From 30f41c02aec763d32e62351452da9ef582bc3472 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Fri, 6 Mar 2026 13:30:59 -0800 Subject: Move contrib libraries to contrib repo --- .../src/render/opengles2/SDL_gles2funcs.h | 78 - .../src/render/opengles2/SDL_render_gles2.c | 2226 -------------------- .../src/render/opengles2/SDL_shaders_gles2.c | 387 ---- .../src/render/opengles2/SDL_shaders_gles2.h | 65 - 4 files changed, 2756 deletions(-) delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c delete mode 100644 contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h (limited to 'contrib/SDL-3.2.8/src/render/opengles2') diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h b/contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h deleted file mode 100644 index bbc47a4..0000000 --- a/contrib/SDL-3.2.8/src/render/opengles2/SDL_gles2funcs.h +++ /dev/null @@ -1,78 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - 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. -*/ - -SDL_PROC(void, glActiveTexture, (GLenum)) -SDL_PROC(void, glAttachShader, (GLuint, GLuint)) -SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *)) -SDL_PROC(void, glBindTexture, (GLenum, GLuint)) -SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum)) -SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum)) -SDL_PROC(void, glClear, (GLbitfield)) -SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) -SDL_PROC(void, glCompileShader, (GLuint)) -SDL_PROC(GLuint, glCreateProgram, (void)) -SDL_PROC(GLuint, glCreateShader, (GLenum)) -SDL_PROC(void, glDeleteProgram, (GLuint)) -SDL_PROC(void, glDeleteShader, (GLuint)) -SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *)) -SDL_PROC(void, glDisable, (GLenum)) -SDL_PROC(void, glDisableVertexAttribArray, (GLuint)) -SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei)) -SDL_PROC(void, glEnable, (GLenum)) -SDL_PROC(void, glEnableVertexAttribArray, (GLuint)) -SDL_PROC(void, glFinish, (void)) -SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *)) -SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) -SDL_PROC(const GLubyte *, glGetString, (GLenum)) -SDL_PROC(GLenum, glGetError, (void)) -SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) -SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *)) -SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *)) -SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *)) -SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *)) -SDL_PROC(void, glLinkProgram, (GLuint)) -SDL_PROC(void, glPixelStorei, (GLenum, GLint)) -SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid *)) -SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei)) -SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei)) -SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar *const *, const GLint *)) -SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *)) -SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint)) -SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)) -SDL_PROC(void, glUniform1i, (GLint, GLint)) -SDL_PROC(void, glUniform3f, (GLint, GLfloat, GLfloat, GLfloat)) -SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat)) -SDL_PROC(void, glUniformMatrix3fv, (GLint, GLsizei, GLboolean, const GLfloat *)) -SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *)) -SDL_PROC(void, glUseProgram, (GLuint)) -SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *)) -SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) -SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint)) -SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint)) -SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum)) -SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *)) -SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *)) -SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei *, GLchar *)) -SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *)) -SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *)) -SDL_PROC(void, glBindBuffer, (GLenum, GLuint)) -SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum)) -SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *)) diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c b/contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c deleted file mode 100644 index 0e142a7..0000000 --- a/contrib/SDL-3.2.8/src/render/opengles2/SDL_render_gles2.c +++ /dev/null @@ -1,2226 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - 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" - -#ifdef SDL_VIDEO_RENDER_OGL_ES2 - -#include "../../video/SDL_sysvideo.h" // For SDL_RecreateWindow -#include -#include "../SDL_sysrender.h" -#include "../../video/SDL_pixels_c.h" -#include "SDL_shaders_gles2.h" - -/* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects - on Emscripten, which converts GLES2 into WebGL calls. - In all other cases, attempt to use client-side arrays, as they tend to - be dramatically faster when not batching, and about the same when - we are. */ -#ifdef SDL_PLATFORM_EMSCRIPTEN -#define USE_VERTEX_BUFFER_OBJECTS 1 -#else -#define USE_VERTEX_BUFFER_OBJECTS 0 -#endif - -/* To prevent unnecessary window recreation, - * these should match the defaults selected in SDL_GL_ResetAttributes - */ -#define RENDERER_CONTEXT_MAJOR 2 -#define RENDERER_CONTEXT_MINOR 0 - -/************************************************************************************************* - * Context structures * - *************************************************************************************************/ - -typedef struct GLES2_FBOList GLES2_FBOList; - -struct GLES2_FBOList -{ - Uint32 w, h; - GLuint FBO; - GLES2_FBOList *next; -}; - -typedef struct GLES2_TextureData -{ - GLuint texture; - bool texture_external; - GLenum texture_type; - GLenum pixel_format; - GLenum pixel_type; - void *pixel_data; - int pitch; -#ifdef SDL_HAVE_YUV - // YUV texture support - bool yuv; - bool nv12; - GLuint texture_v; - GLuint texture_v_external; - GLuint texture_u; - GLuint texture_u_external; -#endif - GLES2_FBOList *fbo; -} GLES2_TextureData; - -typedef enum -{ - GLES2_ATTRIBUTE_POSITION = 0, - GLES2_ATTRIBUTE_COLOR = 1, - GLES2_ATTRIBUTE_TEXCOORD = 2, -} GLES2_Attribute; - -typedef enum -{ - GLES2_UNIFORM_PROJECTION, - GLES2_UNIFORM_TEXTURE, - GLES2_UNIFORM_TEXTURE_U, - GLES2_UNIFORM_TEXTURE_V, - GLES2_UNIFORM_OFFSET, - GLES2_UNIFORM_MATRIX, - NUM_GLES2_UNIFORMS -} GLES2_Uniform; - -static const char *GLES2_UniformNames[] = { - "u_projection", - "u_texture", - "u_texture_u", - "u_texture_v", - "u_offset", - "u_matrix" -}; -SDL_COMPILE_TIME_ASSERT(GLES2_UniformNames, SDL_arraysize(GLES2_UniformNames) == NUM_GLES2_UNIFORMS); - -typedef struct GLES2_ProgramCacheEntry -{ - GLuint id; - GLuint vertex_shader; - GLuint fragment_shader; - GLuint uniform_locations[NUM_GLES2_UNIFORMS]; - GLfloat projection[4][4]; - const float *shader_params; - struct GLES2_ProgramCacheEntry *prev; - struct GLES2_ProgramCacheEntry *next; -} GLES2_ProgramCacheEntry; - -typedef struct GLES2_ProgramCache -{ - int count; - GLES2_ProgramCacheEntry *head; - GLES2_ProgramCacheEntry *tail; -} GLES2_ProgramCache; - -typedef enum -{ - GLES2_IMAGESOURCE_INVALID, - GLES2_IMAGESOURCE_SOLID, - GLES2_IMAGESOURCE_TEXTURE_ABGR, - GLES2_IMAGESOURCE_TEXTURE_ARGB, - GLES2_IMAGESOURCE_TEXTURE_RGB, - GLES2_IMAGESOURCE_TEXTURE_BGR, - GLES2_IMAGESOURCE_TEXTURE_YUV, - GLES2_IMAGESOURCE_TEXTURE_NV12, - GLES2_IMAGESOURCE_TEXTURE_NV21, - GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES -} GLES2_ImageSource; - -typedef struct -{ - SDL_Rect viewport; - bool viewport_dirty; - SDL_Texture *texture; - SDL_Texture *target; - SDL_BlendMode blend; - bool cliprect_enabled_dirty; - bool cliprect_enabled; - bool cliprect_dirty; - SDL_Rect cliprect; - bool texturing; - bool texturing_dirty; - SDL_FColor clear_color; - bool clear_color_dirty; - int drawablew; - int drawableh; - GLES2_ProgramCacheEntry *program; - const float *shader_params; - GLfloat projection[4][4]; -} GLES2_DrawStateCache; - -typedef struct GLES2_RenderData -{ - SDL_GLContext context; - - bool debug_enabled; - - bool GL_EXT_blend_minmax_supported; - -#define SDL_PROC(ret, func, params) ret (APIENTRY *func) params; -#include "SDL_gles2funcs.h" -#undef SDL_PROC - GLES2_FBOList *framebuffers; - GLuint window_framebuffer; - - GLuint shader_id_cache[GLES2_SHADER_COUNT]; - - GLES2_ProgramCache program_cache; - Uint8 clear_r, clear_g, clear_b, clear_a; - -#if USE_VERTEX_BUFFER_OBJECTS - GLuint vertex_buffers[8]; - size_t vertex_buffer_size[8]; - int current_vertex_buffer; -#endif - - GLES2_DrawStateCache drawstate; - GLES2_ShaderIncludeType texcoord_precision_hint; -} GLES2_RenderData; - -#define GLES2_MAX_CACHED_PROGRAMS 8 - -static const char *GL_TranslateError(GLenum error) -{ -#define GL_ERROR_TRANSLATE(e) \ - case e: \ - return #e; - switch (error) { - GL_ERROR_TRANSLATE(GL_INVALID_ENUM) - GL_ERROR_TRANSLATE(GL_INVALID_VALUE) - GL_ERROR_TRANSLATE(GL_INVALID_OPERATION) - GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY) - GL_ERROR_TRANSLATE(GL_NO_ERROR) - default: - return "UNKNOWN"; - } -#undef GL_ERROR_TRANSLATE -} - -static void GL_ClearErrors(SDL_Renderer *renderer) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - - if (!data->debug_enabled) { - return; - } - while (data->glGetError() != GL_NO_ERROR) { - // continue; - } -} - -static bool GL_CheckAllErrors(const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - bool result = true; - - if (!data->debug_enabled) { - return true; - } - // check gl errors (can return multiple errors) - for (;;) { - GLenum error = data->glGetError(); - if (error != GL_NO_ERROR) { - if (!prefix || prefix[0] == '\0') { - prefix = "generic"; - } - SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error); - result = false; - } else { - break; - } - } - return result; -} - -#if 0 -#define GL_CheckError(prefix, renderer) -#else -#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION) -#endif - -/************************************************************************************************* - * Renderer state APIs * - *************************************************************************************************/ - -static bool GLES2_LoadFunctions(GLES2_RenderData *data) -{ -#ifdef SDL_VIDEO_DRIVER_UIKIT -#define __SDL_NOGETPROCADDR__ -#elif defined(SDL_VIDEO_DRIVER_ANDROID) -#define __SDL_NOGETPROCADDR__ -#endif - -#if defined __SDL_NOGETPROCADDR__ -#define SDL_PROC(ret, func, params) data->func = func; -#else -#define SDL_PROC(ret, func, params) \ - do { \ - data->func = (ret (APIENTRY *) params)SDL_GL_GetProcAddress(#func); \ - if (!data->func) { \ - return SDL_SetError("Couldn't load GLES2 function %s: %s", #func, SDL_GetError()); \ - } \ - } while (0); -#endif // __SDL_NOGETPROCADDR__ - -#include "SDL_gles2funcs.h" -#undef SDL_PROC - return true; -} - -static GLES2_FBOList *GLES2_GetFBO(GLES2_RenderData *data, Uint32 w, Uint32 h) -{ - GLES2_FBOList *result = data->framebuffers; - while ((result) && ((result->w != w) || (result->h != h))) { - result = result->next; - } - if (!result) { - result = (GLES2_FBOList *)SDL_malloc(sizeof(GLES2_FBOList)); - result->w = w; - result->h = h; - data->glGenFramebuffers(1, &result->FBO); - result->next = data->framebuffers; - data->framebuffers = result; - } - return result; -} - -static bool GLES2_ActivateRenderer(SDL_Renderer *renderer) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - - if (SDL_GL_GetCurrentContext() != data->context) { - // Null out the current program to ensure we set it again - data->drawstate.program = NULL; - - if (!SDL_GL_MakeCurrent(renderer->window, data->context)) { - return false; - } - } - - GL_ClearErrors(renderer); - - return true; -} - -static void GLES2_WindowEvent(SDL_Renderer *renderer, const SDL_WindowEvent *event) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - - if (event->type == SDL_EVENT_WINDOW_MINIMIZED) { - // According to Apple documentation, we need to finish drawing NOW! - data->glFinish(); - } -} - -static GLenum GetBlendFunc(SDL_BlendFactor factor) -{ - switch (factor) { - case SDL_BLENDFACTOR_ZERO: - return GL_ZERO; - case SDL_BLENDFACTOR_ONE: - return GL_ONE; - case SDL_BLENDFACTOR_SRC_COLOR: - return GL_SRC_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: - return GL_ONE_MINUS_SRC_COLOR; - case SDL_BLENDFACTOR_SRC_ALPHA: - return GL_SRC_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: - return GL_ONE_MINUS_SRC_ALPHA; - case SDL_BLENDFACTOR_DST_COLOR: - return GL_DST_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: - return GL_ONE_MINUS_DST_COLOR; - case SDL_BLENDFACTOR_DST_ALPHA: - return GL_DST_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: - return GL_ONE_MINUS_DST_ALPHA; - default: - return GL_INVALID_ENUM; - } -} - -static GLenum GetBlendEquation(SDL_BlendOperation operation) -{ - switch (operation) { - case SDL_BLENDOPERATION_ADD: - return GL_FUNC_ADD; - case SDL_BLENDOPERATION_SUBTRACT: - return GL_FUNC_SUBTRACT; - case SDL_BLENDOPERATION_REV_SUBTRACT: - return GL_FUNC_REVERSE_SUBTRACT; - case SDL_BLENDOPERATION_MINIMUM: - return GL_MIN_EXT; - case SDL_BLENDOPERATION_MAXIMUM: - return GL_MAX_EXT; - default: - return GL_INVALID_ENUM; - } -} - -static bool GLES2_SupportsBlendMode(SDL_Renderer *renderer, SDL_BlendMode blendMode) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - - if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || - GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || - GetBlendEquation(colorOperation) == GL_INVALID_ENUM || - GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || - GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || - GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { - return false; - } - - if (colorOperation == SDL_BLENDOPERATION_MINIMUM && !data->GL_EXT_blend_minmax_supported) { - return false; - } - if (colorOperation == SDL_BLENDOPERATION_MAXIMUM && !data->GL_EXT_blend_minmax_supported) { - return false; - } - - return true; -} - -static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment) -{ - GLES2_ProgramCacheEntry *entry; - GLint linkSuccessful; - int i; - - // Check if we've already cached this program - entry = data->program_cache.head; - while (entry) { - if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) { - break; - } - entry = entry->next; - } - if (entry) { - if (data->program_cache.head != entry) { - if (entry->next) { - entry->next->prev = entry->prev; - } - if (entry->prev) { - entry->prev->next = entry->next; - } - entry->prev = NULL; - entry->next = data->program_cache.head; - data->program_cache.head->prev = entry; - data->program_cache.head = entry; - } - return entry; - } - - // Create a program cache entry - entry = (GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(GLES2_ProgramCacheEntry)); - if (!entry) { - return NULL; - } - entry->vertex_shader = vertex; - entry->fragment_shader = fragment; - - // Create the program and link it - entry->id = data->glCreateProgram(); - data->glAttachShader(entry->id, vertex); - data->glAttachShader(entry->id, fragment); - data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position"); - data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color"); - data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); - data->glLinkProgram(entry->id); - data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful); - if (!linkSuccessful) { - data->glDeleteProgram(entry->id); - SDL_free(entry); - SDL_SetError("Failed to link shader program"); - return NULL; - } - - // Predetermine locations of uniform variables - for (i = 0; i < NUM_GLES2_UNIFORMS; ++i) { - entry->uniform_locations[i] = data->glGetUniformLocation(entry->id, GLES2_UniformNames[i]); - } - - data->glUseProgram(entry->id); - if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) { - data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V], 2); // always texture unit 2. - } - if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] != -1) { - data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U], 1); // always texture unit 1. - } - if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE] != -1) { - data->glUniform1i(entry->uniform_locations[GLES2_UNIFORM_TEXTURE], 0); // always texture unit 0. - } - if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { - data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection); - } - - // Cache the linked program - if (data->program_cache.head) { - entry->next = data->program_cache.head; - data->program_cache.head->prev = entry; - } else { - data->program_cache.tail = entry; - } - data->program_cache.head = entry; - ++data->program_cache.count; - - // Evict the last entry from the cache if we exceed the limit - if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) { - data->glDeleteProgram(data->program_cache.tail->id); - data->program_cache.tail = data->program_cache.tail->prev; - if (data->program_cache.tail) { - SDL_free(data->program_cache.tail->next); - data->program_cache.tail->next = NULL; - } - --data->program_cache.count; - } - return entry; -} - -static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type) -{ - GLuint id = 0; - GLint compileSuccessful = GL_FALSE; - int attempt, num_src; - const GLchar *shader_src_list[3]; - const GLchar *shader_body = GLES2_GetShader(type); - - if (!shader_body) { - SDL_SetError("No shader body src"); - return true; - } - - for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) { - num_src = 0; - - shader_src_list[num_src++] = GLES2_GetShaderPrologue(type); - - if (shader_type == GL_FRAGMENT_SHADER) { - if (attempt == 0) { - shader_src_list[num_src++] = GLES2_GetShaderInclude(data->texcoord_precision_hint); - } else { - shader_src_list[num_src++] = GLES2_GetShaderInclude(GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION); - } - } - - shader_src_list[num_src++] = shader_body; - - SDL_assert(num_src <= SDL_arraysize(shader_src_list)); - -#ifdef DEBUG_PRINT_SHADERS - { - int i; - char *message = NULL; - - SDL_asprintf(&message, "Compiling shader:\n"); - for (i = 0; i < num_src; ++i) { - char *last_message = message; - SDL_asprintf(&message, "%s%s", last_message, shader_src_list[i]); - SDL_free(last_message); - } - SDL_Log("%s", message); - SDL_free(message); - } -#endif - - // Compile - id = data->glCreateShader(shader_type); - data->glShaderSource(id, num_src, shader_src_list, NULL); - data->glCompileShader(id); - data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful); - } - - if (!compileSuccessful) { - char *info = NULL; - int length = 0; - - data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length); - if (length > 0) { - info = (char *)SDL_malloc(length); - if (info) { - data->glGetShaderInfoLog(id, length, &length, info); - } - } - if (info) { - SDL_SetError("Failed to load the shader %d: %s", type, info); - SDL_free(info); - } else { - SDL_SetError("Failed to load the shader %d", type); - } - data->glDeleteShader(id); - return true; - } - - // Cache - data->shader_id_cache[(Uint32)type] = id; - - return id; -} - -static bool GLES2_CacheShaders(GLES2_RenderData *data) -{ - int shader; - - data->texcoord_precision_hint = GLES2_GetTexCoordPrecisionEnumFromHint(); - - for (shader = 0; shader < GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; ++shader) { - GLenum shader_type; - - if (shader == GLES2_SHADER_VERTEX_DEFAULT) { - shader_type = GL_VERTEX_SHADER; - } else { - shader_type = GL_FRAGMENT_SHADER; - } - if (!GLES2_CacheShader(data, (GLES2_ShaderType)shader, shader_type)) { - return false; - } - } - return true; -} - -static bool GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, SDL_Colorspace colorspace) -{ - GLuint vertex; - GLuint fragment; - GLES2_ShaderType vtype, ftype; - GLES2_ProgramCacheEntry *program; - const float *shader_params = NULL; - - // Select an appropriate shader pair for the specified modes - vtype = GLES2_SHADER_VERTEX_DEFAULT; - switch (source) { - case GLES2_IMAGESOURCE_SOLID: - ftype = GLES2_SHADER_FRAGMENT_SOLID; - break; - case GLES2_IMAGESOURCE_TEXTURE_ABGR: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR; - break; - case GLES2_IMAGESOURCE_TEXTURE_ARGB: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB; - break; - case GLES2_IMAGESOURCE_TEXTURE_RGB: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB; - break; - case GLES2_IMAGESOURCE_TEXTURE_BGR: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR; - break; -#ifdef SDL_HAVE_YUV - case GLES2_IMAGESOURCE_TEXTURE_YUV: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV; - shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8); - if (!shader_params) { - SDL_SetError("Unsupported YUV colorspace"); - goto fault; - } - break; - case GLES2_IMAGESOURCE_TEXTURE_NV12: - if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG; - } else { - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA; - } - shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8); - if (!shader_params) { - SDL_SetError("Unsupported YUV colorspace"); - goto fault; - } - break; - case GLES2_IMAGESOURCE_TEXTURE_NV21: - if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", false)) { - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG; - } else { - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA; - } - shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace, 0, 0, 8); - if (!shader_params) { - SDL_SetError("Unsupported YUV colorspace"); - goto fault; - } - break; -#endif // SDL_HAVE_YUV - case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES: - ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES; - break; - default: - goto fault; - } - - // Load the requested shaders - vertex = data->shader_id_cache[(Uint32)vtype]; - if (!vertex) { - vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER); - if (!vertex) { - goto fault; - } - } - - fragment = data->shader_id_cache[(Uint32)ftype]; - if (!fragment) { - fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER); - if (!fragment) { - goto fault; - } - } - - // Check if we need to change programs at all - if (data->drawstate.program && - data->drawstate.program->vertex_shader == vertex && - data->drawstate.program->fragment_shader == fragment && - data->drawstate.program->shader_params == shader_params) { - return true; - } - - // Generate a matching program - program = GLES2_CacheProgram(data, vertex, fragment); - if (!program) { - goto fault; - } - - // Select that program in OpenGL - data->glUseProgram(program->id); - - if (shader_params && shader_params != program->shader_params) { - // YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 - if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) { - data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]); - } - if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) { - GLfloat matrix[3 * 3]; - - matrix[0 * 3 + 0] = shader_params[4]; - matrix[0 * 3 + 1] = shader_params[5]; - matrix[0 * 3 + 2] = shader_params[6]; - matrix[1 * 3 + 0] = shader_params[8]; - matrix[1 * 3 + 1] = shader_params[9]; - matrix[1 * 3 + 2] = shader_params[10]; - matrix[2 * 3 + 0] = shader_params[12]; - matrix[2 * 3 + 1] = shader_params[13]; - matrix[2 * 3 + 2] = shader_params[14]; - data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix); - } - program->shader_params = shader_params; - } - - // Set the current program - data->drawstate.program = program; - - // Clean up and return - return true; -fault: - data->drawstate.program = NULL; - return false; -} - -static bool GLES2_QueueNoOp(SDL_Renderer *renderer, SDL_RenderCommand *cmd) -{ - return true; // nothing to do in this backend. -} - -static bool GLES2_QueueDrawPoints(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) -{ - const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); - SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); - int i; - SDL_FColor color = cmd->data.draw.color; - const float color_scale = cmd->data.draw.color_scale; - - if (!verts) { - return false; - } - - color.r *= color_scale; - color.g *= color_scale; - color.b *= color_scale; - - if (colorswap) { - float r = color.r; - color.r = color.b; - color.b = r; - } - - cmd->data.draw.count = count; - for (i = 0; i < count; i++) { - verts->position.x = 0.5f + points[i].x; - verts->position.y = 0.5f + points[i].y; - verts->color = color; - verts++; - } - - return true; -} - -static bool GLES2_QueueDrawLines(SDL_Renderer *renderer, SDL_RenderCommand *cmd, const SDL_FPoint *points, int count) -{ - const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); - int i; - GLfloat prevx, prevy; - SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); - SDL_FColor color = cmd->data.draw.color; - const float color_scale = cmd->data.draw.color_scale; - - if (!verts) { - return false; - } - - color.r *= color_scale; - color.g *= color_scale; - color.b *= color_scale; - - if (colorswap) { - float r = color.r; - color.r = color.b; - color.b = r; - } - - cmd->data.draw.count = count; - - // 0.5f offset to hit the center of the pixel. - prevx = 0.5f + points->x; - prevy = 0.5f + points->y; - verts->position.x = prevx; - verts->position.y = prevy; - verts->color = color; - verts++; - - /* bump the end of each line segment out a quarter of a pixel, to provoke - the diamond-exit rule. Without this, you won't just drop the last - pixel of the last line segment, but you might also drop pixels at the - edge of any given line segment along the way too. */ - for (i = 1; i < count; i++) { - const GLfloat xstart = prevx; - const GLfloat ystart = prevy; - const GLfloat xend = points[i].x + 0.5f; // 0.5f to hit pixel center. - const GLfloat yend = points[i].y + 0.5f; - // bump a little in the direction we are moving in. - const GLfloat deltax = xend - xstart; - const GLfloat deltay = yend - ystart; - const GLfloat angle = SDL_atan2f(deltay, deltax); - prevx = xend + (SDL_cosf(angle) * 0.25f); - prevy = yend + (SDL_sinf(angle) * 0.25f); - verts->position.x = prevx; - verts->position.y = prevy; - verts->color = color; - verts++; - } - - return true; -} - -static bool GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture, - const float *xy, int xy_stride, const SDL_FColor *color, int color_stride, const float *uv, int uv_stride, - int num_vertices, const void *indices, int num_indices, int size_indices, - float scale_x, float scale_y) -{ - int i; - const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); - int count = indices ? num_indices : num_vertices; - const float color_scale = cmd->data.draw.color_scale; - - cmd->data.draw.count = count; - size_indices = indices ? size_indices : 0; - - if (texture) { - SDL_Vertex *verts = (SDL_Vertex *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); - if (!verts) { - return false; - } - - for (i = 0; i < count; i++) { - int j; - float *xy_; - SDL_FColor col_; - float *uv_; - if (size_indices == 4) { - j = ((const Uint32 *)indices)[i]; - } else if (size_indices == 2) { - j = ((const Uint16 *)indices)[i]; - } else if (size_indices == 1) { - j = ((const Uint8 *)indices)[i]; - } else { - j = i; - } - - xy_ = (float *)((char *)xy + j * xy_stride); - col_ = *(SDL_FColor *)((char *)color + j * color_stride); - uv_ = (float *)((char *)uv + j * uv_stride); - - verts->position.x = xy_[0] * scale_x; - verts->position.y = xy_[1] * scale_y; - - col_.r *= color_scale; - col_.g *= color_scale; - col_.b *= color_scale; - - if (colorswap) { - float r = col_.r; - col_.r = col_.b; - col_.b = r; - } - - verts->color = col_; - verts->tex_coord.x = uv_[0]; - verts->tex_coord.y = uv_[1]; - verts++; - } - - } else { - SDL_VertexSolid *verts = (SDL_VertexSolid *)SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first); - if (!verts) { - return false; - } - - for (i = 0; i < count; i++) { - int j; - float *xy_; - SDL_FColor col_; - - if (size_indices == 4) { - j = ((const Uint32 *)indices)[i]; - } else if (size_indices == 2) { - j = ((const Uint16 *)indices)[i]; - } else if (size_indices == 1) { - j = ((const Uint8 *)indices)[i]; - } else { - j = i; - } - - xy_ = (float *)((char *)xy + j * xy_stride); - col_ = *(SDL_FColor *)((char *)color + j * color_stride); - - verts->position.x = xy_[0] * scale_x; - verts->position.y = xy_[1] * scale_y; - - col_.r *= color_scale; - col_.g *= color_scale; - col_.b *= color_scale; - - if (colorswap) { - float r = col_.r; - col_.r = col_.b; - col_.b = r; - } - - verts->color = col_; - verts++; - } - } - - return true; -} - -static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_ImageSource imgsrc, void *vertices) -{ - SDL_Texture *texture = cmd->data.draw.texture; - const SDL_BlendMode blend = cmd->data.draw.blend; - GLES2_ProgramCacheEntry *program; - int stride; - - SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID)); - - if (data->drawstate.viewport_dirty) { - const SDL_Rect *viewport = &data->drawstate.viewport; - data->glViewport(viewport->x, - data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), - viewport->w, viewport->h); - if (viewport->w && viewport->h) { - data->drawstate.projection[0][0] = 2.0f / viewport->w; - data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h; - data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f; - } - data->drawstate.viewport_dirty = false; - } - - if (data->drawstate.cliprect_enabled_dirty) { - if (!data->drawstate.cliprect_enabled) { - data->glDisable(GL_SCISSOR_TEST); - } else { - data->glEnable(GL_SCISSOR_TEST); - } - data->drawstate.cliprect_enabled_dirty = false; - } - - if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) { - const SDL_Rect *viewport = &data->drawstate.viewport; - const SDL_Rect *rect = &data->drawstate.cliprect; - data->glScissor(viewport->x + rect->x, - data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h, - rect->w, rect->h); - data->drawstate.cliprect_dirty = false; - } - - if (data->drawstate.texturing_dirty || ((texture != NULL) != data->drawstate.texturing)) { - if (!texture) { - data->glDisableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD); - data->drawstate.texturing = false; - } else { - data->glEnableVertexAttribArray((GLenum)GLES2_ATTRIBUTE_TEXCOORD); - data->drawstate.texturing = true; - } - data->drawstate.texturing_dirty = false; - } - - if (texture) { - stride = sizeof(SDL_Vertex); - } else { - stride = sizeof(SDL_VertexSolid); - } - - if (texture) { - SDL_Vertex *verts = (SDL_Vertex *)(((Uint8 *)vertices) + cmd->data.draw.first); - data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord); - } - - if (!GLES2_SelectProgram(data, imgsrc, texture ? texture->colorspace : SDL_COLORSPACE_SRGB)) { - return false; - } - - program = data->drawstate.program; - - if (program->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) { - if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)) != 0) { - data->glUniformMatrix4fv(program->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection); - SDL_memcpy(program->projection, data->drawstate.projection, sizeof(data->drawstate.projection)); - } - } - - if (blend != data->drawstate.blend) { - if (blend == SDL_BLENDMODE_NONE) { - data->glDisable(GL_BLEND); - } else { - data->glEnable(GL_BLEND); - data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), - GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), - GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), - GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); - data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)), - GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); - } - data->drawstate.blend = blend; - } - - // all drawing commands use this - { - SDL_VertexSolid *verts = (SDL_VertexSolid *)(((Uint8 *)vertices) + cmd->data.draw.first); - data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->position); - data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_TRUE /* Normalized */, stride, (const GLvoid *)&verts->color); - } - - return true; -} - -static bool SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode) -{ - switch (addressMode) { - case SDL_TEXTURE_ADDRESS_CLAMP: - data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - break; - case SDL_TEXTURE_ADDRESS_WRAP: - data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_REPEAT); - data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_REPEAT); - break; - default: - return SDL_SetError("Unknown texture address mode: %d", addressMode); - } - return true; -} - -static bool SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - GLES2_ImageSource sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; - SDL_Texture *texture = cmd->data.draw.texture; - int ret; - - // Pick an appropriate shader - if (renderer->target) { - // Check if we need to do color mapping between the source and render target textures - if (renderer->target->format != texture->format) { - switch (texture->format) { - case SDL_PIXELFORMAT_BGRA32: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_RGBA32: - case SDL_PIXELFORMAT_RGBX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_BGRX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; - default: - break; - } - break; - case SDL_PIXELFORMAT_RGBA32: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_BGRA32: - case SDL_PIXELFORMAT_BGRX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_RGBX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; - default: - break; - } - break; - case SDL_PIXELFORMAT_BGRX32: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_RGBA32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_BGRA32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; - break; - case SDL_PIXELFORMAT_RGBX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - default: - break; - } - break; - case SDL_PIXELFORMAT_RGBX32: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_RGBA32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; - break; - case SDL_PIXELFORMAT_BGRA32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; - break; - case SDL_PIXELFORMAT_BGRX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - default: - break; - } - break; -#ifdef SDL_HAVE_YUV - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_YV12: - sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; - break; - case SDL_PIXELFORMAT_NV12: - sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; - break; - case SDL_PIXELFORMAT_NV21: - sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; - break; -#endif - case SDL_PIXELFORMAT_EXTERNAL_OES: - sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; - break; - default: - return SDL_SetError("Unsupported texture format"); - } - } else { - sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; // Texture formats match, use the non color mapping shader (even if the formats are not ABGR) - } - } else { - switch (texture->format) { - case SDL_PIXELFORMAT_BGRA32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_RGBA32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; - case SDL_PIXELFORMAT_BGRX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_RGB; - break; - case SDL_PIXELFORMAT_RGBX32: - sourceType = GLES2_IMAGESOURCE_TEXTURE_BGR; - break; -#ifdef SDL_HAVE_YUV - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_YV12: - sourceType = GLES2_IMAGESOURCE_TEXTURE_YUV; - break; - case SDL_PIXELFORMAT_NV12: - sourceType = GLES2_IMAGESOURCE_TEXTURE_NV12; - break; - case SDL_PIXELFORMAT_NV21: - sourceType = GLES2_IMAGESOURCE_TEXTURE_NV21; - break; -#endif - case SDL_PIXELFORMAT_EXTERNAL_OES: - sourceType = GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; - break; - default: - return SDL_SetError("Unsupported texture format"); - } - } - - ret = SetDrawState(data, cmd, sourceType, vertices); - - if (texture != data->drawstate.texture) { - GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; -#ifdef SDL_HAVE_YUV - if (tdata->yuv) { - data->glActiveTexture(GL_TEXTURE2); - data->glBindTexture(tdata->texture_type, tdata->texture_v); - - if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { - return