mirror of
https://github.com/Relintai/sdl2_frt.git
synced 2024-12-29 20:27:12 +01:00
525 lines
20 KiB
C
525 lines
20 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2018 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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#include "../../SDL_internal.h"
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#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED
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#include "SDL_stdinc.h"
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#include "SDL_log.h"
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#include "SDL_opengl.h"
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#include "SDL_video.h"
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#include "SDL_shaders_gl.h"
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/* OpenGL shader implementation */
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/* #define DEBUG_SHADERS */
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typedef struct
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{
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GLhandleARB program;
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GLhandleARB vert_shader;
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GLhandleARB frag_shader;
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} GL_ShaderData;
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struct GL_ShaderContext
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{
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GLenum (*glGetError)(void);
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PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
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PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
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PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
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PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
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PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
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PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
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PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
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PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
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PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
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PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
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PFNGLUNIFORM1IARBPROC glUniform1iARB;
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PFNGLUNIFORM1FARBPROC glUniform1fARB;
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PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
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SDL_bool GL_ARB_texture_rectangle_supported;
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GL_ShaderData shaders[NUM_SHADERS];
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};
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#define COLOR_VERTEX_SHADER \
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"varying vec4 v_color;\n" \
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"\n" \
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"void main()\n" \
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"{\n" \
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
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" v_color = gl_Color;\n" \
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"}" \
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#define TEXTURE_VERTEX_SHADER \
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"varying vec4 v_color;\n" \
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"varying vec2 v_texCoord;\n" \
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"\n" \
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"void main()\n" \
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"{\n" \
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
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" v_color = gl_Color;\n" \
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" v_texCoord = vec2(gl_MultiTexCoord0);\n" \
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"}" \
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#define JPEG_SHADER_CONSTANTS \
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"// YUV offset \n" \
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"const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n" \
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"\n" \
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"// RGB coefficients \n" \
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"const vec3 Rcoeff = vec3(1, 0.000, 1.402);\n" \
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"const vec3 Gcoeff = vec3(1, -0.3441, -0.7141);\n" \
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"const vec3 Bcoeff = vec3(1, 1.772, 0.000);\n" \
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#define BT601_SHADER_CONSTANTS \
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"// YUV offset \n" \
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
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"\n" \
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"// RGB coefficients \n" \
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"const vec3 Rcoeff = vec3(1.1644, 0.000, 1.596);\n" \
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"const vec3 Gcoeff = vec3(1.1644, -0.3918, -0.813);\n" \
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"const vec3 Bcoeff = vec3(1.1644, 2.0172, 0.000);\n" \
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#define BT709_SHADER_CONSTANTS \
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"// YUV offset \n" \
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
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"\n" \
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"// RGB coefficients \n" \
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"const vec3 Rcoeff = vec3(1.1644, 0.000, 1.7927);\n" \
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"const vec3 Gcoeff = vec3(1.1644, -0.2132, -0.5329);\n" \
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"const vec3 Bcoeff = vec3(1.1644, 2.1124, 0.000);\n" \
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#define YUV_SHADER_PROLOGUE \
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"varying vec4 v_color;\n" \
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"varying vec2 v_texCoord;\n" \
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"uniform sampler2D tex0; // Y \n" \
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"uniform sampler2D tex1; // U \n" \
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"uniform sampler2D tex2; // V \n" \
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"\n" \
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#define YUV_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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" vec2 tcoord;\n" \
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" vec3 yuv, rgb;\n" \
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"\n" \
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" // Get the Y value \n" \
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" tcoord = v_texCoord;\n" \
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" yuv.x = texture2D(tex0, tcoord).r;\n" \
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"\n" \
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" // Get the U and V values \n" \
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" tcoord *= UVCoordScale;\n" \
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" yuv.y = texture2D(tex1, tcoord).r;\n" \
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" yuv.z = texture2D(tex2, tcoord).r;\n" \
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"\n" \
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" // Do the color transform \n" \
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" yuv += offset;\n" \
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" rgb.r = dot(yuv, Rcoeff);\n" \
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" rgb.g = dot(yuv, Gcoeff);\n" \
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" rgb.b = dot(yuv, Bcoeff);\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
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"}" \
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#define NV12_SHADER_PROLOGUE \
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"varying vec4 v_color;\n" \
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"varying vec2 v_texCoord;\n" \
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"uniform sampler2D tex0; // Y \n" \
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"uniform sampler2D tex1; // U/V \n" \
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"\n" \
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#define NV12_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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" vec2 tcoord;\n" \
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" vec3 yuv, rgb;\n" \
