mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Separate vita piglet renderer. Add proper render initialization and window re-creation.
This commit is contained in:
parent
d75ea51ac0
commit
dbb730d395
@ -21,8 +21,7 @@ SOURCES = \
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src/filesystem/vita/*.c \
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src/render/*.c \
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src/render/software/*.c \
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src/render/opengles2/SDL_render_gles2.c \
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src/render/vita/*.c \
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src/render/vitagles2/*.c \
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src/sensor/*.c \
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src/sensor/dummy/*.c \
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src/stdlib/*.c \
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@ -139,8 +139,12 @@
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#define SDL_FILESYSTEM_VITA 1
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#define SDL_VIDEO_RENDER_OGL_ES2 1
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#define SDL_VIDEO_RENDER_VITA_GLES2 1
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//#define SDL_VIDEO_RENDER_VITA_GXM 1
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#if defined(SDL_VIDEO_RENDER_VITA_GLES2)
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#define SDL_VIDEO_OPENGL_ES2 1
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#endif
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/* VITA doesn't have haptic device (src/haptic/dummy/\*.c) */
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@ -95,6 +95,12 @@ static const SDL_RenderDriver *render_drivers[] = {
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#if SDL_VIDEO_RENDER_OGL_ES2
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&GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_VITA_GLES2
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&VITA_GLES2_RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_VITA_GXM
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&VITA_GXM__RenderDriver,
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#endif
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#if SDL_VIDEO_RENDER_OGL_ES
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&GLES_RenderDriver,
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#endif
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@ -274,7 +280,9 @@ SDL_AllocateRenderVertices(SDL_Renderer *renderer, const size_t numbytes, const
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while (newsize < needed) {
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newsize *= 2;
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}
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ptr = SDL_realloc(renderer->vertex_data, newsize);
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if (ptr == NULL) {
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SDL_OutOfMemory();
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return NULL;
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@ -245,6 +245,8 @@ extern SDL_RenderDriver D3D_RenderDriver;
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extern SDL_RenderDriver D3D11_RenderDriver;
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extern SDL_RenderDriver GL_RenderDriver;
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extern SDL_RenderDriver GLES2_RenderDriver;
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extern SDL_RenderDriver VITA_GLES2_RenderDriver;
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extern SDL_RenderDriver VITA_GXM_RenderDriver;
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extern SDL_RenderDriver GLES_RenderDriver;
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extern SDL_RenderDriver DirectFB_RenderDriver;
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extern SDL_RenderDriver METAL_RenderDriver;
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77
src/render/vitagles2/SDL_gles2funcs.h
Normal file
77
src/render/vitagles2/SDL_gles2funcs.h
Normal file
@ -0,0 +1,77 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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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(void, glGetBooleanv, (GLenum, GLboolean *))
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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, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, 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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2103
src/render/vitagles2/SDL_render_gles2vita.c
Normal file
2103
src/render/vitagles2/SDL_render_gles2vita.c
Normal file
File diff suppressed because it is too large
Load Diff
@ -20,11 +20,11 @@
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*/
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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED
