diff options
Diffstat (limited to 'contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c')
| -rw-r--r-- | contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c | 387 |
1 files changed, 387 insertions, 0 deletions
diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c new file mode 100644 index 0000000..1387968 --- /dev/null +++ b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c | |||
| @@ -0,0 +1,387 @@ | |||
| 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_ES2 | ||
| 24 | |||
| 25 | #include <SDL3/SDL_opengles2.h> | ||
| 26 | #include "SDL_shaders_gles2.h" | ||
| 27 | |||
| 28 | /* *INDENT-OFF* */ // clang-format off | ||
| 29 | |||
| 30 | /************************************************************************************************* | ||
| 31 | * Vertex/fragment shader source * | ||
| 32 | *************************************************************************************************/ | ||
| 33 | |||
| 34 | static const char GLES2_Fragment_Include_Best_Texture_Precision[] = \ | ||
| 35 | "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" \ | ||
| 36 | "#define SDL_TEXCOORD_PRECISION highp\n" \ | ||
| 37 | "#else\n" \ | ||
| 38 | "#define SDL_TEXCOORD_PRECISION mediump\n" \ | ||
| 39 | "#endif\n" \ | ||
| 40 | "\n" \ | ||
| 41 | "precision mediump float;\n" \ | ||
| 42 | "\n" \ | ||
| 43 | ; | ||
| 44 | |||
| 45 | static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = \ | ||
| 46 | "#define SDL_TEXCOORD_PRECISION mediump\n" \ | ||
| 47 | "precision mediump float;\n" \ | ||
| 48 | "\n" \ | ||
| 49 | ; | ||
| 50 | |||
| 51 | static const char GLES2_Fragment_Include_High_Texture_Precision[] = \ | ||
| 52 | "#define SDL_TEXCOORD_PRECISION highp\n" \ | ||
| 53 | "precision mediump float;\n" \ | ||
| 54 | "\n" \ | ||
| 55 | ; | ||
| 56 | |||
| 57 | static const char GLES2_Fragment_Include_Undef_Precision[] = \ | ||
| 58 | "#define mediump\n" \ | ||
| 59 | "#define highp\n" \ | ||
| 60 | "#define lowp\n" \ | ||
| 61 | "#define SDL_TEXCOORD_PRECISION\n" \ | ||
| 62 | "\n" \ | ||
| 63 | ; | ||
| 64 | |||
| 65 | static const char GLES2_Vertex_Default[] = \ | ||
| 66 | "uniform mat4 u_projection;\n" \ | ||
| 67 | "attribute vec2 a_position;\n" \ | ||
| 68 | "attribute vec4 a_color;\n" \ | ||
| 69 | "attribute vec2 a_texCoord;\n" \ | ||
| 70 | "varying vec2 v_texCoord;\n" \ | ||
| 71 | "varying vec4 v_color;\n" \ | ||
| 72 | "\n" \ | ||
| 73 | "void main()\n" \ | ||
| 74 | "{\n" \ | ||
| 75 | " v_texCoord = a_texCoord;\n" \ | ||
| 76 | " gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n" \ | ||
| 77 | " gl_PointSize = 1.0;\n" \ | ||
| 78 | " v_color = a_color;\n" \ | ||
| 79 | "}\n" \ | ||
| 80 | ; | ||
| 81 | |||
| 82 | static const char GLES2_Fragment_Solid[] = \ | ||
| 83 | "varying mediump vec4 v_color;\n" \ | ||
| 84 | "\n" \ | ||
| 85 | "void main()\n" \ | ||
| 86 | "{\n" \ | ||
| 87 | " gl_FragColor = v_color;\n" \ | ||
| 88 | "}\n" \ | ||
| 89 | ; | ||
| 90 | |||
| 91 | static const char GLES2_Fragment_TextureABGR[] = \ | ||
| 92 | "uniform sampler2D u_texture;\n" \ | ||
| 93 | "varying mediump vec4 v_color;\n" \ | ||
| 94 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 95 | "\n" \ | ||
| 96 | "void main()\n" \ | ||
| 97 | "{\n" \ | ||
| 98 | " gl_FragColor = texture2D(u_texture, v_texCoord);\n" \ | ||
| 99 | " gl_FragColor *= v_color;\n" \ | ||
| 100 | "}\n" \ | ||
| 101 | ; | ||
| 102 | |||
| 103 | // ARGB to ABGR conversion | ||
| 104 | static const char GLES2_Fragment_TextureARGB[] = \ | ||
| 105 | "uniform sampler2D u_texture;\n" \ | ||
| 106 | "varying mediump vec4 v_color;\n" \ | ||
| 107 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 108 | "\n" \ | ||
| 109 | "void main()\n" \ | ||