false; - } - - data->glActiveTexture(GL_TEXTURE1); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - - if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { - return false; - } - - data->glActiveTexture(GL_TEXTURE0); - } else if (tdata->nv12) { - data->glActiveTexture(GL_TEXTURE1); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - - if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { - return false; - } - - data->glActiveTexture(GL_TEXTURE0); - } -#endif - data->glBindTexture(tdata->texture_type, tdata->texture); - - if (!SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode)) { - return false; - } - - data->drawstate.texture = texture; - } - - return ret; -} - -static void GLES2_InvalidateCachedState(SDL_Renderer *renderer) -{ - GLES2_DrawStateCache *cache = &((GLES2_RenderData *)renderer->internal)->drawstate; - cache->viewport_dirty = true; - cache->texture = NULL; - cache->blend = SDL_BLENDMODE_INVALID; - cache->cliprect_enabled_dirty = true; - cache->cliprect_dirty = true; - cache->texturing_dirty = true; - cache->clear_color_dirty = true; - cache->drawablew = 0; - cache->drawableh = 0; - cache->program = NULL; -} - -static bool GLES2_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - const bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_BGRA32 || renderer->target->format == SDL_PIXELFORMAT_BGRX32)); - -#if USE_VERTEX_BUFFER_OBJECTS - const int vboidx = data->current_vertex_buffer; - const GLuint vbo = data->vertex_buffers[vboidx]; -#endif - - if (!GLES2_ActivateRenderer(renderer)) { - return false; - } - - data->drawstate.target = renderer->target; - if (!data->drawstate.target) { - int w, h; - SDL_GetWindowSizeInPixels(renderer->window, &w, &h); - if ((w != data->drawstate.drawablew) || (h != data->drawstate.drawableh)) { - data->drawstate.viewport_dirty = true; // if the window dimensions changed, invalidate the current viewport, etc. - data->drawstate.cliprect_dirty = true; - data->drawstate.drawablew = w; - data->drawstate.drawableh = h; - } - } - -#if USE_VERTEX_BUFFER_OBJECTS - // upload the new VBO data for this set of commands. - data->glBindBuffer(GL_ARRAY_BUFFER, vbo); - if (data->vertex_buffer_size[vboidx] < vertsize) { - data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_STREAM_DRAW); - data->vertex_buffer_size[vboidx] = vertsize; - } else { - data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices); - } - - // cycle through a few VBOs so the GL has some time with the data before we replace it. - data->current_vertex_buffer++; - if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) { - data->current_vertex_buffer = 0; - } - vertices = NULL; // attrib pointers will be offsets into the VBO. -#endif - - while (cmd) { - switch (cmd->command) { - case SDL_RENDERCMD_SETDRAWCOLOR: - { - break; - } - - case SDL_RENDERCMD_SETVIEWPORT: - { - SDL_Rect *viewport = &data->drawstate.viewport; - if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof(cmd->data.viewport.rect)) != 0) { - SDL_copyp(viewport, &cmd->data.viewport.rect); - data->drawstate.viewport_dirty = true; - data->drawstate.cliprect_dirty = true; - } - break; - } - - case SDL_RENDERCMD_SETCLIPRECT: - { - const SDL_Rect *rect = &cmd->data.cliprect.rect; - if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { - data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; - data->drawstate.cliprect_enabled_dirty = true; - } - - if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof(*rect)) != 0) { - SDL_copyp(&data->drawstate.cliprect, rect); - data->drawstate.cliprect_dirty = true; - } - break; - } - - case SDL_RENDERCMD_CLEAR: - { - const float r = (colorswap ? cmd->data.color.color.b : cmd->data.color.color.r) * cmd->data.color.color_scale; - const float g = cmd->data.color.color.g * cmd->data.color.color_scale; - const float b = (colorswap ? cmd->data.color.color.r : cmd->data.color.color.b) * cmd->data.color.color_scale; - const float a = cmd->data.color.color.a; - if (data->drawstate.clear_color_dirty || - (r != data->drawstate.clear_color.r) || - (g != data->drawstate.clear_color.g) || - (b != data->drawstate.clear_color.b) || - (a != data->drawstate.clear_color.a)) { - data->glClearColor(r, g, b, a); - data->drawstate.clear_color.r = r; - data->drawstate.clear_color.g = g; - data->drawstate.clear_color.b = b; - data->drawstate.clear_color.a = a; - data->drawstate.clear_color_dirty = false; - } - - if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { - data->glDisable(GL_SCISSOR_TEST); - data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; - } - - data->glClear(GL_COLOR_BUFFER_BIT); - break; - } - - case SDL_RENDERCMD_FILL_RECTS: // unused - break; - - case SDL_RENDERCMD_COPY: // unused - break; - - case SDL_RENDERCMD_COPY_EX: // unused - break; - - case SDL_RENDERCMD_DRAW_LINES: - { - if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices)) { - size_t count = cmd->data.draw.count; - if (count > 2) { - // joined lines cannot be grouped - data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count); - } else { - // let's group non joined lines - SDL_RenderCommand *finalcmd = cmd; - SDL_RenderCommand *nextcmd = cmd->next; - SDL_BlendMode thisblend = cmd->data.draw.blend; - - while (nextcmd) { - const SDL_RenderCommandType nextcmdtype = nextcmd->command; - if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) { - break; // can't go any further on this draw call, different render command up next. - } else if (nextcmd->data.draw.count != 2) { - break; // can't go any further on this draw call, those are joined lines - } else if (nextcmd->data.draw.blend != thisblend) { - break; // can't go any further on this draw call, different blendmode copy up next. - } else { - finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. - count += nextcmd->data.draw.count; - } - nextcmd = nextcmd->next; - } - - data->glDrawArrays(GL_LINES, 0, (GLsizei)count); - cmd = finalcmd; // skip any copy commands we just combined in here. - } - } - break; - } - - case SDL_RENDERCMD_DRAW_POINTS: - case SDL_RENDERCMD_GEOMETRY: - { - /* as long as we have the same copy command in a row, with the - same texture, we can combine them all into a single draw call. */ - SDL_Texture *thistexture = cmd->data.draw.texture; - SDL_BlendMode thisblend = cmd->data.draw.blend; - const SDL_RenderCommandType thiscmdtype = cmd->command; - SDL_RenderCommand *finalcmd = cmd; - SDL_RenderCommand *nextcmd = cmd->next; - size_t count = cmd->data.draw.count; - int ret; - while (nextcmd) { - const SDL_RenderCommandType nextcmdtype = nextcmd->command; - if (nextcmdtype != thiscmdtype) { - break; // can't go any further on this draw call, different render command up next. - } else if (nextcmd->data.draw.texture != thistexture || nextcmd->data.draw.blend != thisblend) { - break; // can't go any further on this draw call, different texture/blendmode copy up next. - } else { - finalcmd = nextcmd; // we can combine copy operations here. Mark this one as the furthest okay command. - count += nextcmd->data.draw.count; - } - nextcmd = nextcmd->next; - } - - if (thistexture) { - ret = SetCopyState(renderer, cmd, vertices); - } else { - ret = SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID, vertices); - } - - if (ret) { - int op = GL_TRIANGLES; // SDL_RENDERCMD_GEOMETRY - if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) { - op = GL_POINTS; - } - data->glDrawArrays(op, 0, (GLsizei)count); - } - - cmd = finalcmd; // skip any copy commands we just combined in here. - break; - } - - case SDL_RENDERCMD_NO_OP: - break; - } - - cmd = cmd->next; - } - - return GL_CheckError("", renderer); -} - -static void GLES2_DestroyRenderer(SDL_Renderer *renderer) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - - // Deallocate everything - if (data) { - GLES2_ActivateRenderer(renderer); - - { - int i; - for (i = 0; i < GLES2_SHADER_COUNT; i++) { - GLuint id = data->shader_id_cache[i]; - if (id) { - data->glDeleteShader(id); - } - } - } - { - GLES2_ProgramCacheEntry *entry; - GLES2_ProgramCacheEntry *next; - entry = data->program_cache.head; - while (entry) { - data->glDeleteProgram(entry->id); - next = entry->next; - SDL_free(entry); - entry = next; - } - } - - if (data->context) { - while (data->framebuffers) { - GLES2_FBOList *nextnode = data->framebuffers->next; - data->glDeleteFramebuffers(1, &data->framebuffers->FBO); - GL_CheckError("", renderer); - SDL_free(data->framebuffers); - data->framebuffers = nextnode; - } - -#if USE_VERTEX_BUFFER_OBJECTS - data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); - GL_CheckError("", renderer); -#endif - - SDL_GL_DestroyContext(data->context); - } - - SDL_free(data); - } -} - -static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_PropertiesID create_props) -{ - GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal; - GLES2_TextureData *data; - GLenum format; - GLenum type; - GLenum scaleMode; - - GLES2_ActivateRenderer(renderer); - - renderdata->drawstate.texture = NULL; // we trash this