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#include "SDL_video.h"
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#include "SDL_opengles2.h"
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#include "../opengles2/SDL_shaders_gles2.h"
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#include "SDL_shaders_gles2vita.h"
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#include "SDL_stdinc.h"
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/* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */
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@ -38,7 +38,7 @@
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value is decremented by 1.0 to get proper output with 0.0 which is
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default value
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*/
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static const Uint8 GLES2_VertexSrc_Default_[] = " \
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static const Uint8 VITA_GLES2_VertexSrc_Default_[] = " \
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struct _Output { \
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float2 v_texCoord : TEXCOORD0; \
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float4 position : POSITION; \
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@ -67,14 +67,14 @@ static const Uint8 GLES2_VertexSrc_Default_[] = " \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
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static const Uint8 VITA_GLES2_FragmentSrc_SolidSrc_[] = " \
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float4 main(uniform float4 u_color : COLOR) : COLOR \
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{ \
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return u_color; \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 color = tex2D(u_texture, v_texCoord); \
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@ -83,7 +83,7 @@ static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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";
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/* ARGB to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 abgr = tex2D(u_texture, v_texCoord); \
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@ -95,7 +95,7 @@ static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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";
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/* RGB to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 abgr = tex2D(u_texture, v_texCoord); \
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@ -108,7 +108,7 @@ static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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";
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/* BGR to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 abgr = tex2D(u_texture, v_texCoord); \
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@ -219,58 +219,58 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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"}" \
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/* YUV to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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YUV_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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YUV_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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YUV_SHADER_BODY \
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;
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/* NV12 to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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/* NV21 to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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/* Custom Android video format texture */
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static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
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static const Uint8 VITA_GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
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#extension GL_OES_EGL_image_external : require\n\
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precision mediump float; \
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uniform samplerExternalOES u_texture; \
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@ -284,116 +284,116 @@ static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
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} \
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";
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static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_VertexSrc_Default = {
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GL_VERTEX_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_VertexSrc_Default_),
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GLES2_VertexSrc_Default_
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VITA_GLES2_SOURCE_SHADER,
