diff options
Diffstat (limited to 'contrib/SDL-3.2.8/src/render/opengl/SDL_shaders_gl.c')
| -rw-r--r-- | contrib/SDL-3.2.8/src/render/opengl/SDL_shaders_gl.c | 545 |
1 files changed, 545 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/render/opengl/SDL_shaders_gl.c b/contrib/SDL-3.2.8/src/render/opengl/SDL_shaders_gl.c new file mode 100644 index 0000000..b09b12e --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/opengl/SDL_shaders_gl.c | |||
| @@ -0,0 +1,545 @@ | |||
| 1 | /* | ||
| 2 | Simple DirectMedia Layer | ||
| 3 | Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> | ||
| 4 | |||
| 5 | This software is provided 'as-is', without any express or implied | ||
| 6 | warranty. In no event will the authors be held liable for any damages | ||
| 7 | arising from the use of this software. | ||
| 8 | |||
| 9 | Permission is granted to anyone to use this software for any purpose, | ||
| 10 | including commercial applications, and to alter it and redistribute it | ||
| 11 | freely, subject to the following restrictions: | ||
| 12 | |||
| 13 | 1. The origin of this software must not be misrepresented; you must not | ||
| 14 | claim that you wrote the original software. If you use this software | ||
| 15 | in a product, an acknowledgment in the product documentation would be | ||
| 16 | appreciated but is not required. | ||
| 17 | 2. Altered source versions must be plainly marked as such, and must not be | ||
| 18 | misrepresented as being the original software. | ||
| 19 | 3. This notice may not be removed or altered from any source distribution. | ||
| 20 | */ | ||
| 21 | #include "SDL_internal.h" | ||
| 22 | |||
| 23 | #ifdef SDL_VIDEO_RENDER_OGL | ||
| 24 | |||
| 25 | #include <SDL3/SDL_opengl.h> | ||
| 26 | #include "SDL_shaders_gl.h" | ||
| 27 | |||
| 28 | // OpenGL shader implementation | ||
| 29 | |||
| 30 | // #define DEBUG_SHADERS | ||
| 31 | |||
| 32 | typedef struct | ||
| 33 | { | ||
| 34 | GLhandleARB program; | ||
| 35 | GLhandleARB vert_shader; | ||
| 36 | GLhandleARB frag_shader; | ||
| 37 | } GL_ShaderData; | ||
| 38 | |||
| 39 | struct GL_ShaderContext | ||
| 40 | { | ||
| 41 | GLenum (*glGetError)(void); | ||
| 42 | |||
| 43 | PFNGLATTACHOBJECTARBPROC glAttachObjectARB; | ||
| 44 | PFNGLCOMPILESHADERARBPROC glCompileShaderARB; | ||
| 45 | PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB; | ||
| 46 | PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB; | ||
| 47 | PFNGLDELETEOBJECTARBPROC glDeleteObjectARB; | ||
| 48 | PFNGLGETINFOLOGARBPROC glGetInfoLogARB; | ||
| 49 | PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB; | ||
| 50 | PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB; | ||
| 51 | PFNGLLINKPROGRAMARBPROC glLinkProgramARB; | ||
| 52 | PFNGLSHADERSOURCEARBPROC glShaderSourceARB; | ||
| 53 | PFNGLUNIFORM1IARBPROC glUniform1iARB; | ||
| 54 | PFNGLUNIFORM1FARBPROC glUniform1fARB; | ||
| 55 | PFNGLUNIFORM3FARBPROC glUniform3fARB; | ||
| 56 | PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB; | ||
| 57 | |||
