445 lines
21 KiB
C
445 lines
21 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2023 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 defined(SDL_VIDEO_RENDER_OGL_ES2) && !defined(SDL_RENDER_DISABLED)
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#include <SDL3/SDL_opengles2.h>
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#include "SDL_shaders_gles2.h"
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/* *INDENT-OFF* */ /* clang-format off */
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/*************************************************************************************************
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* Vertex/fragment shader source *
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*************************************************************************************************/
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static const char GLES2_Fragment_Include_Best_Texture_Precision[] = \
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"#ifdef GL_FRAGMENT_PRECISION_HIGH\n" \
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"#define SDL_TEXCOORD_PRECISION highp\n" \
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"#else\n" \
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"#define SDL_TEXCOORD_PRECISION mediump\n" \
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"#endif\n" \
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"\n" \
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"precision mediump float;\n" \
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"\n" \
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;
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static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = \
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"#define SDL_TEXCOORD_PRECISION mediump\n" \
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"precision mediump float;\n" \
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"\n" \
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;
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static const char GLES2_Fragment_Include_High_Texture_Precision[] = \
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"#define SDL_TEXCOORD_PRECISION highp\n" \
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"precision mediump float;\n" \
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"\n" \
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;
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static const char GLES2_Fragment_Include_Undef_Precision[] = \
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"#define mediump\n" \
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"#define highp\n" \
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"#define lowp\n" \
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"#define SDL_TEXCOORD_PRECISION\n" \
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"\n" \
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;
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static const char GLES2_Vertex_Default[] = \
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"uniform mat4 u_projection;\n" \
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"attribute vec2 a_position;\n" \
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"attribute vec4 a_color;\n" \
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"attribute vec2 a_texCoord;\n" \
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"varying vec2 v_texCoord;\n" \
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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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" v_texCoord = a_texCoord;\n" \
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" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n" \
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" gl_PointSize = 1.0;\n" \
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" v_color = a_color;\n" \
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"}\n" \
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;
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static const char GLES2_Fragment_Solid[] = \
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"varying mediump 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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"}\n" \
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;
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static const char GLES2_Fragment_TextureABGR[] = \
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"uniform sampler2D u_texture;\n" \
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"varying mediump vec4 v_color;\n" \
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"varying SDL_TEXCOORD_PRECISION 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_FragColor = texture2D(u_texture, v_texCoord);\n" \
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" gl_FragColor *= v_color;\n" \
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"}\n" \
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;
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/* ARGB to ABGR conversion */
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static const char GLES2_Fragment_TextureARGB[] = \
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"uniform sampler2D u_texture;\n" \
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"varying mediump vec4 v_color;\n" \
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"varying SDL_TEXCOORD_PRECISION 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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" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
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" gl_FragColor = abgr;\n" \
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" gl_FragColor.r = abgr.b;\n" \
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" gl_FragColor.b = abgr.r;\n" \
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" gl_FragColor *= v_color;\n" \
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"}\n" \
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;
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/* RGB to ABGR conversion */
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static const char GLES2_Fragment_TextureRGB[] = \
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"uniform sampler2D u_texture;\n" \
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"varying mediump vec4 v_color;\n" \
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"varying SDL_TEXCOORD_PRECISION 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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" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
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" gl_FragColor = abgr;\n" \
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" gl_FragColor.r = abgr.b;\n" \
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" gl_FragColor.b = abgr.r;\n" \
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" gl_FragColor.a = 1.0;\n" \
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" gl_FragColor *= v_color;\n" \
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"}\n" \
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;
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/* BGR to ABGR conversion */
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static const char GLES2_Fragment_TextureBGR[] = \
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"uniform sampler2D u_texture;\n" \
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"varying mediump vec4 v_color;\n" \
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"varying SDL_TEXCOORD_PRECISION 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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" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
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" gl_FragColor = abgr;\n" \
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" gl_FragColor.a = 1.0;\n" \
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" gl_FragColor *= v_color;\n" \
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"}\n" \
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;
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#if SDL_HAVE_YUV
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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 mat3 matrix = mat3( 1, 1, 1,\n" \
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" 0, -0.3441, 1.772,\n" \
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" 1.402, -0.7141, 0);\n" \
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"\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 mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
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" 0, -0.3918, 2.0172,\n" \
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" 1.596, -0.813, 0);\n" \
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"\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 mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
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" 0, -0.2132, 2.1124,\n" \
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" 1.7927, -0.5329, 0);\n" \
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"\n" \
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#define YUV_SHADER_PROLOGUE \
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"uniform sampler2D u_texture;\n" \
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"uniform sampler2D u_texture_u;\n" \
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"uniform sampler2D u_texture_v;\n" \
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"varying mediump vec4 v_color;\n" \
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"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
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"\n" \
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#define YUV_SHADER_BODY \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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" lowp vec3 rgb;\n" \
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"\n" \
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" // Get the YUV values \n" \
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" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
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" yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \
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" yuv.z = texture2D(u_texture_v, v_texCoord).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 = matrix * yuv;\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= v_color;\n" \
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"}" \
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#define NV12_RA_SHADER_BODY \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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" lowp vec3 rgb;\n" \
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"\n" \
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" // Get the YUV values \n" \
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" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
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" yuv.yz = texture2D(u_texture_u, v_texCoord).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 = matrix * yuv;\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= v_color;\n" \
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"}" \
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#define NV12_RG_SHADER_BODY \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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" lowp vec3 rgb;\n" \
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"\n" \
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" // Get the YUV values \n" \
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" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
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" yuv.yz = texture2D(u_texture_u, v_texCoord).rg;\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 = matrix * yuv;\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= v_color;\n" \
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"}" \
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#define NV21_SHADER_BODY \
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"void main()\n" \
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"{\n" \