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sizeof(VITA_GLES2_VertexSrc_Default_),
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VITA_GLES2_VertexSrc_Default_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_SolidSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_SolidSrc_),
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GLES2_FragmentSrc_SolidSrc_
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VITA_GLES2_SOURCE_SHADER,
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sizeof(VITA_GLES2_FragmentSrc_SolidSrc_),
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VITA_GLES2_FragmentSrc_SolidSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureABGRSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
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GLES2_FragmentSrc_TextureABGRSrc_
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VITA_GLES2_SOURCE_SHADER,
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sizeof(VITA_GLES2_FragmentSrc_TextureABGRSrc_),
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VITA_GLES2_FragmentSrc_TextureABGRSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureARGBSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
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GLES2_FragmentSrc_TextureARGBSrc_
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VITA_GLES2_SOURCE_SHADER,
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sizeof(VITA_GLES2_FragmentSrc_TextureARGBSrc_),
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VITA_GLES2_FragmentSrc_TextureARGBSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureRGBSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
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GLES2_FragmentSrc_TextureRGBSrc_
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VITA_GLES2_SOURCE_SHADER,
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sizeof(VITA_GLES2_FragmentSrc_TextureRGBSrc_),
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VITA_GLES2_FragmentSrc_TextureRGBSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureBGRSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
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GLES2_FragmentSrc_TextureBGRSrc_
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VITA_GLES2_SOURCE_SHADER,
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sizeof(VITA_GLES2_FragmentSrc_TextureBGRSrc_),
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VITA_GLES2_FragmentSrc_TextureBGRSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
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GLES2_FragmentSrc_TextureYUVJPEGSrc_
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VITA_GLES2_SOURCE_SHADER,
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sizeof(VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_),
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VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
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static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT601Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
|
||||
GLES2_FragmentSrc_TextureYUVBT601Src_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT601Src_),
|
||||
VITA_GLES2_FragmentSrc_TextureYUVBT601Src_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT709Src = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
|
||||
GLES2_FragmentSrc_TextureYUVBT709Src_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT709Src_),
|
||||
VITA_GLES2_FragmentSrc_TextureYUVBT709Src_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
|
||||
GLES2_FragmentSrc_TextureNV12JPEGSrc_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_),
|
||||
VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT601Src = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
|
||||
GLES2_FragmentSrc_TextureNV12BT601Src_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT601Src_),
|
||||
VITA_GLES2_FragmentSrc_TextureNV12BT601Src_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT709Src = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
|
||||
GLES2_FragmentSrc_TextureNV21BT709Src_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT709Src_),
|
||||
VITA_GLES2_FragmentSrc_TextureNV21BT709Src_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
|
||||
GLES2_FragmentSrc_TextureNV21JPEGSrc_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_),
|
||||
VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT601Src = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
|
||||
GLES2_FragmentSrc_TextureNV21BT601Src_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT601Src_),
|
||||
VITA_GLES2_FragmentSrc_TextureNV21BT601Src_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT709Src = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
|
||||
GLES2_FragmentSrc_TextureNV12BT709Src_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT709Src_),
|
||||
VITA_GLES2_FragmentSrc_TextureNV12BT709Src_
|
||||
};
|
||||
|
||||
static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