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"\n" \
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" // Get the Y value \n" \
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" tcoord = v_texCoord;\n" \
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" yuv.x = texture2D(tex0, tcoord).r;\n" \
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"\n" \
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" // Get the U and V values \n" \
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" tcoord *= UVCoordScale;\n" \
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" yuv.yz = texture2D(tex1, tcoord).ra;\n" \
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"\n" \
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" // Do the color transform \n" \
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" yuv += offset;\n" \
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" rgb.r = dot(yuv, Rcoeff);\n" \
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" rgb.g = dot(yuv, Gcoeff);\n" \
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" rgb.b = dot(yuv, Bcoeff);\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
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"}" \
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#define NV21_SHADER_PROLOGUE \
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"varying vec4 v_color;\n" \
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"varying vec2 v_texCoord;\n" \
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"uniform sampler2D tex0; // Y \n" \
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"uniform sampler2D tex1; // U/V \n" \
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"\n" \
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#define NV21_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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" vec2 tcoord;\n" \
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" vec3 yuv, rgb;\n" \
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"\n" \
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" // Get the Y value \n" \
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" tcoord = v_texCoord;\n" \
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" yuv.x = texture2D(tex0, tcoord).r;\n" \
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"\n" \
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" // Get the U and V values \n" \
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" tcoord *= UVCoordScale;\n" \
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" yuv.yz = texture2D(tex1, tcoord).ar;\n" \
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"\n" \
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" // Do the color transform \n" \
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" yuv += offset;\n" \
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" rgb.r = dot(yuv, Rcoeff);\n" \
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" rgb.g = dot(yuv, Gcoeff);\n" \
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" rgb.b = dot(yuv, Bcoeff);\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
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"}" \
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/*
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* NOTE: Always use sampler2D, etc here. We'll #define them to the
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* texture_rectangle versions if we choose to use that extension.
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*/
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static const char *shader_source[NUM_SHADERS][2] =
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{
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/* SHADER_NONE */
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{ NULL, NULL },
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/* SHADER_SOLID */
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{
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/* vertex shader */
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COLOR_VERTEX_SHADER,
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/* fragment shader */
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"varying vec4 v_color;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = v_color;\n"
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"}"
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},
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/* SHADER_RGB */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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"varying vec4 v_color;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex0;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
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"}"
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},
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/* SHADER_YUV_JPEG */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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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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/* SHADER_YUV_BT601 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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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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/* SHADER_YUV_BT709 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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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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/* SHADER_NV12_JPEG */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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JPEG_SHADER_CONSTANTS
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NV12_SHADER_BODY
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},
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/* SHADER_NV12_BT601 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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BT601_SHADER_CONSTANTS
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NV12_SHADER_BODY
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},
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/* SHADER_NV12_BT709 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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BT709_SHADER_CONSTANTS
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NV12_SHADER_BODY
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},
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/* SHADER_NV21_JPEG */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV21_SHADER_PROLOGUE
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JPEG_SHADER_CONSTANTS
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NV21_SHADER_BODY
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},
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/* SHADER_NV21_BT601 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV21_SHADER_PROLOGUE
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BT601_SHADER_CONSTANTS
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NV21_SHADER_BODY
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},
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/* SHADER_NV21_BT709 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV21_SHADER_PROLOGUE
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BT709_SHADER_CONSTANTS
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NV21_SHADER_BODY
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},
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};
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static SDL_bool
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CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
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{
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GLint status;
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const char *sources[2];
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sources[0] = defines;
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sources[1] = source;
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ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
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ctx->glCompileShaderARB(shader);
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ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
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if (status == 0) {
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GLint length;
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char *info;
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ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
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info = SDL_stack_alloc(char, length+1);
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ctx->glGetInfoLogARB(shader, length, NULL, info);
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SDL_LogError(SDL_LOG_CATEGORY_RENDER,
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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#ifdef DEBUG_SHADERS
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fprintf(stderr,
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"Failed to compile shader:\n%s%s\n%s", defines, source, info);
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#endif
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SDL_stack_free(info);