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" mediump vec3 yuv;\n" \
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" lowp vec3 rgb;\n" \
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"\n" \
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" // Get the YUV values \n" \
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" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
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" yuv.yz = texture2D(u_texture_u, v_texCoord).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 = matrix * yuv;\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1);\n" \
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" gl_FragColor *= v_color;\n" \
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"}" \
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/* YUV to ABGR conversion */
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static const char GLES2_Fragment_TextureYUVJPEG[] = \
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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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static const char GLES2_Fragment_TextureYUVBT601[] = \
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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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static const char GLES2_Fragment_TextureYUVBT709[] = \
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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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/* NV12 to ABGR conversion */
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static const char GLES2_Fragment_TextureNV12JPEG[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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NV12_RA_SHADER_BODY \
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;
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static const char GLES2_Fragment_TextureNV12BT601_RA[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV12_RA_SHADER_BODY \
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;
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static const char GLES2_Fragment_TextureNV12BT601_RG[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV12_RG_SHADER_BODY \
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;
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static const char GLES2_Fragment_TextureNV12BT709_RA[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV12_RA_SHADER_BODY \
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;
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static const char GLES2_Fragment_TextureNV12BT709_RG[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV12_RG_SHADER_BODY \
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;
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/* NV21 to ABGR conversion */
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static const char GLES2_Fragment_TextureNV21JPEG[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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static const char GLES2_Fragment_TextureNV21BT601[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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static const char GLES2_Fragment_TextureNV21BT709[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV21_SHADER_BODY \
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;
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#endif
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/* Custom Android video format texture */
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static const char GLES2_Fragment_TextureExternalOES_Prologue[] = \
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"#extension GL_OES_EGL_image_external : require\n" \
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"\n" \
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;
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static const char GLES2_Fragment_TextureExternalOES[] = \
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"uniform samplerExternalOES u_texture;\n" \
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"varying mediump vec4 v_color;\n" \
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"varying SDL_TEXCOORD_PRECISION 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_FragColor = texture2D(u_texture, v_texCoord);\n" \
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" gl_FragColor *= v_color;\n" \
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"}\n" \
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;
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/* *INDENT-ON* */ /* clang-format on */
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/*************************************************************************************************
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* Shader selector *
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*************************************************************************************************/
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const char *GLES2_GetShaderPrologue(GLES2_ShaderType type)
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{
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switch (type) {
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case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES:
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return GLES2_Fragment_TextureExternalOES_Prologue;
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default:
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return "";
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}
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}
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const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type)
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{
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switch (type) {
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case GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION:
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return GLES2_Fragment_Include_Undef_Precision;
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case GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION:
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return GLES2_Fragment_Include_Best_Texture_Precision;
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case GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION:
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return GLES2_Fragment_Include_Medium_Texture_Precision;
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case GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION:
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return GLES2_Fragment_Include_High_Texture_Precision;
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default:
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return "";
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}
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}
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GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void)
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{
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const char *texcoord_hint = SDL_GetHint("SDL_RENDER_OPENGLES2_TEXCOORD_PRECISION");
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GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION;
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if (texcoord_hint) {
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if (SDL_strcmp(texcoord_hint, "undefined") == 0) {
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return GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION;
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}
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if (SDL_strcmp(texcoord_hint, "high") == 0) {
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return GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION;
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}
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if (SDL_strcmp(texcoord_hint, "medium") == 0) {
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return GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION;
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}
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}
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return value;
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}
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const char *GLES2_GetShader(GLES2_ShaderType type)
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{
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switch (type) {
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case GLES2_SHADER_VERTEX_DEFAULT:
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return GLES2_Vertex_Default;
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case GLES2_SHADER_FRAGMENT_SOLID:
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return GLES2_Fragment_Solid;
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case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR:
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return GLES2_Fragment_TextureABGR;
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case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB:
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return GLES2_Fragment_TextureARGB;
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case GLES2_SHADER_FRAGMENT_TEXTURE_RGB:
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return GLES2_Fragment_TextureRGB;
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case GLES2_SHADER_FRAGMENT_TEXTURE_BGR:
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return GLES2_Fragment_TextureBGR;
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#if SDL_HAVE_YUV
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case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG:
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return GLES2_Fragment_TextureYUVJPEG;
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case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601:
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return GLES2_Fragment_TextureYUVBT601;
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case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709:
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return GLES2_Fragment_TextureYUVBT709;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG:
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return GLES2_Fragment_TextureNV12JPEG;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601:
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return GLES2_Fragment_TextureNV12BT601_RA;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601:
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return GLES2_Fragment_TextureNV12BT601_RG;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709:
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return GLES2_Fragment_TextureNV12BT709_RA;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709:
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return GLES2_Fragment_TextureNV12BT709_RG;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG:
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return GLES2_Fragment_TextureNV21JPEG;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601:
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return GLES2_Fragment_TextureNV21BT601;
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case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709:
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return GLES2_Fragment_TextureNV21BT709;
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#endif
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case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES:
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return GLES2_Fragment_TextureExternalOES;
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default:
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return NULL;
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}
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}
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#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
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