|
||||
static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureExternalOESSrc = {
|
||||
GL_FRAGMENT_SHADER,
|
||||
GLES2_SOURCE_SHADER,
|
||||
sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
|
||||
GLES2_FragmentSrc_TextureExternalOESSrc_
|
||||
VITA_GLES2_SOURCE_SHADER,
|
||||
sizeof(VITA_GLES2_FragmentSrc_TextureExternalOESSrc_),
|
||||
VITA_GLES2_FragmentSrc_TextureExternalOESSrc_
|
||||
};
|
||||
|
||||
|
||||
@ -401,115 +401,115 @@ static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
|
||||
* Vertex/fragment shader definitions *
|
||||
*************************************************************************************************/
|
||||
|
||||
static GLES2_Shader GLES2_VertexShader_Default = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_VertexShader_Default = {
|
||||
1,
|
||||
{
|
||||
&GLES2_VertexSrc_Default
|
||||
&VITA_GLES2_VertexSrc_Default
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_SolidSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_SolidSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_SolidSrc
|
||||
&VITA_GLES2_FragmentSrc_SolidSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureABGRSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureABGRSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureABGRSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureARGBSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureARGBSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureARGBSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureRGBSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureRGBSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureRGBSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureBGRSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureBGRSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureBGRSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVJPEGSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureYUVJPEGSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT601Src = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureYUVBT601Src
|
||||
&VITA_GLES2_FragmentSrc_TextureYUVBT601Src
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT709Src = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureYUVBT709Src
|
||||
&VITA_GLES2_FragmentSrc_TextureYUVBT709Src
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12JPEGSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureNV12JPEGSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT601Src = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureNV12BT601Src
|
||||
&VITA_GLES2_FragmentSrc_TextureNV12BT601Src
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT709Src = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureNV12BT709Src
|
||||
&VITA_GLES2_FragmentSrc_TextureNV12BT709Src
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21JPEGSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureNV21JPEGSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT601Src = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureNV21BT601Src
|
||||
&VITA_GLES2_FragmentSrc_TextureNV21BT601Src
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT709Src = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureNV21BT709Src
|
||||
&VITA_GLES2_FragmentSrc_TextureNV21BT709Src
|
||||
}
|
||||
};
|
||||
|
||||
static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
|
||||
static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureExternalOESSrc = {
|
||||
1,
|
||||
{
|
||||
&GLES2_FragmentSrc_TextureExternalOESSrc
|
||||
&VITA_GLES2_FragmentSrc_TextureExternalOESSrc
|
||||
}
|
||||
};
|
||||
|
||||
@ -518,46 +518,46 @@ static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
|
||||
* Shader selector *
|
||||
*************************************************************************************************/
|
||||
|
||||
const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
|
||||
const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type)
|
||||
{
|
||||
switch (type) {
|
||||
case GLES2_SHADER_VERTEX_DEFAULT:
|
||||
return &GLES2_VertexShader_Default;
|
||||
case GLES2_SHADER_FRAGMENT_SOLID_SRC:
|
||||
return &GLES2_FragmentShader_SolidSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
|
||||
return &GLES2_FragmentShader_TextureABGRSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
|
||||
return &GLES2_FragmentShader_TextureARGBSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
|
||||
return &GLES2_FragmentShader_TextureRGBSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
|
||||
return &GLES2_FragmentShader_TextureBGRSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
|
||||
return &GLES2_FragmentShader_TextureYUVJPEGSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
|
||||
return &GLES2_FragmentShader_TextureYUVBT601Src;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
|
||||
return &GLES2_FragmentShader_TextureYUVBT709Src;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
|
||||
return &GLES2_FragmentShader_TextureNV12JPEGSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
