletteNearest(SDL_TEXCOORD_PRECISION vec2 uv)\n" \
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"{\n" \
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" mediump float index = texture2D(u_texture, uv).r * 255.0;\n" \
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||||
" return texture2D(u_palette, vec2((index + 0.5) / 256.0, 0.5));\n" \
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||||
"}\n" \
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||||
"\n" \
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||||
"mediump vec4 SamplePaletteLinear(SDL_TEXCOORD_PRECISION vec2 uv)\n" \
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||||
"{\n" \
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||||
" // scale & offset uvs to integer values at texel centers\n" \
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||||
" SDL_TEXCOORD_PRECISION vec2 uv_texels = uv * u_texel_size.zw + 0.5;\n" \
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||||
"\n" \
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||||
" // get uvs for the center of the 4 surrounding texels by flooring\n" \
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||||
" SDL_TEXCOORD_PRECISION vec4 uv_min_max = vec4((floor(uv_texels) - 0.5) * u_texel_size.xy, (floor(uv_texels) + 0.5) * u_texel_size.xy);\n" \
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||||
"\n" \
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||||
" // blend factor\n" \
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||||
" SDL_TEXCOORD_PRECISION vec2 uv_frac = fract(uv_texels);\n" \
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||||
"\n" \
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||||
" // sample all 4 texels\n" \
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||||
" mediump vec4 texelA = SamplePaletteNearest(uv_min_max.xy);\n" \
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||||
" mediump vec4 texelB = SamplePaletteNearest(uv_min_max.xw);\n" \
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||||
" mediump vec4 texelC = SamplePaletteNearest(uv_min_max.zy);\n" \
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||||
" mediump vec4 texelD = SamplePaletteNearest(uv_min_max.zw);\n" \
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||||
"\n" \
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||||
" // bilinear interpolation\n" \
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||||
" return mix(mix(texelA, texelB, uv_frac.y), mix(texelC, texelD, uv_frac.y), uv_frac.x);\n" \
|
||||
"}\n" \
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||||
"\n"
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||||
|
||||
#ifdef OPENGLES_300 // This is required for fwidth() and textureGrad()
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||||
#define PIXELART_SHADER_FUNCTIONS \
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||||
"SDL_TEXCOORD_PRECISION vec2 GetPixelArtUV(SDL_TEXCOORD_PRECISION vec2 uv)\n" \
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||||
"{\n" \
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||||
" SDL_TEXCOORD_PRECISION vec2 boxSize = clamp(fwidth(uv) * u_texel_size.zw, 1e-5, 1.0);\n" \
|
||||
" SDL_TEXCOORD_PRECISION vec2 tx = uv * u_texel_size.zw - 0.5 * boxSize;\n" \
|
||||
" SDL_TEXCOORD_PRECISION vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(tx));\n" \
|
||||
" return (floor(tx) + 0.5 + txOffset) * u_texel_size.xy;\n" \
|
||||
"}\n" \
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||||
"\n" \
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||||
"mediump vec4 GetPixelArtSample(vec2 uv)\n" \
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||||
"{\n" \
|
||||
" return textureGrad(u_texture, GetPixelArtUV(uv), dFdx(v_texCoord), dFdy(v_texCoord));\n" \
|
||||
"}\n" \
|
||||
"\n"
|
||||
#else
|
||||
#define PIXELART_SHADER_FUNCTIONS \
|
||||
"mediump vec4 GetPixelArtSample(vec2 uv)\n" \
|
||||
"{\n" \
|
||||
" return texture2D(u_texture, uv);\n" \
|
||||
"}\n" \
|
||||
"\n"
|
||||
#endif
|
||||
|
||||
