|
@@ -0,0 +1,563 @@
|
|
|
+/*
|
|
|
+ Simple DirectMedia Layer
|
|
|
+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
|
|
|
+
|
|
|
+ This software is provided 'as-is', without any express or implied
|
|
|
+ warranty. In no event will the authors be held liable for any damages
|
|
|
+ arising from the use of this software.
|
|
|
+
|
|
|
+ Permission is granted to anyone to use this software for any purpose,
|
|
|
+ including commercial applications, and to alter it and redistribute it
|
|
|
+ freely, subject to the following restrictions:
|
|
|
+
|
|
|
+ 1. The origin of this software must not be misrepresented; you must not
|
|
|
+ claim that you wrote the original software. If you use this software
|
|
|
+ in a product, an acknowledgment in the product documentation would be
|
|
|
+ appreciated but is not required.
|
|
|
+ 2. Altered source versions must be plainly marked as such, and must not be
|
|
|
+ misrepresented as being the original software.
|
|
|
+ 3. This notice may not be removed or altered from any source distribution.
|
|
|
+*/
|
|
|
+#include "../../SDL_internal.h"
|
|
|
+
|
|
|
+#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
|
|
|
+
|
|
|
+#include "SDL_video.h"
|
|
|
+#include "SDL_opengles2.h"
|
|
|
+#include "../opengles2/SDL_shaders_gles2.h"
|
|
|
+#include "SDL_stdinc.h"
|
|
|
+
|
|
|
+/* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */
|
|
|
+
|
|
|
+/*************************************************************************************************
|
|
|
+ * Vertex/fragment shader source *
|
|
|
+ *************************************************************************************************/
|
|
|
+/* Notes on a_angle:
|
|
|
+ * It is a vector containing sin and cos for rotation matrix
|
|
|
+ * To get correct rotation for most cases when a_angle is disabled cos
|
|
|
+ value is decremented by 1.0 to get proper output with 0.0 which is
|
|
|
+ default value
|
|
|
+*/
|
|
|
+static const Uint8 GLES2_VertexSrc_Default_[] = " \
|
|
|
+ struct _Output { \
|
|
|
+ float2 v_texCoord : TEXCOORD0; \
|
|
|
+ float4 position : POSITION; \
|
|
|
+ float pointsize : PSIZE; \
|
|
|
+ }; \
|
|
|
+\
|
|
|
+ _Output main( \
|
|
|
+ uniform float4x4 u_projection, \
|
|
|
+ float2 a_position, \
|
|
|
+ float2 a_texCoord, \
|
|
|
+ float2 a_angle, \
|
|
|
+ float2 a_center \
|
|
|
+ ) \
|
|
|
+ { \
|
|
|
+ _Output OUT; \
|
|
|
+\
|
|
|
+ float s = a_angle[0]; \
|
|
|
+ float c = a_angle[1] + 1.0; \
|
|
|
+ float2x2 rotationMatrix = float2x2(c, s, -s, c); \
|
|
|
+ float2 position = mul((a_position - a_center) + a_center, rotationMatrix); \
|
|
|
+\
|
|
|
+ OUT.v_texCoord = a_texCoord; \
|
|
|
+ OUT.position = mul(float4(position, 0.0, 1.0), u_projection);\
|
|
|
+ OUT.pointsize = 1.0; \
|
|
|
+ return OUT; \
|
|
|
+ } \
|
|
|
+";
|
|
|
+
|
|
|
+static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
|
|
|
+ float4 main(uniform float4 u_color : COLOR) : COLOR \
|
|
|
+ { \
|
|
|
+ return u_color; \
|
|
|
+ } \
|
|
|
+";
|
|
|
+
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
|
|
|
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
|
|
|
+ { \
|
|
|
+ float4 color = tex2D(u_texture, v_texCoord); \
|
|
|
+ return color * u_color; \
|
|
|
+ } \
|
|
|
+";
|
|
|
+
|
|
|
+/* ARGB to ABGR conversion */
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
|
|
|
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
|
|
|
+ { \
|
|
|
+ float4 abgr = tex2D(u_texture, v_texCoord); \
|
|
|
+ float4 color = abgr; \
|
|
|
+ color.r = abgr.b; \
|
|
|
+ color.b = abgr.r; \
|
|
|
+ return color * u_color; \
|
|
|
+ } \
|
|
|
+";
|
|
|
+
|
|
|
+/* RGB to ABGR conversion */
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
|
|
|
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
|
|
|
+ { \
|
|
|
+ float4 abgr = tex2D(u_texture, v_texCoord); \
|
|
|
+ float4 color = abgr; \
|
|
|
+ color.r = abgr.b; \
|
|
|
+ color.b = abgr.r; \
|
|
|
+ color.a = 1.0; \
|
|
|
+ return color * u_color; \
|
|
|
+ } \
|
|
|
+";
|
|
|
+
|
|
|
+/* BGR to ABGR conversion */
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
|
|
|
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
|
|
|
+ { \
|
|
|
+ float4 abgr = tex2D(u_texture, v_texCoord); \
|
|
|
+ float4 color = abgr; \
|
|
|
+ color.a = 1.0; \
|
|
|
+ return color * u_color; \
|
|
|
+ } \
|
|
|
+";
|
|
|
+
|
|
|
+// VITA : TODO
|
|
|
+
|
|
|
+#define JPEG_SHADER_CONSTANTS \
|
|
|
+"// YUV offset \n" \
|
|
|
+"const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n" \
|
|
|
+"\n" \
|
|
|
+"// RGB coefficients \n" \
|
|
|
+"const mat3 matrix = mat3( 1, 1, 1,\n" \
|
|
|
+" 0, -0.3441, 1.772,\n" \
|
|
|
+" 1.402, -0.7141, 0);\n" \