|
||||
return &GLES2_FragmentShader_TextureNV12BT601Src;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
|
||||
return &GLES2_FragmentShader_TextureNV12BT709Src;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
|
||||
return &GLES2_FragmentShader_TextureNV21JPEGSrc;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
|
||||
return &GLES2_FragmentShader_TextureNV21BT601Src;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
|
||||
return &GLES2_FragmentShader_TextureNV21BT709Src;
|
||||
case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
|
||||
return &GLES2_FragmentShader_TextureExternalOESSrc;
|
||||
case VITA_GLES2_SHADER_VERTEX_DEFAULT:
|
||||
return &VITA_GLES2_VertexShader_Default;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC:
|
||||
return &VITA_GLES2_FragmentShader_SolidSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureABGRSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureARGBSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureRGBSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureBGRSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureYUVJPEGSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureYUVBT601Src;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureYUVBT709Src;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureNV12JPEGSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureNV12BT601Src;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureNV12BT709Src;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureNV21JPEGSrc;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureNV21BT601Src;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureNV21BT709Src;
|
||||
case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
|
||||
return &VITA_GLES2_FragmentShader_TextureExternalOESSrc;
|
||||
default:
|
||||
return NULL;
|
||||
}
|
||||
}
|
||||
|
||||
#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
|
||||
#endif /* SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
70
src/render/vitagles2/SDL_shaders_gles2vita.h
Normal file
70
src/render/vitagles2/SDL_shaders_gles2vita.h
Normal file
@ -0,0 +1,70 @@
|
||||
/*
|
||||
Simple DirectMedia Layer
|
||||
Copyright (C) 1997-2020 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_gles2vita_h_
|
||||
#define SDL_shaders_gles2vita_h_
|
||||
|
||||
#if SDL_VIDEO_RENDER_VITA_GLES2
|
||||
|
||||
typedef struct VITA_GLES2_ShaderInstance
|
||||
{
|
||||
GLenum type;
|
||||
GLenum format;
|
||||
int length;
|
||||
const void *data;
|
||||
} VITA_GLES2_ShaderInstance;
|
||||
|
||||
typedef struct VITA_GLES2_Shader
|
||||
{
|
||||
int instance_count;
|
||||
const VITA_GLES2_ShaderInstance *instances[4];
|
||||
} VITA_GLES2_Shader;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
VITA_GLES2_SHADER_VERTEX_DEFAULT,
|
||||
VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC,
|
||||
VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC
|
||||
} VITA_GLES2_ShaderType;
|
||||
|
||||
#define VITA_GLES2_SOURCE_SHADER (GLenum)-1
|
||||
|
||||
const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type);
|
||||
|
||||
#endif /* SDL_VIDEO_RENDER_VITA_GLES2 */
|
||||
|
||||
#endif /* SDL_shaders_gles2vita_h_ */
|
||||
|
||||
/* vi: set ts=4 sw=4 expandtab: */
|
@ -26,6 +26,7 @@
|
||||
#include <string.h>
|
||||
|
||||
#include "SDL_error.h"
|
||||
#include "SDL_log.h"
|
||||
#include "SDL_vitavideo.h"
|
||||
#include "SDL_vitagl_c.h"
|
||||
|
||||
@ -47,20 +48,20 @@
|
||||
int
|
||||
VITA_GL_LoadLibrary(_THIS, const char *path)
|
||||
{
|
||||
pibInit(PIB_SHACCCG);
|
||||
pibInit(PIB_SHACCCG | PIB_GET_PROC_ADDR_CORE);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void *
|
||||
VITA_GL_GetProcAddress(_THIS, const char *proc)
|
||||
{
|
||||
return eglGetProcAddress(proc);
|
||||
return eglGetProcAddress(proc);
|
||||
}
|
||||
|
||||
void
|
||||
VITA_GL_UnloadLibrary(_THIS)
|
||||
{
|
||||
eglTerminate(_this->gl_data->display);
|
||||
eglTerminate(_this->gl_data->display);
|
||||
}
|
||||
|
||||
static EGLint width = 960;
|
||||
@ -72,80 +73,72 @@ VITA_GL_CreateContext(_THIS, SDL_Window * window)
|
||||
|
||||
SDL_WindowData *wdata = (SDL_WindowData *) window->driverdata;
|
||||
|
||||
EGLint attribs[32];
|
||||
EGLDisplay display;
|
||||
EGLContext context;
|
||||
EGLSurface surface;
|
||||
EGLConfig config;
|
||||
EGLint num_configs;
|
||||
int i;
|
||||
EGLint attribs[32];
|
||||
EGLDisplay display;
|
||||
EGLContext context;
|
||||
EGLSurface surface;
|
||||
EGLConfig config;
|
||||
EGLint num_configs;
|
||||
int i;
|
||||
|
||||
EGLCHK(display = eglGetDisplay(0));
|
||||
|
||||
/* EGL init taken from glutCreateWindow() in VITAGL's glut.c. */
|
||||
EGLCHK(display = eglGetDisplay(0));
|
||||
EGLCHK(eglInitialize(display, NULL, NULL));
|
||||
wdata->uses_gles = SDL_TRUE;
|
||||
window->flags |= SDL_WINDOW_FULLSCREEN;
|
||||
|
||||
EGLCHK(eglInitialize(display, NULL, NULL));
|
||||
wdata->uses_gles = SDL_TRUE;
|
||||
window->flags |= SDL_WINDOW_FULLSCREEN;
|
||||
EGLCHK(eglBindAPI(EGL_OPENGL_ES_API));
|
||||
|
||||