static const char GLES2_Fragment_TexturePalette_Nearest[] =
|
||||
PALETTE_SHADER_PROLOGUE
|
||||
PALETTE_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = SamplePaletteNearest(v_texCoord);\n"
|
||||
" gl_FragColor = color;\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
static const char GLES2_Fragment_TexturePalette_Nearest_Colorswap[] =
|
||||
PALETTE_SHADER_PROLOGUE
|
||||
PALETTE_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = SamplePaletteNearest(v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.b, color.g, color.r, color.a);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
static const char GLES2_Fragment_TexturePalette_Linear[] =
|
||||
PALETTE_SHADER_PROLOGUE
|
||||
PALETTE_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = SamplePaletteLinear(v_texCoord);\n"
|
||||
" gl_FragColor = color;\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
static const char GLES2_Fragment_TexturePalette_Linear_Colorswap[] =
|
||||
PALETTE_SHADER_PROLOGUE
|
||||
PALETTE_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = SamplePaletteLinear(v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.b, color.g, color.r, color.a);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
static const char GLES2_Fragment_TexturePalette_PixelArt[] =
|
||||
PALETTE_SHADER_PROLOGUE
|
||||
PALETTE_SHADER_FUNCTIONS
|
||||
PIXELART_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
#ifdef OPENGLES_300
|
||||
" mediump vec4 color = SamplePaletteLinear(GetPixelArtUV(v_texCoord));\n"
|
||||
#else
|
||||
" mediump vec4 color = SamplePaletteNearest(v_texCoord);\n"
|
||||
#endif
|
||||
" gl_FragColor = color;\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
static const char GLES2_Fragment_TexturePalette_PixelArt_Colorswap[] =
|
||||
PALETTE_SHADER_PROLOGUE
|
||||
PALETTE_SHADER_FUNCTIONS
|
||||
PIXELART_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
#ifdef OPENGLES_300
|
||||
" mediump vec4 color = SamplePaletteLinear(GetPixelArtUV(v_texCoord));\n"
|
||||
#else
|
||||
" mediump vec4 color = SamplePaletteNearest(v_texCoord);\n"
|
||||
#endif
|
||||
" gl_FragColor = vec4(color.b, color.g, color.r, color.a);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
// RGB to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureRGB[] =
|
||||
RGB_SHADER_PROLOGUE
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.b, color.g, color.r, 1.0);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
// RGB to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureRGB_PixelArt[] =
|
||||
RGB_PIXELART_SHADER_PROLOGUE
|
||||
PIXELART_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = GetPixelArtSample(v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.b, color.g, color.r, 1.0);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
// BGR to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureBGR[] =
|
||||
RGB_SHADER_PROLOGUE
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.r, color.g, color.b, 1.0);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
// BGR to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureBGR_PixelArt[] =
|
||||
RGB_PIXELART_SHADER_PROLOGUE
|
||||
PIXELART_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = GetPixelArtSample(v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.r, color.g, color.b, 1.0);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
// ARGB to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureARGB[] =
|
||||
RGB_SHADER_PROLOGUE
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.b, color.g, color.r, color.a);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
// ARGB to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureARGB_PixelArt[] =
|
||||
RGB_PIXELART_SHADER_PROLOGUE
|
||||
PIXELART_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = GetPixelArtSample(v_texCoord);\n"
|
||||
" gl_FragColor = vec4(color.b, color.g, color.r, color.a);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
static const char GLES2_Fragment_TextureABGR[] =
|
||||
RGB_SHADER_PROLOGUE
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
|
||||
