mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
GLES2 SDL_Renderer: remove old ZUNE_HD defines and simplify shader cache
This commit is contained in:
parent
aa4a6b0b88
commit
f40551c5f6
@ -41,7 +41,6 @@ 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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@ -68,27 +68,11 @@ typedef struct GLES2_TextureData
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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typedef struct GLES2_ShaderCacheEntry
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{
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GLuint id;
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GLES2_ShaderType type;
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const GLES2_ShaderInstance *instance;
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int references;
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struct GLES2_ShaderCacheEntry *prev;
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struct GLES2_ShaderCacheEntry *next;
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} GLES2_ShaderCacheEntry;
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typedef struct GLES2_ShaderCache
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{
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int count;
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GLES2_ShaderCacheEntry *head;
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} GLES2_ShaderCache;
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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GLES2_ShaderCacheEntry *vertex_shader;
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GLES2_ShaderCacheEntry *fragment_shader;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint uniform_locations[16];
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Uint32 color;
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GLfloat projection[4][4];
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@ -167,9 +151,8 @@ typedef struct GLES2_RenderData
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GLES2_FBOList *framebuffers;
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GLuint window_framebuffer;
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int shader_format_count;
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GLenum *shader_formats;
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GLES2_ShaderCache shader_cache;
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GLuint shader_id_cache[GLES2_SHADER_COUNT];
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GLES2_ProgramCache program_cache;
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Uint8 clear_r, clear_g, clear_b, clear_a;
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@ -395,32 +378,10 @@ GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode)
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}
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static void
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GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
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{
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/* Unlink the shader from the cache */
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if (entry->next) {
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entry->next->prev = entry->prev;
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}
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if (entry->prev) {
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entry->prev->next = entry->next;
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}
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if (data->shader_cache.head == entry) {
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data->shader_cache.head = entry->next;
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}
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--data->shader_cache.count;
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/* Deallocate the shader */
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data->glDeleteShader(entry->id);
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SDL_free(entry);
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}
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static GLES2_ProgramCacheEntry *
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GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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GLES2_ShaderCacheEntry *fragment)
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GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
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{
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GLES2_ProgramCacheEntry *entry;
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GLES2_ShaderCacheEntry *shaderEntry;
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GLint linkSuccessful;
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/* Check if we've already cached this program */
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@ -458,8 +419,8 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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/* Create the program and link it */
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entry->id = data->glCreateProgram();
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data->glAttachShader(entry->id, vertex->id);
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data->glAttachShader(entry->id, fragment->id);
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data->glAttachShader(entry->id, vertex);
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data->glAttachShader(entry->id, fragment);
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
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data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
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@ -514,20 +475,8 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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data->program_cache.head = entry;
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++data->program_cache.count;
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/* Increment the refcount of the shaders we're using */
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++vertex->references;
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++fragment->references;
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/* Evict the last entry from the cache if we exceed the limit */
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if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
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shaderEntry = data->program_cache.tail->vertex_shader;
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if (--shaderEntry->references <= 0) {
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GLES2_EvictShader(data, shaderEntry);
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}
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shaderEntry = data->program_cache.tail->fragment_shader;
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if (--shaderEntry->references <= 0) {
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GLES2_EvictShader(data, shaderEntry);
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}
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data->glDeleteProgram(data->program_cache.tail->id);
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data->program_cache.tail = data->program_cache.tail->prev;
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if (data->program_cache.tail != NULL) {
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@ -539,80 +488,34 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
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return entry;
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}
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static GLES2_ShaderCacheEntry *
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GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
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static GLuint
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GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
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{
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const GLES2_Shader *shader;
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const GLES2_ShaderInstance *instance = NULL;
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GLES2_ShaderCacheEntry *entry = NULL;
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GLuint id;
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GLint compileSuccessful = GL_FALSE;
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int i, j;
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const Uint8 *shader_src = GLES2_GetShader(type);
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/* Find the corresponding shader */
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shader = GLES2_GetShader(type);
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if (!shader) {
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SDL_SetError("No shader matching the requested characteristics was found");
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return NULL;
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if (!shader_src) {
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SDL_SetError("No shader src");
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return 0;
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}
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/* Find a matching shader instance that's supported on this hardware */
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for (i = 0; i < shader->instance_count && !instance; ++i) {
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for (j = 0; j < data->shader_format_count && !instance; ++j) {
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if (!shader->instances[i]) {
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continue;
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}
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if (shader->instances[i]->format != data->shader_formats[j]) {
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continue;
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}
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instance = shader->instances[i];
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}
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}
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if (!instance) {
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SDL_SetError("The specified shader cannot be loaded on the current platform");
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return NULL;
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}
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/* Compile */
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id = data->glCreateShader(shader_type);
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data->glShaderSource(id, 1, (const char**)&shader_src, NULL);
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data->glCompileShader(id);
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data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
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/* Check if we've already cached this shader */
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entry = data->shader_cache.head;
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while (entry) {
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if (entry->instance == instance) {
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break;
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}
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entry = entry->next;
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}
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if (entry) {
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return entry;
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}
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/* Create a shader cache entry */
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entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
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if (!entry) {
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SDL_OutOfMemory();
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return NULL;
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}
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entry->type = type;
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entry->instance = instance;
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/* Compile or load the selected shader instance */
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entry->id = data->glCreateShader(instance->type);
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if (instance->format == (GLenum)-1) {
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data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
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data->glCompileShader(entry->id);
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data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