| 110 | "{\n" \ | ||
| 111 | " mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ | ||
| 112 | " gl_FragColor = abgr;\n" \ | ||
| 113 | " gl_FragColor.r = abgr.b;\n" \ | ||
| 114 | " gl_FragColor.b = abgr.r;\n" \ | ||
| 115 | " gl_FragColor *= v_color;\n" \ | ||
| 116 | "}\n" \ | ||
| 117 | ; | ||
| 118 | |||
| 119 | // RGB to ABGR conversion | ||
| 120 | static const char GLES2_Fragment_TextureRGB[] = \ | ||
| 121 | "uniform sampler2D u_texture;\n" \ | ||
| 122 | "varying mediump vec4 v_color;\n" \ | ||
| 123 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 124 | "\n" \ | ||
| 125 | "void main()\n" \ | ||
| 126 | "{\n" \ | ||
| 127 | " mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ | ||
| 128 | " gl_FragColor = abgr;\n" \ | ||
| 129 | " gl_FragColor.r = abgr.b;\n" \ | ||
| 130 | " gl_FragColor.b = abgr.r;\n" \ | ||
| 131 | " gl_FragColor.a = 1.0;\n" \ | ||
| 132 | " gl_FragColor *= v_color;\n" \ | ||
| 133 | "}\n" \ | ||
| 134 | ; | ||
| 135 | |||
| 136 | // BGR to ABGR conversion | ||
| 137 | static const char GLES2_Fragment_TextureBGR[] = \ | ||
| 138 | "uniform sampler2D u_texture;\n" \ | ||
| 139 | "varying mediump vec4 v_color;\n" \ | ||
| 140 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 141 | "\n" \ | ||
| 142 | "void main()\n" \ | ||
| 143 | "{\n" \ | ||
| 144 | " mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ | ||
| 145 | " gl_FragColor = abgr;\n" \ | ||
| 146 | " gl_FragColor.a = 1.0;\n" \ | ||
| 147 | " gl_FragColor *= v_color;\n" \ | ||
| 148 | "}\n" \ | ||
| 149 | ; | ||
| 150 | |||
| 151 | #ifdef SDL_HAVE_YUV | ||
| 152 | |||
| 153 | #define YUV_SHADER_PROLOGUE \ | ||
| 154 | "uniform sampler2D u_texture;\n" \ | ||
| 155 | "uniform sampler2D u_texture_u;\n" \ | ||
| 156 | "uniform sampler2D u_texture_v;\n" \ | ||
| 157 | "uniform vec3 u_offset;\n" \ | ||
| 158 | "uniform mat3 u_matrix;\n" \ | ||
| 159 | "varying mediump vec4 v_color;\n" \ | ||
| 160 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 161 | "\n" \ | ||
| 162 | |||
| 163 | #define YUV_SHADER_BODY \ | ||
| 164 | "void main()\n" \ | ||
| 165 | "{\n" \ | ||
| 166 | " mediump vec3 yuv;\n" \ | ||
| 167 | " lowp vec3 rgb;\n" \ | ||
| 168 | "\n" \ | ||
| 169 | " // Get the YUV values \n" \ | ||
| 170 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 171 | " yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \ | ||
| 172 | " yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \ | ||
| 173 | "\n" \ | ||
| 174 | " // Do the color transform \n" \ | ||
| 175 | " yuv += u_offset;\n" \ | ||
| 176 | " rgb = yuv * u_matrix;\n" \ | ||
| 177 | "\n" \ | ||
| 178 | " // That was easy. :) \n" \ | ||
| 179 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 180 | " gl_FragColor *= v_color;\n" \ | ||
| 181 | "}" \ | ||
| 182 | |||
| 183 | #define NV12_RA_SHADER_BODY \ | ||
| 184 | "void main()\n" \ | ||
| 185 | "{\n" \ | ||
| 186 | " mediump vec3 yuv;\n" \ | ||
| 187 | " lowp vec3 rgb;\n" \ | ||
| 188 | "\n" \ | ||
| 189 | " // Get the YUV values \n" \ | ||
| 190 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 191 | " yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \ | ||
| 192 | "\n" \ | ||
| 193 | " // Do the color transform \n" \ | ||
| 194 | " yuv += u_offset;\n" \ | ||
| 195 | " rgb = yuv * u_matrix;\n" \ | ||
| 196 | "\n" \ | ||
| 197 | " // That was easy. :) \n" \ | ||
| 198 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 199 | " gl_FragColor *= v_color;\n" \ | ||
| 200 | "}" \ | ||
| 201 | |||
| 202 | #define NV12_RG_SHADER_BODY \ | ||
| 203 | "void main()\n" \ | ||
| 204 | "{\n" \ | ||
| 205 | " mediump vec3 yuv;\n" \ | ||
| 206 | " lowp vec3 rgb;\n" \ | ||
| 207 | "\n" \ | ||
| 208 | " // Get the YUV values \n" \ | ||