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return SDL_FALSE;
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} else {
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return SDL_TRUE;
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}
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}
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static SDL_bool
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CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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{
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const int num_tmus_bound = 4;
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const char *vert_defines = "";
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const char *frag_defines = "";
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int i;
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GLint location;
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if (index == SHADER_NONE) {
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return SDL_TRUE;
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}
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ctx->glGetError();
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/* Make sure we use the correct sampler type for our texture type */
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if (ctx->GL_ARB_texture_rectangle_supported) {
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frag_defines =
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"#define sampler2D sampler2DRect\n"
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"#define texture2D texture2DRect\n"
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"#define UVCoordScale 0.5\n";
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} else {
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frag_defines =
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"#define UVCoordScale 1.0\n";
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}
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/* Create one program object to rule them all */
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data->program = ctx->glCreateProgramObjectARB();
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/* Create the vertex shader */
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data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
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if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
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return SDL_FALSE;
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}
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/* Create the fragment shader */
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data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
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if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
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return SDL_FALSE;
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}
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/* ... and in the darkness bind them */
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ctx->glAttachObjectARB(data->program, data->vert_shader);
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ctx->glAttachObjectARB(data->program, data->frag_shader);
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ctx->glLinkProgramARB(data->program);
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/* Set up some uniform variables */
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ctx->glUseProgramObjectARB(data->program);
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for (i = 0; i < num_tmus_bound; ++i) {
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char tex_name[10];
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SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
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location = ctx->glGetUniformLocationARB(data->program, tex_name);
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if (location >= 0) {
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ctx->glUniform1iARB(location, i);
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}
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}
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ctx->glUseProgramObjectARB(0);
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return (ctx->glGetError() == GL_NO_ERROR);
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}
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static void
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DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
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{
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ctx->glDeleteObjectARB(data->vert_shader);
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ctx->glDeleteObjectARB(data->frag_shader);
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ctx->glDeleteObjectARB(data->program);
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}
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GL_ShaderContext *
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GL_CreateShaderContext(void)
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{
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GL_ShaderContext *ctx;
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SDL_bool shaders_supported;
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int i;
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ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
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if (!ctx) {
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return NULL;
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}
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if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") &&
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(SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
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SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) {
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ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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}
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/* Check for shader support */
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shaders_supported = SDL_FALSE;
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if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
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SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
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SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
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SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
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ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
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ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
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ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
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ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
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ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
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ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
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ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
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ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
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ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
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ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
|
|
ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
|
|
ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
|
|
ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
|
|
ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
|
|
if (ctx->glGetError &&
|
|
ctx->glAttachObjectARB &&
|
|
ctx->glCompileShaderARB &&
|
|
ctx->glCreateProgramObjectARB &&
|
|
ctx->glCreateShaderObjectARB &&
|
|
ctx->glDeleteObjectARB &&
|
|
ctx->glGetInfoLogARB &&
|
|
ctx->glGetObjectParameterivARB &&
|
|
ctx->glGetUniformLocationARB &&
|
|
ctx->glLinkProgramARB &&
|
|
ctx->glShaderSourceARB &&
|
|
ctx->glUniform1iARB &&
|
|
ctx->glUniform1fARB &&
|
|
ctx->glUseProgramObjectARB) {
|
|
shaders_supported = SDL_TRUE;
|
|
}
|
|
}
|
|
|
|
if (!shaders_supported) {
|
|
SDL_free(ctx);
|
|
return NULL;
|
|
}
|
|
|
|
/* Compile all the shaders */
|
|
for (i = 0; i < NUM_SHADERS; ++i) {
|
|
if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
|
|
GL_DestroyShaderContext(ctx);
|
|
return NULL;
|
|
}
|
|
}
|
|
|
|
/* We're done! */
|
|
return ctx;
|
|
}
|
|
|
|
void
|
|
GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
|
|
{
|
|
ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
|
|
}
|
|
|
|
void
|
|
GL_DestroyShaderContext(GL_ShaderContext *ctx)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < NUM_SHADERS; ++i) {
|
|
DestroyShaderProgram(ctx, &ctx->shaders[i]);
|
|
}
|
|
SDL_free(ctx);
|
|
}
|
|
|
|
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
|
|
|
|
/* vi: set ts=4 sw=4 expandtab: */
|