| 58 | bool GL_ARB_texture_rectangle_supported; | ||
| 59 | |||
| 60 | GL_ShaderData shaders[NUM_SHADERS]; | ||
| 61 | const float *shader_params[NUM_SHADERS]; | ||
| 62 | }; | ||
| 63 | |||
| 64 | /* *INDENT-OFF* */ // clang-format off | ||
| 65 | |||
| 66 | #define COLOR_VERTEX_SHADER \ | ||
| 67 | "varying vec4 v_color;\n" \ | ||
| 68 | "\n" \ | ||
| 69 | "void main()\n" \ | ||
| 70 | "{\n" \ | ||
| 71 | " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \ | ||
| 72 | " v_color = gl_Color;\n" \ | ||
| 73 | "}" \ | ||
| 74 | |||
| 75 | #define TEXTURE_VERTEX_SHADER \ | ||
| 76 | "varying vec4 v_color;\n" \ | ||
| 77 | "varying vec2 v_texCoord;\n" \ | ||
| 78 | "\n" \ | ||
| 79 | "void main()\n" \ | ||
| 80 | "{\n" \ | ||
| 81 | " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \ | ||
| 82 | " v_color = gl_Color;\n" \ | ||
| 83 | " v_texCoord = vec2(gl_MultiTexCoord0);\n" \ | ||
| 84 | "}" \ | ||
| 85 | |||
| 86 | #define YUV_SHADER_PROLOGUE \ | ||
| 87 | "varying vec4 v_color;\n" \ | ||
| 88 | "varying vec2 v_texCoord;\n" \ | ||
| 89 | "uniform sampler2D tex0; // Y \n" \ | ||
| 90 | "uniform sampler2D tex1; // U \n" \ | ||
| 91 | "uniform sampler2D tex2; // V \n" \ | ||
| 92 | "uniform vec3 Yoffset;\n" \ | ||
| 93 | "uniform vec3 Rcoeff;\n" \ | ||
| 94 | "uniform vec3 Gcoeff;\n" \ | ||
| 95 | "uniform vec3 Bcoeff;\n" \ | ||
| 96 | "\n" \ | ||
| 97 | |||
| 98 | #define YUV_SHADER_BODY \ | ||
| 99 | "\n" \ | ||
| 100 | "void main()\n" \ | ||
| 101 | "{\n" \ | ||
| 102 | " vec2 tcoord;\n" \ | ||
| 103 | " vec3 yuv, rgb;\n" \ | ||
| 104 | "\n" \ | ||
| 105 | " // Get the Y value \n" \ | ||
| 106 | " tcoord = v_texCoord;\n" \ | ||
| 107 | " yuv.x = texture2D(tex0, tcoord).r;\n" \ | ||
| 108 | "\n" \ | ||
| 109 | " // Get the U and V values \n" \ | ||
| 110 | " tcoord *= UVCoordScale;\n" \ | ||
| 111 | " yuv.y = texture2D(tex1, tcoord).r;\n" \ | ||
| 112 | " yuv.z = texture2D(tex2, tcoord).r;\n" \ | ||
| 113 | "\n" \ | ||
| 114 | " // Do the color transform \n" \ | ||
| 115 | " yuv += Yoffset;\n" \ | ||
| 116 | " rgb.r = dot(yuv, Rcoeff);\n" \ | ||
| 117 | " rgb.g = dot(yuv, Gcoeff);\n" \ | ||
| 118 | " rgb.b = dot(yuv, Bcoeff);\n" \ | ||
| 119 | "\n" \ | ||
| 120 | " // That was easy. :) \n" \ | ||
| 121 | " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ | ||
| 122 | "}" \ | ||
| 123 | |||
| 124 | #define NV12_SHADER_PROLOGUE \ | ||
| 125 | "varying vec4 v_color;\n" \ | ||
| 126 | "varying vec2 v_texCoord;\n" \ | ||
| 127 | "uniform sampler2D tex0; // Y \n" \ | ||
| 128 | "uniform sampler2D tex1; // U/V \n" \ | ||
| 129 | "uniform vec3 Yoffset;\n" \ | ||
| 130 | "uniform vec3 Rcoeff;\n" \ | ||
| 131 | "uniform vec3 Gcoeff;\n" \ | ||
| 132 | "uniform vec3 Bcoeff;\n" \ | ||
| 133 | "\n" \ | ||
| 134 | |||
| 135 | #define NV12_RA_SHADER_BODY \ | ||
| 136 | "\n" \ | ||
| 137 | "void main()\n" \ | ||
| 138 | "{\n" \ | ||
| 139 | " vec2 tcoord;\n" \ | ||
| 140 | " vec3 yuv, rgb;\n" \ | ||
| 141 | "\n" \ | ||
| 142 | " // Get the Y value \n" \ | ||
| 143 | " tcoord = v_texCoord;\n" \ | ||