|
|
|
+
|
|
|
+#define BT601_SHADER_CONSTANTS \
|
|
|
+"// YUV offset \n" \
|
|
|
+"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
|
|
|
+"\n" \
|
|
|
+"// RGB coefficients \n" \
|
|
|
+"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
|
|
|
+" 0, -0.3918, 2.0172,\n" \
|
|
|
+" 1.596, -0.813, 0);\n" \
|
|
|
+
|
|
|
+#define BT709_SHADER_CONSTANTS \
|
|
|
+"// YUV offset \n" \
|
|
|
+"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
|
|
|
+"\n" \
|
|
|
+"// RGB coefficients \n" \
|
|
|
+"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \
|
|
|
+" 0, -0.2132, 2.1124,\n" \
|
|
|
+" 1.7927, -0.5329, 0);\n" \
|
|
|
+
|
|
|
+
|
|
|
+#define YUV_SHADER_PROLOGUE \
|
|
|
+"precision mediump float;\n" \
|
|
|
+"uniform sampler2D u_texture;\n" \
|
|
|
+"uniform sampler2D u_texture_u;\n" \
|
|
|
+"uniform sampler2D u_texture_v;\n" \
|
|
|
+"uniform vec4 u_color;\n" \
|
|
|
+"varying vec2 v_texCoord;\n" \
|
|
|
+"\n" \
|
|
|
+
|
|
|
+#define YUV_SHADER_BODY \
|
|
|
+"\n" \
|
|
|
+"void main()\n" \
|
|
|
+"{\n" \
|
|
|
+" mediump vec3 yuv;\n" \
|
|
|
+" lowp vec3 rgb;\n" \
|
|
|
+"\n" \
|
|
|
+" // Get the YUV values \n" \
|
|
|
+" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
|
|
+" yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \
|
|
|
+" yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \
|
|
|
+"\n" \
|
|
|
+" // Do the color transform \n" \
|
|
|
+" yuv += offset;\n" \
|
|
|
+" rgb = matrix * yuv;\n" \
|
|
|
+"\n" \
|
|
|
+" // That was easy. :) \n" \
|
|
|
+" gl_FragColor = vec4(rgb, 1);\n" \
|
|
|
+" gl_FragColor *= u_color;\n" \
|
|
|
+"}" \
|
|
|
+
|
|
|
+#define NV12_SHADER_BODY \
|
|
|
+"\n" \
|
|
|
+"void main()\n" \
|
|
|
+"{\n" \
|
|
|
+" mediump vec3 yuv;\n" \
|
|
|
+" lowp vec3 rgb;\n" \
|
|
|
+"\n" \
|
|
|
+" // Get the YUV values \n" \
|
|
|
+" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
|
|
+" yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \
|
|
|
+"\n" \
|
|
|
+" // Do the color transform \n" \
|
|
|
+" yuv += offset;\n" \
|
|
|
+" rgb = matrix * yuv;\n" \
|
|
|
+"\n" \
|
|
|
+" // That was easy. :) \n" \
|
|
|
+" gl_FragColor = vec4(rgb, 1);\n" \
|
|
|
+" gl_FragColor *= u_color;\n" \
|
|
|
+"}" \
|
|
|
+
|
|
|
+#define NV21_SHADER_BODY \
|
|
|
+"\n" \
|
|
|
+"void main()\n" \
|
|
|
+"{\n" \
|
|
|
+" mediump vec3 yuv;\n" \
|
|
|
+" lowp vec3 rgb;\n" \
|
|
|
+"\n" \
|
|
|
+" // Get the YUV values \n" \
|
|
|
+" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \
|
|
|
+" yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \
|
|
|
+"\n" \
|
|
|
+" // Do the color transform \n" \
|
|
|
+" yuv += offset;\n" \
|
|
|
+" rgb = matrix * yuv;\n" \
|
|
|
+"\n" \
|
|
|
+" // That was easy. :) \n" \
|
|
|
+" gl_FragColor = vec4(rgb, 1);\n" \
|
|
|
+" gl_FragColor *= u_color;\n" \
|
|
|
+"}" \
|
|
|
+
|
|
|
+/* YUV to ABGR conversion */
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ JPEG_SHADER_CONSTANTS \
|
|
|
+ YUV_SHADER_BODY \
|
|
|
+;
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ BT601_SHADER_CONSTANTS \
|
|
|
+ YUV_SHADER_BODY \
|
|
|
+;
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ BT709_SHADER_CONSTANTS \
|
|
|
+ YUV_SHADER_BODY \
|
|
|
+;
|
|
|
+
|
|
|
+/* NV12 to ABGR conversion */
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ JPEG_SHADER_CONSTANTS \
|
|
|
+ NV12_SHADER_BODY \
|
|
|
+;
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ BT601_SHADER_CONSTANTS \
|
|
|
+ NV12_SHADER_BODY \
|
|
|
+;
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ BT709_SHADER_CONSTANTS \
|
|
|
+ NV12_SHADER_BODY \
|
|
|
+;
|
|
|
+
|
|
|
+/* NV21 to ABGR conversion */
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ JPEG_SHADER_CONSTANTS \
|
|
|
+ NV21_SHADER_BODY \
|
|
|
+;
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ BT601_SHADER_CONSTANTS \
|
|
|
+ NV21_SHADER_BODY \
|
|
|
+;
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
|
|
|
+ YUV_SHADER_PROLOGUE \
|
|
|
+ BT709_SHADER_CONSTANTS \
|
|
|
+ NV21_SHADER_BODY \
|
|
|
+;
|
|
|
+
|
|
|
+/* Custom Android video format texture */
|
|
|
+static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
|
|
|
+ #extension GL_OES_EGL_image_external : require\n\
|
|
|
+ precision mediump float; \
|
|
|
+ uniform samplerExternalOES u_texture; \
|
|
|
+ uniform vec4 u_color; \
|
|
|
+ varying vec2 v_texCoord; \
|
|
|
+ \
|
|
|
+ void main() \
|
|
|
+ { \
|
|
|
+ gl_FragColor = texture2D(u_texture, v_texCoord); \
|
|
|
+ gl_FragColor *= u_color; \
|
|
|
+ } \
|
|
|
+";
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
|
|
|
+ GL_VERTEX_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_VertexSrc_Default_),
|
|
|