| 209 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 210 | " yuv.yz = texture2D(u_texture_u, v_texCoord).rg;\n" \ | ||
| 211 | "\n" \ | ||
| 212 | " // Do the color transform \n" \ | ||
| 213 | " yuv += u_offset;\n" \ | ||
| 214 | " rgb = yuv * u_matrix;\n" \ | ||
| 215 | "\n" \ | ||
| 216 | " // That was easy. :) \n" \ | ||
| 217 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 218 | " gl_FragColor *= v_color;\n" \ | ||
| 219 | "}" \ | ||
| 220 | |||
| 221 | #define NV21_RA_SHADER_BODY \ | ||
| 222 | "void main()\n" \ | ||
| 223 | "{\n" \ | ||
| 224 | " mediump vec3 yuv;\n" \ | ||
| 225 | " lowp vec3 rgb;\n" \ | ||
| 226 | "\n" \ | ||
| 227 | " // Get the YUV values \n" \ | ||
| 228 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 229 | " yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \ | ||
| 230 | "\n" \ | ||
| 231 | " // Do the color transform \n" \ | ||
| 232 | " yuv += u_offset;\n" \ | ||
| 233 | " rgb = yuv * u_matrix;\n" \ | ||
| 234 | "\n" \ | ||
| 235 | " // That was easy. :) \n" \ | ||
| 236 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 237 | " gl_FragColor *= v_color;\n" \ | ||
| 238 | "}" \ | ||
| 239 | |||
| 240 | #define NV21_RG_SHADER_BODY \ | ||
| 241 | "void main()\n" \ | ||
| 242 | "{\n" \ | ||
| 243 | " mediump vec3 yuv;\n" \ | ||
| 244 | " lowp vec3 rgb;\n" \ | ||
| 245 | "\n" \ | ||
| 246 | " // Get the YUV values \n" \ | ||
| 247 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ | ||
| 248 | " yuv.yz = texture2D(u_texture_u, v_texCoord).gr;\n" \ | ||
| 249 | "\n" \ | ||
| 250 | " // Do the color transform \n" \ | ||
| 251 | " yuv += u_offset;\n" \ | ||
| 252 | " rgb = yuv * u_matrix;\n" \ | ||
| 253 | "\n" \ | ||
| 254 | " // That was easy. :) \n" \ | ||
| 255 | " gl_FragColor = vec4(rgb, 1);\n" \ | ||
| 256 | " gl_FragColor *= v_color;\n" \ | ||
| 257 | "}" \ | ||
| 258 | |||
| 259 | // YUV to ABGR conversion | ||
| 260 | static const char GLES2_Fragment_TextureYUV[] = \ | ||
| 261 | YUV_SHADER_PROLOGUE \ | ||
| 262 | YUV_SHADER_BODY \ | ||
| 263 | ; | ||
| 264 | |||
| 265 | // NV12 to ABGR conversion | ||
| 266 | static const char GLES2_Fragment_TextureNV12_RA[] = \ | ||
| 267 | YUV_SHADER_PROLOGUE \ | ||
| 268 | NV12_RA_SHADER_BODY \ | ||
| 269 | ; | ||
| 270 | static const char GLES2_Fragment_TextureNV12_RG[] = \ | ||
| 271 | YUV_SHADER_PROLOGUE \ | ||
| 272 | NV12_RG_SHADER_BODY \ | ||
| 273 | ; | ||
| 274 | |||
| 275 | // NV21 to ABGR conversion | ||
| 276 | static const char GLES2_Fragment_TextureNV21_RA[] = \ | ||
| 277 | YUV_SHADER_PROLOGUE \ | ||
| 278 | NV21_RA_SHADER_BODY \ | ||
| 279 | ; | ||
| 280 | static const char GLES2_Fragment_TextureNV21_RG[] = \ | ||
| 281 | YUV_SHADER_PROLOGUE \ | ||
| 282 | NV21_RG_SHADER_BODY \ | ||
| 283 | ; | ||
| 284 | #endif | ||
| 285 | |||
| 286 | // Custom Android video format texture | ||
| 287 | static const char GLES2_Fragment_TextureExternalOES_Prologue[] = \ | ||
| 288 | "#extension GL_OES_EGL_image_external : require\n" \ | ||
| 289 | "\n" \ | ||
| 290 | ; | ||
| 291 | static const char GLES2_Fragment_TextureExternalOES[] = \ | ||
| 292 | "uniform samplerExternalOES u_texture;\n" \ | ||
| 293 | "varying mediump vec4 v_color;\n" \ | ||
| 294 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ | ||
| 295 | "\n" \ | ||
| 296 | "void main()\n" \ | ||
| 297 | "{\n" \ | ||
| 298 | " gl_FragColor = texture2D(u_texture, v_texCoord);\n" \ | ||
| 299 | " gl_FragColor *= v_color;\n" \ | ||
| 300 | "}\n" \ | ||
| 301 | ; | ||
| 302 | |||
| 303 | /* *INDENT-ON* */ // clang-format on | ||
| 304 | |||
| 305 | /************************************************************************************************* | ||