state. - - // Determine the corresponding GLES texture format params - switch (texture->format) { - case SDL_PIXELFORMAT_BGRA32: - case SDL_PIXELFORMAT_RGBA32: - case SDL_PIXELFORMAT_BGRX32: - case SDL_PIXELFORMAT_RGBX32: - format = GL_RGBA; - type = GL_UNSIGNED_BYTE; - break; -#ifdef SDL_HAVE_YUV - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - format = GL_LUMINANCE; - type = GL_UNSIGNED_BYTE; - break; -#endif -#ifdef GL_TEXTURE_EXTERNAL_OES - case SDL_PIXELFORMAT_EXTERNAL_OES: - format = GL_NONE; - type = GL_NONE; - break; -#endif - default: - return SDL_SetError("Texture format not supported"); - } - - if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES && - texture->access != SDL_TEXTUREACCESS_STATIC) { - return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES"); - } - - // Allocate a texture struct - data = (GLES2_TextureData *)SDL_calloc(1, sizeof(GLES2_TextureData)); - if (!data) { - return false; - } - data->texture = 0; -#ifdef GL_TEXTURE_EXTERNAL_OES - data->texture_type = (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES) ? GL_TEXTURE_EXTERNAL_OES : GL_TEXTURE_2D; -#else - data->texture_type = GL_TEXTURE_2D; -#endif - data->pixel_format = format; - data->pixel_type = type; -#ifdef SDL_HAVE_YUV - data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12)); - data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21)); - data->texture_u = 0; - data->texture_v = 0; -#endif - scaleMode = (texture->scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR; - - // Allocate a blob for image renderdata - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - size_t size; - data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); - size = (size_t)texture->h * data->pitch; -#ifdef SDL_HAVE_YUV - if (data->yuv) { - // Need to add size for the U and V planes - size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); - } else if (data->nv12) { - // Need to add size for the U/V plane - size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); - } -#endif - data->pixel_data = SDL_calloc(1, size); - if (!data->pixel_data) { - SDL_free(data); - return false; - } - } - - // Allocate the texture - GL_CheckError("", renderer); - -#ifdef SDL_HAVE_YUV - if (data->yuv) { - data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0); - if (data->texture_v) { - data->texture_v_external = true; - } else { - renderdata->glGenTextures(1, &data->texture_v); - if (!GL_CheckError("glGenTexures()", renderer)) { - return false; - } - } - renderdata->glActiveTexture(GL_TEXTURE2); - renderdata->glBindTexture(data->texture_type, data->texture_v); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); - SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v); - - data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_U_NUMBER, 0); - if (data->texture_u) { - data->texture_u_external = true; - } else { - renderdata->glGenTextures(1, &data->texture_u); - if (!GL_CheckError("glGenTexures()", renderer)) { - return false; - } - } - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); - if (!GL_CheckError("glTexImage2D()", renderer)) { - return false; - } - SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u); - - if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } else if (data->nv12) { - data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0); - if (data->texture_u) { - data->texture_u_external = true; - } else { - renderdata->glGenTextures(1, &data->texture_u); - if (!GL_CheckError("glGenTexures()", renderer)) { - return false; - } - } - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); - if (!GL_CheckError("glTexImage2D()", renderer)) { - return false; - } - SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u); - - if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace, texture->w, texture->h, 8)) { - return SDL_SetError("Unsupported YUV colorspace"); - } - } -#endif - - data->texture = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_NUMBER, 0); - if (data->texture) { - data->texture_external = true; - } else { - renderdata->glGenTextures(1, &data->texture); - if (!GL_CheckError("glGenTexures()", renderer)) { - return false; - } - } - texture->internal = data; - renderdata->glActiveTexture(GL_TEXTURE0); - renderdata->glBindTexture(data->texture_type, data->texture); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) { - renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL); - if (!GL_CheckError("glTexImage2D()", renderer)) { - return false; - } - } - SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_NUMBER, data->texture); - SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_TARGET_NUMBER, data->texture_type); - - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - data->fbo = GLES2_GetFBO((GLES2_RenderData *)renderer->internal, texture->w, texture->h); - } else { - data->fbo = NULL; - } - - return GL_CheckError("", renderer); -} - -static bool GLES2_TexSubImage2D(GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp) -{ - Uint8 *blob = NULL; - Uint8 *src; - size_t src_pitch; - int y; - - if ((width == 0) || (height == 0) || (bpp == 0)) { - return true; // nothing to do - } - - // Reformat the texture data into a tightly packed array - src_pitch = (size_t)width * bpp; - src = (Uint8 *)pixels; - if ((size_t)pitch != src_pitch) { - blob = (Uint8 *)SDL_malloc(src_pitch * height); - if (!blob) { - return false; - } - src = blob; - for (y = 0; y < height; ++y) { - SDL_memcpy(src, pixels, src_pitch); - src += src_pitch; - pixels = (Uint8 *)pixels + pitch; - } - src = blob; - } - - data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src); - if (blob) { - SDL_free(blob); - } - return true; -} - -static bool GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, - const void *pixels, int pitch) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; - - GLES2_ActivateRenderer(renderer); - - // Bail out if we're supposed to update an empty rectangle - if (rect->w <= 0 || rect->h <= 0) { - return true; - } - - data->drawstate.texture = NULL; // we trash this state. - - // Create a texture subimage with the supplied data - data->glBindTexture(tdata->texture_type, tdata->texture); - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x, - rect->y, - rect->w, - rect->h, - tdata->pixel_format, - tdata->pixel_type, - pixels, pitch, SDL_BYTESPERPIXEL(texture->format)); - -#ifdef SDL_HAVE_YUV - if (tdata->yuv) { - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); - if (texture->format == SDL_PIXELFORMAT_YV12) { - data->glBindTexture(tdata->texture_type, tdata->texture_v); - } else { - data->glBindTexture(tdata->texture_type, tdata->texture_u); - } - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - pixels, (pitch + 1) / 2, 1); - - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + ((rect->h + 1) / 2) * ((pitch + 1) / 2)); - if (texture->format == SDL_PIXELFORMAT_YV12) { - data->glBindTexture(tdata->texture_type, tdata->texture_u); - } else { - data->glBindTexture(tdata->texture_type, tdata->texture_v); - } - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - pixels, (pitch + 1) / 2, 1); - } else if (tdata->nv12) { - // Skip to the correct offset into the next texture - pixels = (const void *)((const Uint8 *)pixels + rect->h * pitch); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - GL_LUMINANCE_ALPHA, - GL_UNSIGNED_BYTE, - pixels, 2 * ((pitch + 1) / 2), 2); - } -#endif - - return GL_CheckError("glTexSubImage2D()", renderer); -} - -#ifdef SDL_HAVE_YUV -static bool GLES2_UpdateTextureYUV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *Uplane, int Upitch, - const Uint8 *Vplane, int Vpitch) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; - - GLES2_ActivateRenderer(renderer); - - // Bail out if we're supposed to update an empty rectangle - if (rect->w <= 0 || rect->h <= 0) { - return true; - } - - data->drawstate.texture = NULL; // we trash this state. - - data->glBindTexture(tdata->texture_type, tdata->texture_v); - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - Vplane, Vpitch, 1); - - data->glBindTexture(tdata->texture_type, tdata->texture_u); - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - Uplane, Upitch, 1); - - data->glBindTexture(tdata->texture_type, tdata->texture); - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x, - rect->y, - rect->w, - rect->h, - tdata->pixel_format, - tdata->pixel_type, - Yplane, Ypitch, 1); - - return GL_CheckError("glTexSubImage2D()", renderer); -} - -static bool GLES2_UpdateTextureNV(SDL_Renderer *renderer, SDL_Texture *texture, - const SDL_Rect *rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *UVplane, int UVpitch) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; - - GLES2_ActivateRenderer(renderer); - - // Bail out if we're supposed to update an empty rectangle - if (rect->w <= 0 || rect->h <= 0) { - return true; - } - - data->drawstate.texture = NULL; // we trash this state. - - data->glBindTexture(tdata->texture_type, tdata->texture_u); - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - GL_LUMINANCE_ALPHA, - GL_UNSIGNED_BYTE, - UVplane, UVpitch, 