Cg shaders for vita gles2
parent
2d64e37e41
commit
8003623061
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@ -23,6 +23,7 @@
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#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_hints.h"
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#include "SDL_log.h"
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#include "SDL_opengles2.h"
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#include "../SDL_sysrender.h"
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#include "../../video/SDL_blit.h"
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@ -978,6 +979,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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}
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if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "has color uniform location");
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if (data->drawstate.color != program->color) {
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const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
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const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
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@ -986,6 +988,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
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program->color = data->drawstate.color;
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}
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} else {
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SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "oops, no color uniform location");
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}
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if (blend != data->drawstate.blend) {
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@ -0,0 +1,563 @@
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/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2020 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 SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
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#include "SDL_video.h"
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#include "SDL_opengles2.h"
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#include "../opengles2/SDL_shaders_gles2.h"
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#include "SDL_stdinc.h"
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/* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */
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/*************************************************************************************************
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* Vertex/fragment shader source *
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*************************************************************************************************/
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/* Notes on a_angle:
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* It is a vector containing sin and cos for rotation matrix
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* To get correct rotation for most cases when a_angle is disabled cos
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value is decremented by 1.0 to get proper output with 0.0 which is
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default value
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*/
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static const Uint8 GLES2_VertexSrc_Default_[] = " \
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struct _Output { \
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float2 v_texCoord : TEXCOORD0; \
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float4 position : POSITION; \
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float pointsize : PSIZE; \
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}; \
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\
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_Output main( \
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uniform float4x4 u_projection, \
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float2 a_position, \
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float2 a_texCoord, \
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float2 a_angle, \
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float2 a_center \
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) \
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{ \
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_Output OUT; \
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\
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float s = a_angle[0]; \
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float c = a_angle[1] + 1.0; \
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float2x2 rotationMatrix = float2x2(c, s, -s, c); \
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float2 position = mul((a_position - a_center) + a_center, rotationMatrix); \
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\
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OUT.v_texCoord = a_texCoord; \
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OUT.position = mul(float4(position, 0.0, 1.0), u_projection);\
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OUT.pointsize = 1.0; \
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return OUT; \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
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float4 main(uniform float4 u_color : COLOR) : COLOR \
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{ \
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return u_color; \
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} \
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";
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static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
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float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 color = tex2D(u_texture, v_texCoord); \
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return color * u_color; \
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} \
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";
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/* ARGB to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
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float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 abgr = tex2D(u_texture, v_texCoord); \
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float4 color = abgr; \
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color.r = abgr.b; \
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color.b = abgr.r; \
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return color * u_color; \
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} \
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";
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/* RGB to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
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float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 abgr = tex2D(u_texture, v_texCoord); \
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float4 color = abgr; \
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color.r = abgr.b; \
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color.b = abgr.r; \
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color.a = 1.0; \
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return color * u_color; \
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} \
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";
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/* BGR to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
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float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
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{ \
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float4 abgr = tex2D(u_texture, v_texCoord); \
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float4 color = abgr; \
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color.a = 1.0; \
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return color * u_color; \
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} \
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";
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// VITA : TODO
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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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#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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#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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#define YUV_SHADER_PROLOGUE \
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"precision mediump float;\n" \
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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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"uniform vec4 u_color;\n" \
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"varying vec2 v_texCoord;\n" \
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"\n" \
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#define YUV_SHADER_BODY \
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"\n" \
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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 *= u_color;\n" \
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"}" \
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#define NV12_SHADER_BODY \
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"\n" \
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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 *= u_color;\n" \
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"}" \
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#define NV21_SHADER_BODY \
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"\n" \
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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 *= u_color;\n" \
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"}" \
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/* YUV to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
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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 Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
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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 Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
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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 Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
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YUV_SHADER_PROLOGUE \
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JPEG_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT601_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
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YUV_SHADER_PROLOGUE \
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BT709_SHADER_CONSTANTS \
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NV12_SHADER_BODY \
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;
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/* NV21 to ABGR conversion */
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static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
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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 Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
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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 Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
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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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/* Custom Android video format texture */
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static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
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#extension GL_OES_EGL_image_external : require\n\
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precision mediump float; \
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uniform samplerExternalOES u_texture; \
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uniform vec4 u_color; \
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varying vec2 v_texCoord; \
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\
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void main() \
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{ \
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gl_FragColor = texture2D(u_texture, v_texCoord); \
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gl_FragColor *= u_color; \
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} \
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";
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static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
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GL_VERTEX_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_VertexSrc_Default_),
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GLES2_VertexSrc_Default_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_SolidSrc_),
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GLES2_FragmentSrc_SolidSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
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GLES2_FragmentSrc_TextureABGRSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
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GLES2_FragmentSrc_TextureARGBSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
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GLES2_FragmentSrc_TextureRGBSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
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GLES2_FragmentSrc_TextureBGRSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
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GLES2_FragmentSrc_TextureYUVJPEGSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
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GLES2_FragmentSrc_TextureYUVBT601Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
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GLES2_FragmentSrc_TextureYUVBT709Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
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GLES2_FragmentSrc_TextureNV12JPEGSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
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GLES2_FragmentSrc_TextureNV12BT601Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
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GLES2_FragmentSrc_TextureNV21BT709Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
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GLES2_FragmentSrc_TextureNV21JPEGSrc_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
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GLES2_FragmentSrc_TextureNV21BT601Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
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GLES2_FragmentSrc_TextureNV12BT709Src_
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};
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static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
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GL_FRAGMENT_SHADER,
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GLES2_SOURCE_SHADER,
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sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
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GLES2_FragmentSrc_TextureExternalOESSrc_
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};
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/*************************************************************************************************
|
||||
* 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: */
|
Loading…
Reference in New Issue