| 144 | " yuv.x = texture2D(tex0, tcoord).r;\n" \ | ||
| 145 | "\n" \ | ||
| 146 | " // Get the U and V values \n" \ | ||
| 147 | " tcoord *= UVCoordScale;\n" \ | ||
| 148 | " yuv.yz = texture2D(tex1, tcoord).ra;\n" \ | ||
| 149 | "\n" \ | ||
| 150 | " // Do the color transform \n" \ | ||
| 151 | " yuv += Yoffset;\n" \ | ||
| 152 | " rgb.r = dot(yuv, Rcoeff);\n" \ | ||
| 153 | " rgb.g = dot(yuv, Gcoeff);\n" \ | ||
| 154 | " rgb.b = dot(yuv, Bcoeff);\n" \ | ||
| 155 | "\n" \ | ||
| 156 | " // That was easy. :) \n" \ | ||
| 157 | " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ | ||
| 158 | "}" \ | ||
| 159 | |||
| 160 | #define NV12_RG_SHADER_BODY \ | ||
| 161 | "\n" \ | ||
| 162 | "void main()\n" \ | ||
| 163 | "{\n" \ | ||
| 164 | " vec2 tcoord;\n" \ | ||
| 165 | " vec3 yuv, rgb;\n" \ | ||
| 166 | "\n" \ | ||
| 167 | " // Get the Y value \n" \ | ||
| 168 | " tcoord = v_texCoord;\n" \ | ||
| 169 | " yuv.x = texture2D(tex0, tcoord).r;\n" \ | ||
| 170 | "\n" \ | ||
| 171 | " // Get the U and V values \n" \ | ||
| 172 | " tcoord *= UVCoordScale;\n" \ | ||
| 173 | " yuv.yz = texture2D(tex1, tcoord).rg;\n" \ | ||
| 174 | "\n" \ | ||
| 175 | " // Do the color transform \n" \ | ||
| 176 | " yuv += Yoffset;\n" \ | ||
| 177 | " rgb.r = dot(yuv, Rcoeff);\n" \ | ||
| 178 | " rgb.g = dot(yuv, Gcoeff);\n" \ | ||
| 179 | " rgb.b = dot(yuv, Bcoeff);\n" \ | ||
| 180 | "\n" \ | ||
| 181 | " // That was easy. :) \n" \ | ||
| 182 | " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ | ||
| 183 | "}" \ | ||
| 184 | |||
| 185 | #define NV21_RA_SHADER_BODY \ | ||
| 186 | "\n" \ | ||
| 187 | "void main()\n" \ | ||
| 188 | "{\n" \ | ||
| 189 | " vec2 tcoord;\n" \ | ||
| 190 | " vec3 yuv, rgb;\n" \ | ||
| 191 | "\n" \ | ||
| 192 | " // Get the Y value \n" \ | ||
| 193 | " tcoord = v_texCoord;\n" \ | ||
| 194 | " yuv.x = texture2D(tex0, tcoord).r;\n" \ | ||
| 195 | "\n" \ | ||
| 196 | " // Get the U and V values \n" \ | ||
| 197 | " tcoord *= UVCoordScale;\n" \ | ||
| 198 | " yuv.yz = texture2D(tex1, tcoord).ar;\n" \ | ||
| 199 | "\n" \ | ||
| 200 | " // Do the color transform \n" \ | ||
| 201 | " yuv += Yoffset;\n" \ | ||
| 202 | " rgb.r = dot(yuv, Rcoeff);\n" \ | ||
| 203 | " rgb.g = dot(yuv, Gcoeff);\n" \ | ||
| 204 | " rgb.b = dot(yuv, Bcoeff);\n" \ | ||
| 205 | "\n" \ | ||
| 206 | " // That was easy. :) \n" \ | ||
| 207 | " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ | ||
| 208 | "}" \ | ||
| 209 | |||
| 210 | #define NV21_RG_SHADER_BODY \ | ||
| 211 | "\n" \ | ||
| 212 | "void main()\n" \ | ||
| 213 | "{\n" \ | ||
| 214 | " vec2 tcoord;\n" \ | ||
| 215 | " vec3 yuv, rgb;\n" \ | ||
| 216 | "\n" \ | ||
| 217 | " // Get the Y value \n" \ | ||
| 218 | " tcoord = v_texCoord;\n" \ | ||
| 219 | " yuv.x = texture2D(tex0, tcoord).r;\n" \ | ||
| 220 | "\n" \ | ||
| 221 | " // Get the U and V values \n" \ | ||
| 222 | " tcoord *= UVCoordScale;\n" \ | ||
| 223 | " yuv.yz = texture2D(tex1, tcoord).gr;\n" \ | ||
| 224 | "\n" \ | ||
| 225 | " // Do the color transform \n" \ | ||