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} else {
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data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
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compileSuccessful = GL_TRUE;
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}
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if (!compileSuccessful) {
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SDL_bool isstack = SDL_FALSE;
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char *info = NULL;
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int length = 0;
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data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
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data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
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if (length > 0) {
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info = SDL_small_alloc(char, length, &isstack);
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if (info) {
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data->glGetShaderInfoLog(entry->id, length, &length, info);
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data->glGetShaderInfoLog(id, length, &length, info);
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}
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}
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if (info) {
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@ -621,26 +524,21 @@ GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
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} else {
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SDL_SetError("Failed to load the shader");
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}
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data->glDeleteShader(entry->id);
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SDL_free(entry);
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return NULL;
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data->glDeleteShader(id);
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return 0;
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}
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/* Link the shader entry in at the front of the cache */
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if (data->shader_cache.head) {
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entry->next = data->shader_cache.head;
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data->shader_cache.head->prev = entry;
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}
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data->shader_cache.head = entry;
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++data->shader_cache.count;
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return entry;
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/* Cache */
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data->shader_id_cache[(Uint32)type] = id;
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return id;
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}
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static int
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GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
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{
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GLES2_ShaderCacheEntry *vertex = NULL;
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GLES2_ShaderCacheEntry *fragment = NULL;
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GLuint vertex;
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GLuint fragment;
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GLES2_ShaderType vtype, ftype;
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GLES2_ProgramCacheEntry *program;
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@ -648,30 +546,30 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
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vtype = GLES2_SHADER_VERTEX_DEFAULT;
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switch (source) {
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case GLES2_IMAGESOURCE_SOLID:
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ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
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ftype = GLES2_SHADER_FRAGMENT_SOLID;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_ABGR:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_ARGB:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_RGB:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_BGR:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
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break;
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case GLES2_IMAGESOURCE_TEXTURE_YUV:
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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@ -681,13 +579,13 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
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case GLES2_IMAGESOURCE_TEXTURE_NV12:
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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@ -697,13 +595,13 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
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case GLES2_IMAGESOURCE_TEXTURE_NV21:
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switch (SDL_GetYUVConversionModeForResolution(w, h)) {
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case SDL_YUV_CONVERSION_JPEG:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG;
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break;
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case SDL_YUV_CONVERSION_BT601:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601;
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break;
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case SDL_YUV_CONVERSION_BT709:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709;
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break;
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default:
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SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
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@ -711,21 +609,28 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
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}
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break;
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case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
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break;
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default:
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goto fault;
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}
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/* Load the requested shaders */
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vertex = GLES2_CacheShader(data, vtype);
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vertex = data->shader_id_cache[(Uint32)vtype];
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if (!vertex) {
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vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
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if (!vertex) {
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goto fault;
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}
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fragment = GLES2_CacheShader(data, ftype);
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}
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fragment = data->shader_id_cache[(Uint32)ftype];
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if (!fragment) {
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fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
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if (!fragment) {
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goto fault;
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}
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}
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/* Check if we need to change programs at all */
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if (data->drawstate.program &&
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@ -749,12 +654,6 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
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/* Clean up and return */
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return 0;
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fault:
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if (vertex && vertex->references <= 0) {
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GLES2_EvictShader(data, vertex);
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}
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if (fragment && fragment->references <= 0) {
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GLES2_EvictShader(data, fragment);
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}
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data->drawstate.program = NULL;
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return -1;
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}
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@ -907,7 +806,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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/* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
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/* render expects cos value - 1 (see GLES2_Vertex_Default) */
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const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
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const GLfloat s = (GLfloat) SDL_sin(radian_angle);
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const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
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@ -1386,14 +1285,12 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
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GLES2_ActivateRenderer(renderer);
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{
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GLES2_ShaderCacheEntry *entry;
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GLES2_ShaderCacheEntry *next;
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entry = data->shader_cache.head;
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while (entry) {
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data->glDeleteShader(entry->id);
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next = entry->next;
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SDL_free(entry);
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entry = next;
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int i;
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for (i = 0; i < GLES2_SHADER_COUNT; i++) {
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GLuint id = data->shader_id_cache[i];
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if (id) {
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data->glDeleteShader(id);
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}
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}
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}
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{
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@ -1423,7 +1320,6 @@ GLES2_DestroyRenderer(SDL_Renderer *renderer)
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SDL_GL_DeleteContext(data->context);
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}
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SDL_free(data->shader_formats);
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SDL_free(data);
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}
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SDL_free(renderer);
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@ -2029,20 +1925,11 @@ static int GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
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* Renderer instantiation *
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*************************************************************************************************/
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#ifdef ZUNE_HD
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#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
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#endif
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static SDL_Renderer *
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GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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{
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SDL_Renderer *renderer;
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GLES2_RenderData *data;
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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);
|
||||
|
||||
|
@ -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;
|
||||
}
|
||||
|
@ -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 */
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user