EGLCHK(eglBindAPI(EGL_OPENGL_ES_API));
|
||||
i = 0;
|
||||
attribs[i++] = EGL_RED_SIZE;
|
||||
attribs[i++] = 8;
|
||||
attribs[i++] = EGL_GREEN_SIZE;
|
||||
attribs[i++] = 8;
|
||||
attribs[i++] = EGL_BLUE_SIZE;
|
||||
attribs[i++] = 8;
|
||||
attribs[i++] = EGL_DEPTH_SIZE;
|
||||
attribs[i++] = 0;
|
||||
attribs[i++] = EGL_ALPHA_SIZE;
|
||||
attribs[i++] = 8;
|
||||
attribs[i++] = EGL_STENCIL_SIZE;
|
||||
attribs[i++] = 0;;
|
||||
|
||||
/* Setup the config based on SDL's current values. */
|
||||
i = 0;
|
||||
attribs[i++] = EGL_RED_SIZE;
|
||||
attribs[i++] = 8;//_this->gl_config.red_size;
|
||||
attribs[i++] = EGL_GREEN_SIZE;
|
||||
attribs[i++] = 8;//_this->gl_config.green_size;
|
||||
attribs[i++] = EGL_BLUE_SIZE;
|
||||
attribs[i++] = 8;//_this->gl_config.blue_size;
|
||||
attribs[i++] = EGL_DEPTH_SIZE;
|
||||
attribs[i++] = 32;//_this->gl_config.depth_size;
|
||||
attribs[i++] = EGL_SURFACE_TYPE;
|
||||
attribs[i++] = 5;
|
||||
|
||||
// if (_this->gl_config.alpha_size)
|
||||
{
|
||||
attribs[i++] = EGL_ALPHA_SIZE;
|
||||
attribs[i++] = 8;//_this->gl_config.alpha_size;
|
||||
}
|
||||
if (_this->gl_config.stencil_size)
|
||||
{
|
||||
attribs[i++] = EGL_STENCIL_SIZE;
|
||||
attribs[i++] = _this->gl_config.stencil_size;
|
||||
}
|
||||
attribs[i++] = EGL_RENDERABLE_TYPE;
|
||||
attribs[i++] = EGL_OPENGL_ES2_BIT;
|
||||
|
||||
attribs[i++] = EGL_SURFACE_TYPE;
|
||||
attribs[i++] = 5;
|
||||
attribs[i++] = EGL_CONFORMANT;
|
||||
attribs[i++] = EGL_OPENGL_ES2_BIT;
|
||||
|
||||
attribs[i++] = EGL_RENDERABLE_TYPE;
|
||||
attribs[i++] = EGL_OPENGL_ES2_BIT;
|
||||
attribs[i++] = EGL_NONE;
|
||||
|
||||
attribs[i++] = EGL_NONE;
|
||||
EGLCHK(eglChooseConfig(display, attribs, &config, 1, &num_configs));
|
||||
|
||||
EGLCHK(eglChooseConfig(display, attribs, &config, 1, &num_configs));
|
||||
if (num_configs == 0)
|
||||
{
|
||||
SDL_SetError("No valid EGL configs for requested mode");
|
||||
return 0;
|
||||
}
|
||||
|
||||
if (num_configs == 0)
|
||||
{
|
||||
SDL_SetError("No valid EGL configs for requested mode");
|
||||
return 0;
|
||||
}
|
||||
const EGLint contextAttribs[] = {
|
||||
EGL_CONTEXT_CLIENT_VERSION, 2,
|
||||
EGL_NONE
|
||||
};
|
||||
|
||||
const EGLint contextAttribs[] = {
|
||||
EGL_CONTEXT_CLIENT_VERSION, 2,
|
||||
EGL_NONE
|
||||
};
|
||||
EGLCHK(surface = eglCreateWindowSurface(display, config, VITA_WINDOW_960X544, NULL));
|
||||
|
||||
EGLCHK(surface = eglCreateWindowSurface(display, config, VITA_WINDOW_960X544, NULL));
|
||||
EGLCHK(context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs));
|
||||
|
||||
EGLCHK(context = eglCreateContext(display, config, EGL_NO_CONTEXT, contextAttribs));
|
||||
EGLCHK(eglMakeCurrent(display, surface, surface, context));
|
||||
|
||||
EGLCHK(eglMakeCurrent(display, surface, surface, context));
|
||||
|
||||
EGLCHK(eglQuerySurface(display, surface, EGL_WIDTH, &width));
|
||||
EGLCHK(eglQuerySurface(display, surface, EGL_HEIGHT, &height));
|
||||
|
||||
_this->gl_data->display = display;
|
||||
_this->gl_data->context = context;
|
||||
_this->gl_data->surface = surface;
|
||||
EGLCHK(eglQuerySurface(display, surface, EGL_WIDTH, &width));
|
||||
EGLCHK(eglQuerySurface(display, surface, EGL_HEIGHT, &height));
|
||||
|
||||
_this->gl_data->display = display;
|
||||
_this->gl_data->context = context;
|
||||
_this->gl_data->surface = surface;
|
||||
|
||||
return context;
|
||||
}
|
||||
|
@ -41,9 +41,6 @@
|
||||
|
||||
SDL_Window *Vita_Window;
|
||||
|
||||
/* unused
|
||||
static SDL_bool VITA_initialized = SDL_FALSE;
|
||||
*/
|
||||
static int
|
||||
VITA_Available(void)
|
||||
{
|
||||
@ -67,15 +64,6 @@ VITA_Create()
|
||||
SDL_VideoData *phdata;
|
||||
SDL_GLDriverData *gldata;
|
||||
|
||||
int status;
|
||||
|
||||
/* Check if VITA could be initialized */
|
||||
status = VITA_Available();
|
||||
if (status == 0) {
|
||||
/* VITA could not be used */
|
||||
return NULL;
|
||||
}
|
||||
|
||||
/* Initialize SDL_VideoDevice structure */
|
||||
device = (SDL_VideoDevice *) SDL_calloc(1, sizeof(SDL_VideoDevice));
|
||||
if (device == NULL) {
|
||||
@ -225,8 +213,8 @@ VITA_CreateWindow(_THIS, SDL_Window * window)
|
||||
// Vita can only have one window
|
||||
if (Vita_Window != NULL)
|
||||
{
|
||||
// Replace this with something else
|
||||
return SDL_OutOfMemory();
|
||||
SDL_SetError("Only one window supported");
|
||||
return -1;
|
||||
}
|
||||
|
||||
Vita_Window = window;
|
||||
@ -292,6 +280,17 @@ VITA_SetWindowGrab(_THIS, SDL_Window * window, SDL_bool grabbed)
|
||||
void
|
||||
VITA_DestroyWindow(_THIS, SDL_Window * window)
|
||||
{
|
||||
SDL_VideoData *videodata = (SDL_VideoData *)_this->driverdata;
|
||||
SDL_WindowData *data;
|
||||
|
||||
data = window->driverdata;
|
||||
if (data) {
|
||||
// TODO: should we destroy egl context? No one sane should recreate ogl window as non-ogl
|
||||
SDL_free(data);
|
||||
}
|
||||
|
||||
window->driverdata = NULL;
|
||||
Vita_Window = NULL;
|
||||
}
|
||||
|
||||
/*****************************************************************************/
|
||||
|
Loading…
Reference in New Issue
Block a user