| 226 | " yuv += Yoffset;\n" \ | ||
| 227 | " rgb.r = dot(yuv, Rcoeff);\n" \ | ||
| 228 | " rgb.g = dot(yuv, Gcoeff);\n" \ | ||
| 229 | " rgb.b = dot(yuv, Bcoeff);\n" \ | ||
| 230 | "\n" \ | ||
| 231 | " // That was easy. :) \n" \ | ||
| 232 | " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ | ||
| 233 | "}" \ | ||
| 234 | |||
| 235 | /* | ||
| 236 | * NOTE: Always use sampler2D, etc here. We'll #define them to the | ||
| 237 | * texture_rectangle versions if we choose to use that extension. | ||
| 238 | */ | ||
| 239 | static const char *shader_source[NUM_SHADERS][2] = { | ||
| 240 | // SHADER_NONE | ||
| 241 | { NULL, NULL }, | ||
| 242 | |||
| 243 | // SHADER_SOLID | ||
| 244 | { | ||
| 245 | // vertex shader | ||
| 246 | COLOR_VERTEX_SHADER, | ||
| 247 | // fragment shader | ||
| 248 | "varying vec4 v_color;\n" | ||
| 249 | "\n" | ||
| 250 | "void main()\n" | ||
| 251 | "{\n" | ||
| 252 | " gl_FragColor = v_color;\n" | ||
| 253 | "}" | ||
| 254 | }, | ||
| 255 | |||
| 256 | // SHADER_RGB | ||
| 257 | { | ||
| 258 | // vertex shader | ||
| 259 | TEXTURE_VERTEX_SHADER, | ||
| 260 | // fragment shader | ||
| 261 | "varying vec4 v_color;\n" | ||
| 262 | "varying vec2 v_texCoord;\n" | ||
| 263 | "uniform sampler2D tex0;\n" | ||
| 264 | "\n" | ||
| 265 | "void main()\n" | ||
| 266 | "{\n" | ||
| 267 | " gl_FragColor = texture2D(tex0, v_texCoord);\n" | ||
| 268 | " gl_FragColor.a = 1.0;\n" | ||
| 269 | " gl_FragColor *= v_color;\n" | ||
| 270 | "}" | ||
| 271 | }, | ||
| 272 | |||
| 273 | // SHADER_RGBA | ||
| 274 | { | ||
| 275 | // vertex shader | ||
| 276 | TEXTURE_VERTEX_SHADER, | ||
| 277 | // fragment shader | ||
| 278 | "varying vec4 v_color;\n" | ||
| 279 | "varying vec2 v_texCoord;\n" | ||
| 280 | "uniform sampler2D tex0;\n" | ||
| 281 | "\n" | ||
| 282 | "void main()\n" | ||
| 283 | "{\n" | ||
| 284 | " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n" | ||
| 285 | "}" | ||
| 286 | }, | ||
| 287 | #ifdef SDL_HAVE_YUV | ||
| 288 | // SHADER_YUV | ||
| 289 | { | ||
| 290 | // vertex shader | ||
| 291 | TEXTURE_VERTEX_SHADER, | ||
| 292 | // fragment shader | ||
| 293 | YUV_SHADER_PROLOGUE | ||
| 294 | YUV_SHADER_BODY | ||
| 295 | }, | ||
| 296 | // SHADER_NV12_RA | ||
| 297 | { | ||
| 298 | // vertex shader | ||
| 299 | TEXTURE_VERTEX_SHADER, | ||
| 300 | // fragment shader | ||
| 301 | NV12_SHADER_PROLOGUE | ||
| 302 | NV12_RA_SHADER_BODY | ||
| 303 | }, | ||
| 304 | // SHADER_NV12_RG | ||
| 305 | { | ||
| 306 | // vertex shader | ||
| 307 | TEXTURE_VERTEX_SHADER, | ||
| 308 | // fragment shader | ||
| 309 | NV12_SHADER_PROLOGUE | ||
| 310 | NV12_RG_SHADER_BODY | ||
| 311 | }, | ||
| 312 | // SHADER_NV21_RA | ||
| 313 | { | ||
| 314 | // vertex shader | ||
| 315 | TEXTURE_VERTEX_SHADER, | ||
| 316 | // fragment shader | ||
| 317 | NV12_SHADER_PROLOGUE | ||
| 318 | NV21_RA_SHADER_BODY | ||
| 319 | }, | ||
| 320 | // SHADER_NV21_RG | ||
| 321 | { | ||
| 322 | // vertex shader | ||
| 323 | TEXTURE_VERTEX_SHADER, | ||
| 324 | // fragment shader | ||