" gl_FragColor = color;\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
static const char GLES2_Fragment_TextureABGR_PixelArt[] =
|
||||
RGB_PIXELART_SHADER_PROLOGUE
|
||||
PIXELART_SHADER_FUNCTIONS
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" mediump vec4 color = GetPixelArtSample(v_texCoord);\n"
|
||||
" gl_FragColor = color;\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
#ifdef SDL_HAVE_YUV
|
||||
|
||||
#define YUV_SHADER_PROLOGUE \
|
||||
"uniform sampler2D u_texture;\n" \
|
||||
"uniform sampler2D u_texture_u;\n" \
|
||||
"uniform sampler2D u_texture_v;\n" \
|
||||
"uniform vec3 u_offset;\n" \
|
||||
"uniform mat3 u_matrix;\n" \
|
||||
"varying mediump vec4 v_color;\n" \
|
||||
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
|
||||
"\n" \
|
||||
|
||||
#define YUV_SHADER_BODY \
|
||||
"void main()\n" \
|
||||
"{\n" \
|
||||
" mediump vec3 yuv;\n" \
|
||||
" lowp vec3 rgb;\n" \
|
||||
"\n" \
|
||||
" // Get the YUV values \n" \
|
||||
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
||||
" yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \
|
||||
" yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \
|
||||
"\n" \
|
||||
" // Do the color transform \n" \
|
||||
" yuv += u_offset;\n" \
|
||||
" rgb = yuv * u_matrix;\n" \
|
||||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
#define NV12_RA_SHADER_BODY \
|
||||
"void main()\n" \
|
||||
"{\n" \
|
||||
" mediump vec3 yuv;\n" \
|
||||
" lowp vec3 rgb;\n" \
|
||||
"\n" \
|
||||
" // Get the YUV values \n" \
|
||||
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
||||
" yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \
|
||||
"\n" \
|
||||
" // Do the color transform \n" \
|
||||
" yuv += u_offset;\n" \
|
||||
" rgb = yuv * u_matrix;\n" \
|
||||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
#define NV12_RG_SHADER_BODY \
|
||||
"void main()\n" \
|
||||
"{\n" \
|
||||
" mediump vec3 yuv;\n" \
|
||||
" lowp vec3 rgb;\n" \
|
||||
"\n" \
|
||||
" // Get the YUV values \n" \
|
||||
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
||||
" yuv.yz = texture2D(u_texture_u, v_texCoord).rg;\n" \
|
||||
"\n" \
|
||||
" // Do the color transform \n" \
|
||||
" yuv += u_offset;\n" \
|
||||
" rgb = yuv * u_matrix;\n" \
|
||||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
#define NV21_RA_SHADER_BODY \
|
||||
"void main()\n" \
|
||||
"{\n" \
|
||||
" mediump vec3 yuv;\n" \
|
||||
" lowp vec3 rgb;\n" \
|
||||
"\n" \
|
||||
" // Get the YUV values \n" \
|
||||
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
||||
" yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \
|
||||
"\n" \
|
||||
" // Do the color transform \n" \
|
||||
" yuv += u_offset;\n" \
|
||||
" rgb = yuv * u_matrix;\n" \
|
||||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
#define NV21_RG_SHADER_BODY \
|
||||
"void main()\n" \
|
||||
"{\n" \
|
||||
" mediump vec3 yuv;\n" \
|
||||
" lowp vec3 rgb;\n" \
|
||||
"\n" \
|
||||
" // Get the YUV values \n" \
|
||||
" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
||||
" yuv.yz = texture2D(u_texture_u, v_texCoord).gr;\n" \
|
||||
"\n" \
|
||||
" // Do the color transform \n" \
|
||||
" yuv += u_offset;\n" \
|
||||
" rgb = yuv * u_matrix;\n" \
|
||||
"\n" \
|
||||
" // That was easy. :) \n" \
|
||||
" gl_FragColor = vec4(rgb, 1);\n" \
|
||||
" gl_FragColor *= v_color;\n" \
|
||||
"}" \
|
||||
|
||||
// YUV to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureYUV[] =
|
||||
YUV_SHADER_PROLOGUE
|
||||
YUV_SHADER_BODY
|
||||
;
|
||||
|
||||
// NV12 to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureNV12_RA[] =
|
||||
YUV_SHADER_PROLOGUE
|
||||
NV12_RA_SHADER_BODY
|
||||
;
|
||||
static const char GLES2_Fragment_TextureNV12_RG[] =
|
||||
YUV_SHADER_PROLOGUE
|
||||
NV12_RG_SHADER_BODY
|
||||
;
|
||||
|
||||
// NV21 to ABGR conversion
|
||||
static const char GLES2_Fragment_TextureNV21_RA[] =
|
||||
YUV_SHADER_PROLOGUE
|
||||
NV21_RA_SHADER_BODY
|
||||
;
|
||||
static const char GLES2_Fragment_TextureNV21_RG[] =
|
||||
YUV_SHADER_PROLOGUE
|
||||
NV21_RG_SHADER_BODY
|
||||