| 306 | * Shader selector * | ||
| 307 | *************************************************************************************************/ | ||
| 308 | |||
| 309 | const char *GLES2_GetShaderPrologue(GLES2_ShaderType type) | ||
| 310 | { | ||
| 311 | switch (type) { | ||
| 312 | case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: | ||
| 313 | return GLES2_Fragment_TextureExternalOES_Prologue; | ||
| 314 | default: | ||
| 315 | return ""; | ||
| 316 | } | ||
| 317 | } | ||
| 318 | |||
| 319 | const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type) | ||
| 320 | { | ||
| 321 | switch (type) { | ||
| 322 | case GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION: | ||
| 323 | return GLES2_Fragment_Include_Undef_Precision; | ||
| 324 | case GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION: | ||
| 325 | return GLES2_Fragment_Include_Best_Texture_Precision; | ||
| 326 | case GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION: | ||
| 327 | return GLES2_Fragment_Include_Medium_Texture_Precision; | ||
| 328 | case GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION: | ||
| 329 | return GLES2_Fragment_Include_High_Texture_Precision; | ||
| 330 | default: | ||
| 331 | return ""; | ||
| 332 | } | ||
| 333 | } | ||
| 334 | |||
| 335 | GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void) | ||
| 336 | { | ||
| 337 | const char *texcoord_hint = SDL_GetHint("SDL_RENDER_OPENGLES2_TEXCOORD_PRECISION"); | ||
| 338 | GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION; | ||
| 339 | if (texcoord_hint) { | ||
| 340 | if (SDL_strcmp(texcoord_hint, "undefined") == 0) { | ||
| 341 | return GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION; | ||
| 342 | } | ||
| 343 | if (SDL_strcmp(texcoord_hint, "high") == 0) { | ||
| 344 | return GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION; | ||
| 345 | } | ||
| 346 | if (SDL_strcmp(texcoord_hint, "medium") == 0) { | ||
| 347 | return GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION; | ||
| 348 | } | ||
| 349 | } | ||
| 350 | return value; | ||
| 351 | } | ||
| 352 | |||
| 353 | const char *GLES2_GetShader(GLES2_ShaderType type) | ||
| 354 | { | ||
| 355 | switch (type) { | ||
| 356 | case GLES2_SHADER_VERTEX_DEFAULT: | ||
| 357 | return GLES2_Vertex_Default; | ||
| 358 | case GLES2_SHADER_FRAGMENT_SOLID: | ||
| 359 | return GLES2_Fragment_Solid; | ||
| 360 | case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR: | ||
| 361 | return GLES2_Fragment_TextureABGR; | ||
| 362 | case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB: | ||
| 363 | return GLES2_Fragment_TextureARGB; | ||
| 364 | case GLES2_SHADER_FRAGMENT_TEXTURE_RGB: | ||
| 365 | return GLES2_Fragment_TextureRGB; | ||
| 366 | case GLES2_SHADER_FRAGMENT_TEXTURE_BGR: | ||
| 367 | return GLES2_Fragment_TextureBGR; | ||
| 368 | #ifdef SDL_HAVE_YUV | ||
| 369 | case GLES2_SHADER_FRAGMENT_TEXTURE_YUV: | ||
| 370 | return GLES2_Fragment_TextureYUV; | ||
| 371 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA: | ||
| 372 | return GLES2_Fragment_TextureNV12_RA; | ||
| 373 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG: | ||
| 374 | return GLES2_Fragment_TextureNV12_RG; | ||
| 375 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA: | ||
| 376 | return GLES2_Fragment_TextureNV21_RA; | ||
| 377 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG: | ||
| 378 | return GLES2_Fragment_TextureNV21_RG; | ||
| 379 | #endif | ||
| 380 | case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: | ||
| 381 | return GLES2_Fragment_TextureExternalOES; | ||
| 382 | default: | ||
| 383 | return NULL; | ||
| 384 | } | ||
| 385 | } | ||
| 386 | |||
| 387 | #endif // SDL_VIDEO_RENDER_OGL_ES2 | ||
