diff --git a/src/render/opengles2/SDL_gles2funcs.h b/src/render/opengles2/SDL_gles2funcs.h index a4999d422..ac750b98f 100644 --- a/src/render/opengles2/SDL_gles2funcs.h +++ b/src/render/opengles2/SDL_gles2funcs.h @@ -41,7 +41,6 @@ SDL_PROC(void, glEnableVertexAttribArray, (GLuint)) SDL_PROC(void, glFinish, (void)) SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *)) SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) -SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *)) SDL_PROC(const GLubyte *, glGetString, (GLenum)) SDL_PROC(GLenum, glGetError, (void)) SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c index 20743fe01..f36b34f90 100644 --- a/src/render/opengles2/SDL_render_gles2.c +++ b/src/render/opengles2/SDL_render_gles2.c @@ -68,27 +68,11 @@ typedef struct GLES2_TextureData GLES2_FBOList *fbo; } GLES2_TextureData; -typedef struct GLES2_ShaderCacheEntry -{ - GLuint id; - GLES2_ShaderType type; - const GLES2_ShaderInstance *instance; - int references; - struct GLES2_ShaderCacheEntry *prev; - struct GLES2_ShaderCacheEntry *next; -} GLES2_ShaderCacheEntry; - -typedef struct GLES2_ShaderCache -{ - int count; - GLES2_ShaderCacheEntry *head; -} GLES2_ShaderCache; - typedef struct GLES2_ProgramCacheEntry { GLuint id; - GLES2_ShaderCacheEntry *vertex_shader; - GLES2_ShaderCacheEntry *fragment_shader; + GLuint vertex_shader; + GLuint fragment_shader; GLuint uniform_locations[16]; Uint32 color; GLfloat projection[4][4]; @@ -167,9 +151,8 @@ typedef struct GLES2_RenderData GLES2_FBOList *framebuffers; GLuint window_framebuffer; - int shader_format_count; - GLenum *shader_formats; - GLES2_ShaderCache shader_cache; + GLuint shader_id_cache[GLES2_SHADER_COUNT]; + GLES2_ProgramCache program_cache; Uint8 clear_r, clear_g, clear_b, clear_a; @@ -395,32 +378,10 @@ GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) } -static void -GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry) -{ - /* Unlink the shader from the cache */ - if (entry->next) { - entry->next->prev = entry->prev; - } - if (entry->prev) { - entry->prev->next = entry->next; - } - if (data->shader_cache.head == entry) { - data->shader_cache.head = entry->next; - } - --data->shader_cache.count; - - /* Deallocate the shader */ - data->glDeleteShader(entry->id); - SDL_free(entry); -} - static GLES2_ProgramCacheEntry * -GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex, - GLES2_ShaderCacheEntry *fragment) +GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment) { GLES2_ProgramCacheEntry *entry; - GLES2_ShaderCacheEntry *shaderEntry; GLint linkSuccessful; /* Check if we've already cached this program */ @@ -458,8 +419,8 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex, /* Create the program and link it */ entry->id = data->glCreateProgram(); - data->glAttachShader(entry->id, vertex->id); - data->glAttachShader(entry->id, fragment->id); + data->glAttachShader(entry->id, vertex); + data->glAttachShader(entry->id, fragment); data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position"); data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle"); @@ -514,20 +475,8 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex, data->program_cache.head = entry; ++data->program_cache.count; - /* Increment the refcount of the shaders we're using */ - ++vertex->references; - ++fragment->references; - /* Evict the last entry from the cache if we exceed the limit */ if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) { - shaderEntry = data->program_cache.tail->vertex_shader; - if (--shaderEntry->references <= 0) { - GLES2_EvictShader(data, shaderEntry); - } - shaderEntry = data->program_cache.tail->fragment_shader; - if (--shaderEntry->references <= 0) { - GLES2_EvictShader(data, shaderEntry); - } data->glDeleteProgram(data->program_cache.tail->id); data->program_cache.tail = data->program_cache.tail->prev; if (data->program_cache.tail != NULL) { @@ -539,80 +488,34 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex, return entry; } -static GLES2_ShaderCacheEntry * -GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type) +static GLuint +GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type) { - const GLES2_Shader *shader; - const GLES2_ShaderInstance *instance = NULL; - GLES2_ShaderCacheEntry *entry = NULL; + GLuint id; GLint compileSuccessful = GL_FALSE; - int i, j; + const Uint8 *shader_src = GLES2_GetShader(type); - /* Find the corresponding shader */ - shader = GLES2_GetShader(type); - if (!shader) { - SDL_SetError("No shader matching the requested characteristics was found"); - return NULL; + if (!shader_src) { + SDL_SetError("No shader src"); + return 0; } - /* Find a matching shader instance that's supported on this hardware */ - for (i = 0; i < shader->instance_count && !instance; ++i) { - for (j = 0; j < data->shader_format_count && !instance; ++j) { - if (!shader->instances[i]) { - continue; - } - if (shader->instances[i]->format != data->shader_formats[j]) { - continue; - } - instance = shader->instances[i]; - } - } - if (!instance) { - SDL_SetError("The specified shader cannot be loaded on the current platform"); - return NULL; - } + /* Compile */ + id = data->glCreateShader(shader_type); + data->glShaderSource(id, 1, (const char**)&shader_src, NULL); + data->glCompileShader(id); + data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful); - /* Check if we've already cached this shader */ - entry = data->shader_cache.head; - while (entry) { - if (entry->instance == instance) { - break; - } - entry = entry->next; - } - if (entry) { - return entry; - } - - /* Create a shader cache entry */ - entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry)); - if (!entry) { - SDL_OutOfMemory(); - return NULL; - } - entry->type = type; - entry->instance = instance; - - /* Compile or load the selected shader instance */ - entry->id = data->glCreateShader(instance->type); - if (instance->format == (GLenum)-1) { - data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL); - data->glCompileShader(entry->id); - data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful); - } else { - data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length); - compileSuccessful = GL_TRUE; - } if (!compileSuccessful) { SDL_bool isstack = SDL_FALSE; char *info = NULL; int length = 0; - data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length); + data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); if (length > 0) { info = SDL_small_alloc(char, length, &isstack); if (info) { - data->glGetShaderInfoLog(entry->id, length, &length, info); + data->glGetShaderInfoLog(id, length, &length, info); } } if (info) { @@ -621,26 +524,21 @@ GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type) } else { SDL_SetError("Failed to load the shader"); } - data->glDeleteShader(entry->id); - SDL_free(entry); - return NULL; + data->glDeleteShader(id); + return 0; } - /* Link the shader entry in at the front of the cache */ - if (data->shader_cache.head) { - entry->next = data->shader_cache.head; - data->shader_cache.head->prev = entry; - } - data->shader_cache.head = entry; - ++data->shader_cache.count; - return entry; + /* Cache */ + data->shader_id_cache[(Uint32)type] = id; + + return id; } static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h) { - GLES2_ShaderCacheEntry *vertex = NULL; - GLES2_ShaderCacheEntry *fragment = NULL; + GLuint vertex; + GLuint fragment; GLES2_ShaderType vtype, ftype; GLES2_ProgramCacheEntry *program; @@ -648,30 +546,30 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int vtype = GLES2_SHADER_VERTEX_DEFAULT; switch (source) { case GLES2_IMAGESOURCE_SOLID: - ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC; + ftype = GLES2_SHADER_FRAGMENT_SOLID; break; case GLES2_IMAGESOURCE_TEXTURE_ABGR: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR; break; case GLES2_IMAGESOURCE_TEXTURE_ARGB: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB; break; case GLES2_IMAGESOURCE_TEXTURE_RGB: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB; break; case GLES2_IMAGESOURCE_TEXTURE_BGR: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR; break; case GLES2_IMAGESOURCE_TEXTURE_YUV: switch (SDL_GetYUVConversionModeForResolution(w, h)) { case SDL_YUV_CONVERSION_JPEG: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG; break; case SDL_YUV_CONVERSION_BT601: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601; break; case SDL_YUV_CONVERSION_BT709: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709; break; default: SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); @@ -681,13 +579,13 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int case GLES2_IMAGESOURCE_TEXTURE_NV12: switch (SDL_GetYUVConversionModeForResolution(w, h)) { case SDL_YUV_CONVERSION_JPEG: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG; break; case SDL_YUV_CONVERSION_BT601: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601; break; case SDL_YUV_CONVERSION_BT709: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709; break; default: SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); @@ -697,13 +595,13 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int case GLES2_IMAGESOURCE_TEXTURE_NV21: switch (SDL_GetYUVConversionModeForResolution(w, h)) { case SDL_YUV_CONVERSION_JPEG: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG; break; case SDL_YUV_CONVERSION_BT601: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601; break; case SDL_YUV_CONVERSION_BT709: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709; break; default: SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); @@ -711,20 +609,27 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int } break; case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC; + ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; break; default: goto fault; } /* Load the requested shaders */ - vertex = GLES2_CacheShader(data, vtype); + vertex = data->shader_id_cache[(Uint32)vtype]; if (!vertex) { - goto