| 325 | NV12_SHADER_PROLOGUE | ||
| 326 | NV21_RG_SHADER_BODY | ||
| 327 | }, | ||
| 328 | #endif // SDL_HAVE_YUV | ||
| 329 | }; | ||
| 330 | |||
| 331 | /* *INDENT-ON* */ // clang-format on | ||
| 332 | |||
| 333 | static bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source) | ||
| 334 | { | ||
| 335 | GLint status; | ||
| 336 | const char *sources[2]; | ||
| 337 | |||
| 338 | sources[0] = defines; | ||
| 339 | sources[1] = source; | ||
| 340 | |||
| 341 | ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL); | ||
| 342 | ctx->glCompileShaderARB(shader); | ||
| 343 | ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); | ||
| 344 | if (status == 0) { | ||
| 345 | bool isstack; | ||
| 346 | GLint length; | ||
| 347 | char *info; | ||
| 348 | |||
| 349 | ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); | ||
| 350 | info = SDL_small_alloc(char, length + 1, &isstack); | ||
| 351 | if (info) { | ||
| 352 | ctx->glGetInfoLogARB(shader, length, NULL, info); | ||
| 353 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to compile shader:"); | ||
| 354 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", defines); | ||
| 355 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", source); | ||
| 356 | SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", info); | ||
| 357 | SDL_small_free(info, isstack); | ||
| 358 | } | ||
| 359 | return false; | ||
| 360 | } else { | ||
| 361 | return true; | ||
| 362 | } | ||
| 363 | } | ||
| 364 | |||
| 365 | static bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data) | ||
| 366 | { | ||
| 367 | const int num_tmus_bound = 4; | ||
| 368 | const char *vert_defines = ""; | ||
| 369 | const char *frag_defines = ""; | ||
| 370 | int i; | ||
| 371 | GLint location; | ||
| 372 | |||
| 373 | if (index == SHADER_NONE) { | ||
| 374 | return true; | ||
| 375 | } | ||
| 376 | |||
| 377 | ctx->glGetError(); | ||
| 378 | |||
| 379 | // Make sure we use the correct sampler type for our texture type | ||
| 380 | if (ctx->GL_ARB_texture_rectangle_supported) { | ||
| 381 | frag_defines = | ||
| 382 | "#define sampler2D sampler2DRect\n" | ||
| 383 | "#define texture2D texture2DRect\n" | ||
| 384 | "#define UVCoordScale 0.5\n"; | ||
| 385 | } else { | ||
| 386 | frag_defines = | ||
| 387 | "#define UVCoordScale 1.0\n"; | ||
| 388 | } | ||
| 389 | |||
| 390 | // Create one program object to rule them all | ||
| 391 | data->program = ctx->glCreateProgramObjectARB(); | ||
| 392 | |||
| 393 | // Create the vertex shader | ||
| 394 | data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); | ||
| 395 | if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) { | ||
| 396 | return false; | ||
| 397 | } | ||
| 398 | |||
| 399 | // Create the fragment shader | ||
| 400 | data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); | ||
| 401 | if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) { | ||
| 402 | return false; | ||
| 403 | } | ||
| 404 | |||
| 405 | // ... and in the darkness bind them | ||