;
|
||||
#endif
|
||||
|
||||
// Custom Android video format texture
|
||||
static const char GLES2_Fragment_TextureExternalOES_Prologue[] =
|
||||
"#extension GL_OES_EGL_image_external : require\n"
|
||||
"\n"
|
||||
;
|
||||
static const char GLES2_Fragment_TextureExternalOES[] =
|
||||
"uniform samplerExternalOES u_texture;\n"
|
||||
"varying mediump vec4 v_color;\n"
|
||||
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n"
|
||||
"\n"
|
||||
"void main()\n"
|
||||
"{\n"
|
||||
" gl_FragColor = texture2D(u_texture, v_texCoord);\n"
|
||||
" gl_FragColor *= v_color;\n"
|
||||
"}\n"
|
||||
;
|
||||
|
||||
/* *INDENT-ON* */ // clang-format on
|
||||
|
||||
/*************************************************************************************************
|
||||
* Shader selector *
|
||||
*************************************************************************************************/
|
||||
|
||||
const char *GLES2_GetShaderPrologue(GLES2_ShaderType type)
|
||||
{
|
||||
switch (type) {
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES:
|
||||
return GLES2_Fragment_TextureExternalOES_Prologue;
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type)
|
||||
{
|
||||
switch (type) {
|
||||
case GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION:
|
||||
return GLES2_Fragment_Include_Undef_Precision;
|
||||
case GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION:
|
||||
return GLES2_Fragment_Include_Best_Texture_Precision;
|
||||
case GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION:
|
||||
return GLES2_Fragment_Include_Medium_Texture_Precision;
|
||||
case GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION:
|
||||
return GLES2_Fragment_Include_High_Texture_Precision;
|
||||
default:
|
||||
return "";
|
||||
}
|
||||
}
|
||||
|
||||
GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void)
|
||||
{
|
||||
const char *texcoord_hint = SDL_GetHint("SDL_RENDER_OPENGLES2_TEXCOORD_PRECISION");
|
||||
GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION;
|
||||
if (texcoord_hint) {
|
||||
if (SDL_strcmp(texcoord_hint, "undefined") == 0) {
|
||||
return GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION;
|
||||
}
|
||||
if (SDL_strcmp(texcoord_hint, "high") == 0) {
|
||||
return GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION;
|
||||
}
|
||||
if (SDL_strcmp(texcoord_hint, "medium") == 0) {
|
||||
return GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION;
|
||||
}
|
||||
}
|
||||
return value;
|
||||
}
|
||||
|
||||
const char *GLES2_GetShader(GLES2_ShaderType type)
|
||||
{
|
||||
switch (type) {
|
||||
case GLES2_SHADER_VERTEX_DEFAULT:
|
||||
return GLES2_Vertex_Default;
|
||||
case GLES2_SHADER_FRAGMENT_SOLID:
|
||||
return GLES2_Fragment_Solid;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST:
|
||||
return GLES2_Fragment_TexturePalette_Nearest;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR:
|
||||
return GLES2_Fragment_TexturePalette_Linear;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART:
|
||||
return GLES2_Fragment_TexturePalette_PixelArt;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST_COLORSWAP:
|
||||
return GLES2_Fragment_TexturePalette_Nearest_Colorswap;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR_COLORSWAP:
|
||||
return GLES2_Fragment_TexturePalette_Linear_Colorswap;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART_COLORSWAP:
|
||||
return GLES2_Fragment_TexturePalette_PixelArt_Colorswap;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_RGB:
|
||||
return GLES2_Fragment_TextureRGB;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART:
|
||||
return GLES2_Fragment_TextureRGB_PixelArt;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR:
|
||||
return GLES2_Fragment_TextureBGR;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART:
|
||||
return GLES2_Fragment_TextureBGR_PixelArt;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB:
|
||||
return GLES2_Fragment_TextureARGB;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART:
|
||||