+ GLES2_VertexSrc_Default_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_SolidSrc_),
|
|
|
+ GLES2_FragmentSrc_SolidSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureABGRSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureARGBSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureRGBSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureBGRSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureYUVJPEGSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
|
|
|
+ GLES2_FragmentSrc_TextureYUVBT601Src_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
|
|
|
+ GLES2_FragmentSrc_TextureYUVBT709Src_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureNV12JPEGSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
|
|
|
+ GLES2_FragmentSrc_TextureNV12BT601Src_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
|
|
|
+ GLES2_FragmentSrc_TextureNV21BT709Src_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureNV21JPEGSrc_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
|
|
|
+ GLES2_FragmentSrc_TextureNV21BT601Src_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
|
|
|
+ GLES2_FragmentSrc_TextureNV12BT709Src_
|
|
|
+};
|
|
|
+
|
|
|
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
|
|
|
+ GL_FRAGMENT_SHADER,
|
|
|
+ GLES2_SOURCE_SHADER,
|
|
|
+ sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
|
|
|
+ GLES2_FragmentSrc_TextureExternalOESSrc_
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/*************************************************************************************************
|
|
|
+ * Vertex/fragment shader definitions *
|
|
|
+ *************************************************************************************************/
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_VertexShader_Default = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_VertexSrc_Default
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_SolidSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_SolidSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureABGRSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureARGBSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureRGBSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureBGRSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureYUVJPEGSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureYUVBT601Src
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureYUVBT709Src
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureNV12JPEGSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureNV12BT601Src
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureNV12BT709Src
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureNV21JPEGSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureNV21BT601Src
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureNV21BT709Src
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
|
|
|
+ 1,
|
|
|
+ {
|
|
|
+ &GLES2_FragmentSrc_TextureExternalOESSrc
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+
|
|
|
+/*************************************************************************************************
|
|
|
+ * Shader selector *
|
|
|
+ *************************************************************************************************/
|
|
|
+
|
|
|
+const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
|
|
|
+{
|
|
|
+ switch (type) {
|
|
|
+ case GLES2_SHADER_VERTEX_DEFAULT:
|
|
|
+ return &GLES2_VertexShader_Default;
|
|
|
+ case GLES2_SHADER_FRAGMENT_SOLID_SRC:
|
|
|
+ return &GLES2_FragmentShader_SolidSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureABGRSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureARGBSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureRGBSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureBGRSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureYUVJPEGSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureYUVBT601Src;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureYUVBT709Src;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureNV12JPEGSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureNV12BT601Src;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureNV12BT709Src;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureNV21JPEGSrc;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureNV21BT601Src;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureNV21BT709Src;
|
|
|
+ case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
|
|
|
+ return &GLES2_FragmentShader_TextureExternalOESSrc;
|
|
|
+ default:
|
|
|
+ return NULL;
|
|
|
+ }
|
|
|
+}
|
|
|
+
|
|
|
+#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
|
|
|
+
|
|
|
+/* vi: set ts=4 sw=4 expandtab: */
|