Added a hint for alternate OpenGL NV12 data format

main
Sam Lantinga 2021-11-13 22:21:57 -08:00
parent 8a6e48d46d
commit c55ab9631f
3 changed files with 62 additions and 18 deletions

View File

@ -569,10 +569,18 @@ GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601;
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601;
}
break;
case SDL_YUV_CONVERSION_BT709:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709;
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709;
}
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));

View File

@ -154,7 +154,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"uniform sampler2D u_texture;\n" \
"uniform sampler2D u_texture_u;\n" \
"uniform sampler2D u_texture_v;\n" \
"varying vec4 v_color;\n" \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
"\n" \
@ -176,10 +176,10 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= v_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV12_SHADER_BODY \
#define NV12_RA_SHADER_BODY \
"\n" \
"void main()\n" \
"{\n" \
@ -196,7 +196,27 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= v_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV12_RG_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).rg;\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 *= v_color;\n" \
"}" \
#define NV21_SHADER_BODY \
@ -216,7 +236,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= v_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
/* YUV to ABGR conversion */
@ -240,17 +260,27 @@ static const Uint8 GLES2_Fragment_TextureYUVBT709[] = \
static const Uint8 GLES2_Fragment_TextureNV12JPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV12_SHADER_BODY \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT601[] = \
static const Uint8 GLES2_Fragment_TextureNV12BT601_RA[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_SHADER_BODY \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709[] = \
static const Uint8 GLES2_Fragment_TextureNV12BT601_RG[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709_RA[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_SHADER_BODY \
NV12_RA_SHADER_BODY \
;
static const Uint8 GLES2_Fragment_TextureNV12BT709_RG[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
/* NV21 to ABGR conversion */
@ -313,10 +343,14 @@ const Uint8 *GLES2_GetShader(GLES2_ShaderType type)
return GLES2_Fragment_TextureYUVBT709;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG:
return GLES2_Fragment_TextureNV12JPEG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601:
return GLES2_Fragment_TextureNV12BT601;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709:
return GLES2_Fragment_TextureNV12BT709;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601:
return GLES2_Fragment_TextureNV12BT601_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601:
return GLES2_Fragment_TextureNV12BT601_RG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709:
return GLES2_Fragment_TextureNV12BT709_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709:
return GLES2_Fragment_TextureNV12BT709_RG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG:
return GLES2_Fragment_TextureNV21JPEG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601:

View File

@ -38,8 +38,10 @@ typedef enum
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709,