fault; + vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER); + if (!vertex) { + goto fault; + } } - fragment = GLES2_CacheShader(data, ftype); + + fragment = data->shader_id_cache[(Uint32)ftype]; if (!fragment) { - goto fault; + fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER); + if (!fragment) { + goto fault; + } } /* Check if we need to change programs at all */ @@ -749,12 +654,6 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int /* Clean up and return */ return 0; fault: - if (vertex && vertex->references <= 0) { - GLES2_EvictShader(data, vertex); - } - if (fragment && fragment->references <= 0) { - GLES2_EvictShader(data, fragment); - } data->drawstate.program = NULL; return -1; } @@ -907,7 +806,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * const SDL_Rect * srcquad, const SDL_FRect * dstrect, const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) { - /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */ + /* render expects cos value - 1 (see GLES2_Vertex_Default) */ const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0); const GLfloat s = (GLfloat) SDL_sin(radian_angle); const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f; @@ -1386,14 +1285,12 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer) GLES2_ActivateRenderer(renderer); { - GLES2_ShaderCacheEntry *entry; - GLES2_ShaderCacheEntry *next; - entry = data->shader_cache.head; - while (entry) { - data->glDeleteShader(entry->id); - next = entry->next; - SDL_free(entry); - entry = next; + int i; + for (i = 0; i < GLES2_SHADER_COUNT; i++) { + GLuint id = data->shader_id_cache[i]; + if (id) { + data->glDeleteShader(id); + } } } { @@ -1423,7 +1320,6 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer) SDL_GL_DeleteContext(data->context); } - SDL_free(data->shader_formats); SDL_free(data); } SDL_free(renderer); @@ -2029,20 +1925,11 @@ static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) * Renderer instantiation * *************************************************************************************************/ -#ifdef ZUNE_HD -#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B -#endif - - static SDL_Renderer * GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) { SDL_Renderer *renderer; GLES2_RenderData *data; - GLint nFormats; -#ifndef ZUNE_HD - GLboolean hasCompiler; -#endif Uint32 window_flags = 0; /* -Wconditional-uninitialized */ GLint window_framebuffer; GLint value; @@ -2144,33 +2031,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; - /* Determine supported shader formats */ - /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */ -#ifdef ZUNE_HD - nFormats = 1; -#else /* !ZUNE_HD */ - data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats); - data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler); - if (hasCompiler) { - ++nFormats; - } -#endif /* ZUNE_HD */ - data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum)); - if (!data->shader_formats) { - GLES2_DestroyRenderer(renderer); - SDL_OutOfMemory(); - goto error; - } - data->shader_format_count = nFormats; -#ifdef ZUNE_HD - data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV; -#else /* !ZUNE_HD */ - data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats); - if (hasCompiler) { - data->shader_formats[nFormats - 1] = (GLenum)-1; - } -#endif /* ZUNE_HD */ - /* we keep a few of these and cycle through them, so data can live for a few frames. */ data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); diff --git a/src/render/opengles2/SDL_shaders_gles2.c b/src/render/opengles2/SDL_shaders_gles2.c index ff6972ea9..f84927647 100644 --- a/src/render/opengles2/SDL_shaders_gles2.c +++ b/src/render/opengles2/SDL_shaders_gles2.c @@ -36,7 +36,7 @@ value is decremented by 1.0 to get proper output with 0.0 which is default value */ -static const Uint8 GLES2_VertexSrc_Default_[] = " \ +static const Uint8 GLES2_Vertex_Default[] = " \ uniform mat4 u_projection; \ attribute vec2 a_position; \ attribute vec2 a_texCoord; \ @@ -56,7 +56,7 @@ static const Uint8 GLES2_VertexSrc_Default_[] = " \ } \ "; -static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \ +static const Uint8 GLES2_Fragment_Solid[] = " \ precision mediump float; \ uniform vec4 u_color; \ \ @@ -66,7 +66,7 @@ static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \ } \ "; -static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \ +static const Uint8 GLES2_Fragment_TextureABGR[] = " \ precision mediump float; \ uniform sampler2D u_texture; \ uniform vec4 u_color; \ @@ -80,7 +80,7 @@ static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \ "; /* ARGB to ABGR conversion */ -static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \ +static const Uint8 GLES2_Fragment_TextureARGB[] = " \ precision mediump float; \ uniform sampler2D u_texture; \ uniform vec4 u_color; \ @@ -97,7 +97,7 @@ static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \ "; /* RGB to ABGR conversion */ -static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \ +static const