72 lines
2.7 KiB
C
72 lines
2.7 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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#ifndef SDL_shaders_gles2_h_
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#define SDL_shaders_gles2_h_
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#ifdef SDL_VIDEO_RENDER_OGL_ES2
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typedef enum
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{
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GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0,
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GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_COUNT
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} GLES2_ShaderIncludeType;
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typedef enum
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{
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GLES2_SHADER_VERTEX_DEFAULT = 0,
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GLES2_SHADER_FRAGMENT_SOLID,
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GLES2_SHADER_FRAGMENT_TEXTURE_ABGR,
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GLES2_SHADER_FRAGMENT_TEXTURE_ARGB,
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GLES2_SHADER_FRAGMENT_TEXTURE_BGR,
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GLES2_SHADER_FRAGMENT_TEXTURE_RGB,
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#if SDL_HAVE_YUV
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GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG,
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GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709,
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#endif
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/* Shaders beyond this point are optional and not cached at render creation */
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GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES,
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GLES2_SHADER_COUNT
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} GLES2_ShaderType;
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extern const char *GLES2_GetShaderPrologue(GLES2_ShaderType type);
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extern const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type);
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extern const char *GLES2_GetShader(GLES2_ShaderType type);
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extern GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void);
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#endif /* SDL_VIDEO_RENDER_OGL_ES2 */
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#endif /* SDL_shaders_gles2_h_ */
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