| 406 | ctx->glAttachObjectARB(data->program, data->vert_shader); | ||
| 407 | ctx->glAttachObjectARB(data->program, data->frag_shader); | ||
| 408 | ctx->glLinkProgramARB(data->program); | ||
| 409 | |||
| 410 | // Set up some uniform variables | ||
| 411 | ctx->glUseProgramObjectARB(data->program); | ||
| 412 | for (i = 0; i < num_tmus_bound; ++i) { | ||
| 413 | char tex_name[10]; | ||
| 414 | (void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); | ||
| 415 | location = ctx->glGetUniformLocationARB(data->program, tex_name); | ||
| 416 | if (location >= 0) { | ||
| 417 | ctx->glUniform1iARB(location, i); | ||
| 418 | } | ||
| 419 | } | ||
| 420 | ctx->glUseProgramObjectARB(0); | ||
| 421 | |||
| 422 | return ctx->glGetError() == GL_NO_ERROR; | ||
| 423 | } | ||
| 424 | |||
| 425 | static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data) | ||
| 426 | { | ||
| 427 | ctx->glDeleteObjectARB(data->vert_shader); | ||
| 428 | ctx->glDeleteObjectARB(data->frag_shader); | ||
| 429 | ctx->glDeleteObjectARB(data->program); | ||
| 430 | } | ||
| 431 | |||
| 432 | GL_ShaderContext *GL_CreateShaderContext(void) | ||
| 433 | { | ||
| 434 | GL_ShaderContext *ctx; | ||
| 435 | bool shaders_supported; | ||
| 436 | int i; | ||
| 437 | |||
| 438 | ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx)); | ||
| 439 | if (!ctx) { | ||
| 440 | return NULL; | ||
| 441 | } | ||
| 442 | |||
| 443 | if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") && | ||
| 444 | (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") || | ||
| 445 | SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) { | ||
| 446 | ctx->GL_ARB_texture_rectangle_supported = true; | ||
| 447 | } | ||
| 448 | |||
| 449 | // Check for shader support | ||
| 450 | shaders_supported = false; | ||
| 451 | if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") && | ||
| 452 | SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && | ||
| 453 | SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && | ||
| 454 | SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { | ||
| 455 | ctx->glGetError = (GLenum(*)(void))SDL_GL_GetProcAddress("glGetError"); | ||
| 456 | ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB"); | ||
| 457 | ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB"); | ||
| 458 | ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB"); | ||
| 459 | ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB"); | ||
| 460 | ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB"); | ||
| 461 | ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB"); | ||
| 462 | ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB"); | ||
| 463 | ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB"); | ||
| 464 | ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB"); | ||
| 465 | ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB"); | ||
| 466 | ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB"); | ||
| 467 | ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB"); | ||