return GLES2_Fragment_TextureARGB_PixelArt;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR:
|
||||
return GLES2_Fragment_TextureABGR;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART:
|
||||
return GLES2_Fragment_TextureABGR_PixelArt;
|
||||
#ifdef SDL_HAVE_YUV
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV:
|
||||
return GLES2_Fragment_TextureYUV;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA:
|
||||
return GLES2_Fragment_TextureNV12_RA;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG:
|
||||
return GLES2_Fragment_TextureNV12_RG;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA:
|
||||
return GLES2_Fragment_TextureNV21_RA;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG:
|
||||
return GLES2_Fragment_TextureNV21_RG;
|
||||
#endif
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES:
|
||||
return GLES2_Fragment_TextureExternalOES;
|
||||
default:
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
#endif // SDL_VIDEO_RENDER_OGL_ES2
|
||||
@@ -0,0 +1,75 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2026 Sam Lantinga <slouken@libsdl.org>
|
||||
|
||||
This software is provided 'as-is', without any express or implied
|
||||
warranty. In no event will the authors be held liable for any damages
|
||||
arising from the use of this software.
|
||||
|
||||
Permission is granted to anyone to use this software for any purpose,
|
||||
including commercial applications, and to alter it and redistribute it
|
||||
freely, subject to the following restrictions:
|
||||
|
||||
1. The origin of this software must not be misrepresented; you must not
|
||||
claim that you wrote the original software. If you use this software
|
||||
in a product, an acknowledgment in the product documentation would be
|
||||
appreciated but is not required.
|
||||
2. Altered source versions must be plainly marked as such, and must not be
|
||||
misrepresented as being the original software.
|
||||
3. This notice may not be removed or altered from any source distribution.
|
||||
*/
|
||||
#include "SDL_internal.h"
|
||||
|
||||
#ifndef SDL_shaders_gles2_h_
|
||||
#define SDL_shaders_gles2_h_
|
||||
|
||||
#ifdef SDL_VIDEO_RENDER_OGL_ES2
|
||||
|
||||
typedef enum
|
||||
{
|
||||
GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0,
|
||||
GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION,
|
||||
GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION,
|
||||
GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION,
|
||||
GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION,
|
||||
GLES2_SHADER_FRAGMENT_INCLUDE_COUNT
|
||||
} GLES2_ShaderIncludeType;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
GLES2_SHADER_VERTEX_DEFAULT = 0,
|
||||
GLES2_SHADER_FRAGMENT_SOLID,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_NEAREST_COLORSWAP,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_LINEAR_COLORSWAP,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_PALETTE_PIXELART_COLORSWAP,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_RGB,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_BGR,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_ARGB,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_ABGR,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART,
|
||||
#ifdef SDL_HAVE_YUV
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_YUV,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA,
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG,
|
||||
#endif
|
||||
// Shaders beyond this point are optional and not cached at render creation
|
||||
GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES,
|
||||
GLES2_SHADER_COUNT
|
||||
} GLES2_ShaderType;
|
||||
|
||||
extern const char *GLES2_GetShaderPrologue(GLES2_ShaderType type);
|
||||
extern const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type);
|
||||
extern const char *GLES2_GetShader(GLES2_ShaderType type);
|
||||
extern GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void);
|
||||
|
||||
#endif // SDL_VIDEO_RENDER_OGL_ES2
|
||||
|
||||
#endif // SDL_shaders_gles2_h_
|
||||
Reference in New Issue
Block a user