Uint8 GLES2_Fragment_TextureRGB[] = " \ precision mediump float; \ uniform sampler2D u_texture; \ uniform vec4 u_color; \ @@ -115,7 +115,7 @@ static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \ "; /* BGR to ABGR conversion */ -static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \ +static const Uint8 GLES2_Fragment_TextureBGR[] = " \ precision mediump float; \ uniform sampler2D u_texture; \ uniform vec4 u_color; \ @@ -229,58 +229,58 @@ static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \ "}" \ /* YUV to ABGR conversion */ -static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \ +static const Uint8 GLES2_Fragment_TextureYUVJPEG[] = \ YUV_SHADER_PROLOGUE \ JPEG_SHADER_CONSTANTS \ YUV_SHADER_BODY \ ; -static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \ +static const Uint8 GLES2_Fragment_TextureYUVBT601[] = \ YUV_SHADER_PROLOGUE \ BT601_SHADER_CONSTANTS \ YUV_SHADER_BODY \ ; -static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \ +static const Uint8 GLES2_Fragment_TextureYUVBT709[] = \ YUV_SHADER_PROLOGUE \ BT709_SHADER_CONSTANTS \ YUV_SHADER_BODY \ ; /* NV12 to ABGR conversion */ -static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \ +static const Uint8 GLES2_Fragment_TextureNV12JPEG[] = \ YUV_SHADER_PROLOGUE \ JPEG_SHADER_CONSTANTS \ NV12_SHADER_BODY \ ; -static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \ +static const Uint8 GLES2_Fragment_TextureNV12BT601[] = \ YUV_SHADER_PROLOGUE \ BT601_SHADER_CONSTANTS \ NV12_SHADER_BODY \ ; -static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \ +static const Uint8 GLES2_Fragment_TextureNV12BT709[] = \ YUV_SHADER_PROLOGUE \ BT709_SHADER_CONSTANTS \ NV12_SHADER_BODY \ ; /* NV21 to ABGR conversion */ -static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \ +static const Uint8 GLES2_Fragment_TextureNV21JPEG[] = \ YUV_SHADER_PROLOGUE \ JPEG_SHADER_CONSTANTS \ NV21_SHADER_BODY \ ; -static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \ +static const Uint8 GLES2_Fragment_TextureNV21BT601[] = \ YUV_SHADER_PROLOGUE \ BT601_SHADER_CONSTANTS \ NV21_SHADER_BODY \ ; -static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \ +static const Uint8 GLES2_Fragment_TextureNV21BT709[] = \ YUV_SHADER_PROLOGUE \ BT709_SHADER_CONSTANTS \ NV21_SHADER_BODY \ ; /* Custom Android video format texture */ -static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \ +static const Uint8 GLES2_Fragment_TextureExternalOES[] = " \ #extension GL_OES_EGL_image_external : require\n\ precision mediump float; \ uniform samplerExternalOES u_texture; \ @@ -294,275 +294,46 @@ static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \ } \ "; -static const GLES2_ShaderInstance GLES2_VertexSrc_Default = { - GL_VERTEX_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_VertexSrc_Default_), - GLES2_VertexSrc_Default_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_SolidSrc_), - GLES2_FragmentSrc_SolidSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureABGRSrc_), - GLES2_FragmentSrc_TextureABGRSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureARGBSrc_), - GLES2_FragmentSrc_TextureARGBSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureRGBSrc_), - GLES2_FragmentSrc_TextureRGBSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureBGRSrc_), - GLES2_FragmentSrc_TextureBGRSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_), - GLES2_FragmentSrc_TextureYUVJPEGSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_), - GLES2_FragmentSrc_TextureYUVBT601Src_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_), - GLES2_FragmentSrc_TextureYUVBT709Src_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_), - GLES2_FragmentSrc_TextureNV12JPEGSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_), - GLES2_FragmentSrc_TextureNV12BT601Src_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_), - GLES2_FragmentSrc_TextureNV21BT709Src_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_), - GLES2_FragmentSrc_TextureNV21JPEGSrc_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_), - GLES2_FragmentSrc_TextureNV21BT601Src_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_), - GLES2_FragmentSrc_TextureNV12BT709Src_ -}; - -static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = { - GL_FRAGMENT_SHADER, - GLES2_SOURCE_SHADER, - sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_), - GLES2_FragmentSrc_TextureExternalOESSrc_ -}; - - -/************************************************************************************************* - * Vertex/fragment shader definitions * - *************************************************************************************************/ - -static GLES2_Shader GLES2_VertexShader_Default = { - 1, - { - &GLES2_VertexSrc_Default - } -}; - -static GLES2_Shader GLES2_FragmentShader_SolidSrc = { - 1, - { - &GLES2_FragmentSrc_SolidSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = { - 1, - { - &GLES2_FragmentSrc_TextureABGRSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = { - 1, - { - &GLES2_FragmentSrc_TextureARGBSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = { - 1, - { - &GLES2_FragmentSrc_TextureRGBSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = { - 1, - { - &GLES2_FragmentSrc_TextureBGRSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = { - 1, - { - &GLES2_FragmentSrc_TextureYUVJPEGSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = { - 1, - { - &GLES2_FragmentSrc_TextureYUVBT601Src - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = { - 1, - { - &GLES2_FragmentSrc_TextureYUVBT709Src - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = { - 1, - { - &GLES2_FragmentSrc_TextureNV12JPEGSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = { - 1, - { - &GLES2_FragmentSrc_TextureNV12BT601Src - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = { - 1, - { - &GLES2_FragmentSrc_TextureNV12BT709Src - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = { - 1, - { - &GLES2_FragmentSrc_TextureNV21JPEGSrc - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = { - 1, - { - &GLES2_FragmentSrc_TextureNV21BT601Src - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = { - 1, - { - &GLES2_FragmentSrc_TextureNV21BT709Src - } -}; - -static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = { - 1, - { - &GLES2_FragmentSrc_TextureExternalOESSrc - } -}; - /************************************************************************************************* * Shader selector * *************************************************************************************************/ -const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type) +const Uint8 *GLES2_GetShader(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; + return GLES2_Vertex_Default; + case GLES2_SHADER_FRAGMENT_SOLID: + return GLES2_Fragment_Solid; + case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR: + return GLES2_Fragment_TextureABGR; + case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB: + return GLES2_Fragment_TextureARGB; + case GLES2_SHADER_FRAGMENT_TEXTURE_RGB: + return GLES2_Fragment_TextureRGB; + case GLES2_SHADER_FRAGMENT_TEXTURE_BGR: + return GLES2_Fragment_TextureBGR; + case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG: + return GLES2_Fragment_TextureYUVJPEG; + case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601: + return GLES2_Fragment_TextureYUVBT601; + case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709: + return GLES2_Fragment_TextureYUVBT709; + case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG: + return GLES2_Fragment_TextureNV12JPEG; + case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601: + return GLES2_Fragment_TextureNV12BT601; + case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709: + return GLES2_Fragment_TextureNV12BT709; + case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG: + return GLES2_Fragment_TextureNV21JPEG; + case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601: + return GLES2_Fragment_TextureNV21BT601; + case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709: + return GLES2_Fragment_TextureNV21BT709; + case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: + return GLES2_Fragment_TextureExternalOES; default: return NULL; } diff --git a/src/render/opengles2/SDL_shaders_gles2.h b/src/render/opengles2/SDL_shaders_gles2.h index 383c7dc37..5565d4aae 100644 --- a/src/render/opengles2/SDL_shaders_gles2.h +++ b/src/render/opengles2/SDL_shaders_gles2.h @@ -25,43 +25,30 @@ #if SDL_VIDEO_RENDER_OGL_ES2 -typedef struct GLES2_ShaderInstance -{ - GLenum type; - GLenum format; - int length; - const void *data; -} GLES2_ShaderInstance; - -typedef struct GLES2_Shader -{ - int instance_count; - const GLES2_ShaderInstance *instances[4]; -} GLES2_Shader; typedef enum { - GLES2_SHADER_VERTEX_DEFAULT, - GLES2_SHADER_FRAGMENT_SOLID_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC, - GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC + GLES2_SHADER_VERTEX_DEFAULT = 0, + GLES2_SHADER_FRAGMENT_SOLID, + GLES2_SHADER_FRAGMENT_TEXTURE_ABGR, + GLES2_SHADER_FRAGMENT_TEXTURE_ARGB, + GLES2_SHADER_FRAGMENT_TEXTURE_BGR, + GLES2_SHADER_FRAGMENT_TEXTURE_RGB, + GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG, + GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601, + GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709, + GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG, + GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601, + GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709, + GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG, + GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601, + GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709, + GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES } GLES2_ShaderType; -#define GLES2_SOURCE_SHADER (GLenum)-1 +#define GLES2_SHADER_COUNT 16 -const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type); +const Uint8 *GLES2_GetShader(GLES2_ShaderType type); #endif /* SDL_VIDEO_RENDER_OGL_ES2 */