| 468 | ctx->glUniform3fARB = (PFNGLUNIFORM3FARBPROC)SDL_GL_GetProcAddress("glUniform3fARB"); | ||
| 469 | ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB"); | ||
| 470 | if (ctx->glGetError && | ||
| 471 | ctx->glAttachObjectARB && | ||
| 472 | ctx->glCompileShaderARB && | ||
| 473 | ctx->glCreateProgramObjectARB && | ||
| 474 | ctx->glCreateShaderObjectARB && | ||
| 475 | ctx->glDeleteObjectARB && | ||
| 476 | ctx->glGetInfoLogARB && | ||
| 477 | ctx->glGetObjectParameterivARB && | ||
| 478 | ctx->glGetUniformLocationARB && | ||
| 479 | ctx->glLinkProgramARB && | ||
| 480 | ctx->glShaderSourceARB && | ||
| 481 | ctx->glUniform1iARB && | ||
| 482 | ctx->glUniform1fARB && | ||
| 483 | ctx->glUniform3fARB && | ||
| 484 | ctx->glUseProgramObjectARB) { | ||
| 485 | shaders_supported = true; | ||
| 486 | } | ||
| 487 | } | ||
| 488 | |||
| 489 | if (!shaders_supported) { | ||
| 490 | SDL_free(ctx); | ||
| 491 | return NULL; | ||
| 492 | } | ||
| 493 | |||
| 494 | // Compile all the shaders | ||
| 495 | for (i = 0; i < NUM_SHADERS; ++i) { | ||
| 496 | if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) { | ||
| 497 | GL_DestroyShaderContext(ctx); | ||
| 498 | return NULL; | ||
| 499 | } | ||
| 500 | } | ||
| 501 | |||
| 502 | // We're done! | ||
| 503 | return ctx; | ||
| 504 | } | ||
| 505 | |||
| 506 | void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shader_params) | ||
| 507 | { | ||
| 508 | GLint location; | ||
| 509 | GLhandleARB program = ctx->shaders[shader].program; | ||
| 510 | |||
| 511 | ctx->glUseProgramObjectARB(program); | ||
| 512 | |||
| 513 | if (shader_params && shader_params != ctx->shader_params[shader]) { | ||
| 514 | // YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 | ||
| 515 | location = ctx->glGetUniformLocationARB(program, "Yoffset"); | ||
| 516 | if (location >= 0) { | ||
| 517 | ctx->glUniform3fARB(location, shader_params[0], shader_params[1], shader_params[2]); | ||
| 518 | } | ||
| 519 | location = ctx->glGetUniformLocationARB(program, "Rcoeff"); | ||
| 520 | if (location >= 0) { | ||
| 521 | ctx->glUniform3fARB(location, shader_params[4], shader_params[5], shader_params[6]); | ||
| 522 | } | ||
| 523 | location = ctx->glGetUniformLocationARB(program, "Gcoeff"); | ||
| 524 | if (location >= 0) { | ||
| 525 | ctx->glUniform3fARB(location, shader_params[8], shader_params[9], shader_params[10]); | ||
| 526 | } | ||
| 527 | location = ctx->glGetUniformLocationARB(program, "Bcoeff"); | ||
| 528 | if (location >= 0) { | ||
| 529 | ctx->glUniform3fARB(location, shader_params[12], shader_params[13], shader_params[14]); | ||
| 530 | } | ||
| 531 | ctx->shader_params[shader] = shader_params; | ||
| 532 | } | ||
| 533 | } | ||
| 534 | |||
| 535 | void GL_DestroyShaderContext(GL_ShaderContext *ctx) | ||
| 536 | { | ||
| 537 | int i; | ||
| 538 | |||
| 539 | for (i = 0; i < NUM_SHADERS; ++i) { | ||
| 540 | DestroyShaderProgram(ctx, &ctx->shaders[i]); | ||
| 541 | } | ||
| 542 | SDL_free(ctx); | ||
| 543 | } | ||
| 544 | |||
| 545 | #endif // SDL_VIDEO_RENDER_OGL | ||