2); - - data->glBindTexture(tdata->texture_type, tdata->texture); - GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x, - rect->y, - rect->w, - rect->h, - tdata->pixel_format, - tdata->pixel_type, - Yplane, Ypitch, 1); - - return GL_CheckError("glTexSubImage2D()", renderer); -} -#endif - -static bool GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, - void **pixels, int *pitch) -{ - GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; - - // Retrieve the buffer/pitch for the specified region - *pixels = (Uint8 *)tdata->pixel_data + - (tdata->pitch * rect->y) + - (rect->x * SDL_BYTESPERPIXEL(texture->format)); - *pitch = tdata->pitch; - - return true; -} - -static void GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; - SDL_Rect rect; - - // We do whole texture updates, at least for now - rect.x = 0; - rect.y = 0; - rect.w = texture->w; - rect.h = texture->h; - GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch); -} - -static void GLES2_SetTextureScaleMode(SDL_Renderer *renderer, SDL_Texture *texture, SDL_ScaleMode scaleMode) -{ - GLES2_RenderData *renderdata = (GLES2_RenderData *)renderer->internal; - GLES2_TextureData *data = (GLES2_TextureData *)texture->internal; - GLenum glScaleMode = (scaleMode == SDL_SCALEMODE_NEAREST) ? GL_NEAREST : GL_LINEAR; - -#ifdef SDL_HAVE_YUV - if (data->yuv) { - renderdata->glActiveTexture(GL_TEXTURE2); - renderdata->glBindTexture(data->texture_type, data->texture_v); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); - - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); - } else if (data->nv12) { - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); - } -#endif - - renderdata->glActiveTexture(GL_TEXTURE0); - renderdata->glBindTexture(data->texture_type, data->texture); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); -} - -static bool GLES2_SetRenderTarget(SDL_Renderer *renderer, SDL_Texture *texture) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - GLES2_TextureData *texturedata = NULL; - GLenum status; - - data->drawstate.viewport_dirty = true; - - if (!texture) { - data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer); - } else { - texturedata = (GLES2_TextureData *)texture->internal; - data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO); - // TODO: check if texture pixel format allows this operation - data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0); - // Check FBO status - status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - return SDL_SetError("glFramebufferTexture2D() failed"); - } - } - return true; -} - -static void GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - GLES2_TextureData *tdata = (GLES2_TextureData *)texture->internal; - - GLES2_ActivateRenderer(renderer); - - if (data->drawstate.texture == texture) { - data->drawstate.texture = NULL; - } - if (data->drawstate.target == texture) { - data->drawstate.target = NULL; - } - - // Destroy the texture - if (tdata) { - if (tdata->texture && !tdata->texture_external) { - data->glDeleteTextures(1, &tdata->texture); - } -#ifdef SDL_HAVE_YUV - if (tdata->texture_v && !tdata->texture_v_external) { - data->glDeleteTextures(1, &tdata->texture_v); - } - if (tdata->texture_u && !tdata->texture_u_external) { - data->glDeleteTextures(1, &tdata->texture_u); - } -#endif - SDL_free(tdata->pixel_data); - SDL_free(tdata); - texture->internal = NULL; - } -} - -static SDL_Surface *GLES2_RenderReadPixels(SDL_Renderer *renderer, const SDL_Rect *rect) -{ - GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal; - SDL_PixelFormat format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_RGBA32; - SDL_Surface *surface; - - surface = SDL_CreateSurface(rect->w, rect->h, format); - if (!surface) { - return NULL; - } - - int y = rect->y; - if (!renderer->target) { - int w, h; - SDL_GetRenderOutputSize(renderer, &w, &h); - y = (h - y) - rect->h; - } - - data->glReadPixels(rect->x, y, rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, surface->pixels); - if (!GL_CheckError("glReadPixels()", renderer)) { - SDL_DestroySurface(surface); - return NULL; - } - - // Flip the rows to be top-down if necessary - if (!renderer->target) { - SDL_FlipSurface(surface, SDL_FLIP_VERTICAL); - } - return surface; -} - -static bool GLES2_RenderPresent(SDL_Renderer *renderer) -{ - // Tell the video driver to swap buffers - return SDL_GL_SwapWindow(renderer->window); -} - -static bool GLES2_SetVSync(SDL_Renderer *renderer, const int vsync) -{ - int interval = 0; - - if (!SDL_GL_SetSwapInterval(vsync)) { - return false; - } - - if (!SDL_GL_GetSwapInterval(&interval)) { - return false; - } - - if (interval != vsync) { - return SDL_Unsupported(); - } - return true; -} - -/************************************************************************************************* - * Renderer instantiation * - *************************************************************************************************/ - -static bool GLES2_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_PropertiesID create_props) -{ - GLES2_RenderData *data = NULL; - SDL_WindowFlags window_flags = 0; // -Wconditional-uninitialized - GLint window_framebuffer; - GLint value; - int profile_mask = 0, major = 0, minor = 0; - bool changed_window = false; - - if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, &profile_mask)) { - goto error; - } - if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, &major)) { - goto error; - } - if (!SDL_GL_GetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, &minor)) { - goto error; - } - - SDL_SyncWindow(window); - window_flags = SDL_GetWindowFlags(window); - - // OpenGL ES 3.0 is a superset of OpenGL ES 2.0 - if (!(window_flags & SDL_WINDOW_OPENGL) || - profile_mask != SDL_GL_CONTEXT_PROFILE_ES || major < RENDERER_CONTEXT_MAJOR) { - - changed_window = true; - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, RENDERER_CONTEXT_MAJOR); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, RENDERER_CONTEXT_MINOR); - - if (!SDL_RecreateWindow(window, (window_flags & ~(SDL_WINDOW_VULKAN | SDL_WINDOW_METAL)) | SDL_WINDOW_OPENGL)) { - goto error; - } - } - - SDL_SetupRendererColorspace(renderer, create_props); - - if (renderer->output_colorspace != SDL_COLORSPACE_SRGB) { - SDL_SetError("Unsupported output colorspace"); - goto error; - } - - data = (GLES2_RenderData *)SDL_calloc(1, sizeof(GLES2_RenderData)); - if (!data) { - goto error; - } - renderer->internal = data; - GLES2_InvalidateCachedState(renderer); - renderer->window = window; - - renderer->name = GLES2_RenderDriver.name; - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRA32); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBA32); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32); - - // Create an OpenGL ES 2.0 context - data->context = SDL_GL_CreateContext(window); - if (!data->context) { - goto error; - } - if (!SDL_GL_MakeCurrent(window, data->context)) { - goto error; - } - - if (!GLES2_LoadFunctions(data)) { - goto error; - } - - if (!GLES2_CacheShaders(data)) { - goto error; - } - - // Check for debug output support - if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) && - (value & SDL_GL_CONTEXT_DEBUG_FLAG)) { - data->debug_enabled = true; - } - - value = 0; - data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); - SDL_SetNumberProperty(SDL_GetRendererProperties(renderer), SDL_PROP_RENDERER_MAX_TEXTURE_SIZE_NUMBER, value); - -#if USE_VERTEX_BUFFER_OBJECTS - // we keep a few of these and cycle through them, so data can live for a few frames. - data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); -#endif - - data->framebuffers = NULL; - data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer); - data->window_framebuffer = (GLuint)window_framebuffer; - - // Populate the function pointers for the module - renderer->WindowEvent = GLES2_WindowEvent; - renderer->SupportsBlendMode = GLES2_SupportsBlendMode; - renderer->CreateTexture = GLES2_CreateTexture; - renderer->UpdateTexture = GLES2_UpdateTexture; -#ifdef SDL_HAVE_YUV - renderer->UpdateTextureYUV = GLES2_UpdateTextureYUV; - renderer->UpdateTextureNV = GLES2_UpdateTextureNV; -#endif - renderer->LockTexture = GLES2_LockTexture; - renderer->UnlockTexture = GLES2_UnlockTexture; - renderer->SetTextureScaleMode = GLES2_SetTextureScaleMode; - renderer->SetRenderTarget = GLES2_SetRenderTarget; - renderer->QueueSetViewport = GLES2_QueueNoOp; - renderer->QueueSetDrawColor = GLES2_QueueNoOp; - renderer->QueueDrawPoints = GLES2_QueueDrawPoints; - renderer->QueueDrawLines = GLES2_QueueDrawLines; - renderer->QueueGeometry = GLES2_QueueGeometry; - renderer->InvalidateCachedState = GLES2_InvalidateCachedState; - renderer->RunCommandQueue = GLES2_RunCommandQueue; - renderer->RenderReadPixels = GLES2_RenderReadPixels; - renderer->RenderPresent = GLES2_RenderPresent; - renderer->DestroyTexture = GLES2_DestroyTexture; - renderer->DestroyRenderer = GLES2_DestroyRenderer; - renderer->SetVSync = GLES2_SetVSync; -#ifdef SDL_HAVE_YUV - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12); - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21); -#endif -#ifdef GL_TEXTURE_EXTERNAL_OES - if (GLES2_CacheShader(data, GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, GL_FRAGMENT_SHADER)) { - SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_EXTERNAL_OES); - } -#endif - - if (SDL_GL_ExtensionSupported("GL_EXT_blend_minmax")) { - data->GL_EXT_blend_minmax_supported = true; - } - - // Set up parameters for rendering - data->glDisable(GL_DEPTH_TEST); - data->glDisable(GL_CULL_FACE); - data->glActiveTexture(GL_TEXTURE0); - data->glPixelStorei(GL_PACK_ALIGNMENT, 1); - data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION); - data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR); - data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD); - - data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); - - data->drawstate.clear_color.r = 1.0f; - data->drawstate.clear_color.g = 1.0f; - data->drawstate.clear_color.b = 1.0f; - data->drawstate.clear_color.a = 1.0f; - data->drawstate.projection[3][0] = -1.0f; - data->drawstate.projection[3][3] = 1.0f; - - GL_CheckError("", renderer); - - return true; - -error: - if (changed_window) { - // Uh oh, better try to put it back... - char *error = SDL_strdup(SDL_GetError()); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, profile_mask); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, major); - SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, minor); - SDL_RecreateWindow(window, window_flags); - SDL_SetError("%s", error); - SDL_free(error); - } - return false; -} - -SDL_RenderDriver GLES2_RenderDriver = { - GLES2_CreateRenderer, "opengles2" -}; - -#endif // SDL_VIDEO_RENDER_OGL_ES2 diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c deleted file mode 100644 index 1387968..0000000 --- a/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.c +++ /dev/null @@ -1,387 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - 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" - -#ifdef SDL_VIDEO_RENDER_OGL_ES2 - -#include -#include "SDL_shaders_gles2.h" - -/* *INDENT-OFF* */ // clang-format off - -/************************************************************************************************* - * Vertex/fragment shader source * - *************************************************************************************************/ - -static const char GLES2_Fragment_Include_Best_Texture_Precision[] = \ -"#ifdef GL_FRAGMENT_PRECISION_HIGH\n" \ -"#define SDL_TEXCOORD_PRECISION highp\n" \ -"#else\n" \ -"#define SDL_TEXCOORD_PRECISION mediump\n" \ -"#endif\n" \ -"\n" \ -"precision mediump float;\n" \ -"\n" \ -; - -static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = \ -"#define SDL_TEXCOORD_PRECISION mediump\n" \ -"precision mediump float;\n" \ -"\n" \ -; - -static const char GLES2_Fragment_Include_High_Texture_Precision[] = \ -"#define SDL_TEXCOORD_PRECISION highp\n" \ -"precision mediump float;\n" \ -"\n" \ -; - -static const char GLES2_Fragment_Include_Undef_Precision[] = \ -"#define mediump\n" \ -"#define highp\n" \ -"#define lowp\n" \ -"#define SDL_TEXCOORD_PRECISION\n" \ -"\n" \ -; - -static const char GLES2_Vertex_Default[] = \ -"uniform mat4 u_projection;\n" \ -"attribute vec2 a_position;\n" \ -"attribute vec4 a_color;\n" \ -"attribute vec2 a_texCoord;\n" \ -"varying vec2 v_texCoord;\n" \ -"varying vec4 v_color;\n" \ -"\n" \ -"void main()\n" \ -"{\n" \ -" v_texCoord = a_texCoord;\n" \ -" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n" \ -" gl_PointSize = 1.0;\n" \ -" v_color = a_color;\n" \ -"}\n" \ -; - -static const char GLES2_Fragment_Solid[] = \ -"varying mediump vec4 v_color;\n" \ -"\n" \ -"void main()\n" \ -"{\n" \ -" gl_FragColor = v_color;\n" \ -"}\n" \ -; - -static const char GLES2_Fragment_TextureABGR[] = \ -"uniform sampler2D u_texture;\n" \ -"varying mediump vec4 v_color;\n" \ -"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ -"\n" \ -"void main()\n" \ -"{\n" \ -" gl_FragColor = texture2D(u_texture, v_texCoord);\n" \ -" gl_FragColor *= v_color;\n" \ -"}\n" \ -; - -// ARGB to ABGR conversion -static const char GLES2_Fragment_TextureARGB[] = \ -"uniform sampler2D u_texture;\n" \ -"varying mediump vec4 v_color;\n" \ -"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ -"\n" \ -"void main()\n" \ -"{\n" \ -" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ -" gl_FragColor = abgr;\n" \ -" gl_FragColor.r = abgr.b;\n" \ -" gl_FragColor.b = abgr.r;\n" \ -" gl_FragColor *= v_color;\n" \ -"}\n" \ -; - -// RGB to ABGR conversion -static const char GLES2_Fragment_TextureRGB[] = \ -"uniform sampler2D u_texture;\n" \ -"varying mediump vec4 v_color;\n" \ -"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ -"\n" \ -"void main()\n" \ -"{\n" \ -" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ -" gl_FragColor = abgr;\n" \ -" gl_FragColor.r = abgr.b;\n" \ -" gl_FragColor.b = abgr.r;\n" \ -" gl_FragColor.a = 1.0;\n" \ -" gl_FragColor *= v_color;\n" \ -"}\n" \ -; - -// BGR to ABGR conversion -static const char GLES2_Fragment_TextureBGR[] = \ -"uniform sampler2D u_texture;\n" \ -"varying mediump vec4 v_color;\n" \ -"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ -"\n" \ -"void main()\n" \ -"{\n" \ -" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \ -" gl_FragColor = abgr;\n" \ -" gl_FragColor.a = 1.0;\n" \ -" gl_FragColor *= v_color;\n" \ -"}\n" \ -; - -#ifdef SDL_HAVE_YUV - -#define YUV_SHADER_PROLOGUE \ -"uniform sampler2D u_texture;\n" \ -"uniform sampler2D u_texture_u;\n" \ -"uniform sampler2D u_texture_v;\n" \ -"uniform vec3 u_offset;\n" \ -"uniform mat3 u_matrix;\n" \ -"varying mediump vec4 v_color;\n" \ -"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ -"\n" \ - -#define YUV_SHADER_BODY \ -"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 += u_offset;\n" \ -" rgb = yuv * u_matrix;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= v_color;\n" \ -"}" \ - -#define NV12_RA_SHADER_BODY \ -"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 += u_offset;\n" \ -" rgb = yuv * u_matrix;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= v_color;\n" \ -"}" \ - -#define NV12_RG_SHADER_BODY \ -"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 += u_offset;\n" \ -" rgb = yuv * u_matrix;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= v_color;\n" \ -"}" \ - -#define NV21_RA_SHADER_BODY \ -"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 += u_offset;\n" \ -" rgb = yuv * u_matrix;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= v_color;\n" \ -"}" \ - -#define NV21_RG_SHADER_BODY \ -"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).gr;\n" \ -"\n" \ -" // Do the color transform \n" \ -" yuv += u_offset;\n" \ -" rgb = yuv * u_matrix;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= v_color;\n" \ -"}" \ - -// YUV to ABGR conversion -static const char GLES2_Fragment_TextureYUV[] = \ - YUV_SHADER_PROLOGUE \ - YUV_SHADER_BODY \ -; - -// NV12 to ABGR conversion -static const char GLES2_Fragment_TextureNV12_RA[] = \ - YUV_SHADER_PROLOGUE \ - NV12_RA_SHADER_BODY \ -; -static const char GLES2_Fragment_TextureNV12_RG[] = \ - YUV_SHADER_PROLOGUE \ - NV12_RG_SHADER_BODY \ -; - -// NV21 to ABGR conversion -static const char GLES2_Fragment_TextureNV21_RA[] = \ - YUV_SHADER_PROLOGUE \ - NV21_RA_SHADER_BODY \ -; -static const char GLES2_Fragment_TextureNV21_RG[] = \ - YUV_SHADER_PROLOGUE \ - NV21_RG_SHADER_BODY \ -; -#endif - -// Custom Android video format texture -static const char GLES2_Fragment_TextureExternalOES_Prologue[] = \ -"#extension GL_OES_EGL_image_external : require\n" \ -"\n" \ -; -static const char GLES2_Fragment_TextureExternalOES[] = \ -"uniform samplerExternalOES u_texture;\n" \ -"varying mediump vec4 v_color;\n" \ -"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ -"\n" \ -"void main()\n" \ -"{\n" \ -" gl_FragColor = texture2D(u_texture, v_texCoord);\n" \ -" gl_FragColor *= v_color;\n" \ -"}\n" \ -; - -/* *INDENT-ON* */ // clang-format on - -/************************************************************************************************* - * Shader selector * - *************************************************************************************************/ - -const char *GLES2_GetShaderPrologue(GLES2_ShaderType type) -{ - switch (type) { - case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: - return GLES2_Fragment_TextureExternalOES_Prologue; - default: - return ""; - } -} - -const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type) -{ - switch (type) { - case GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION: - return GLES2_Fragment_Include_Undef_Precision; - case GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION: - return GLES2_Fragment_Include_Best_Texture_Precision; - case GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION: - return GLES2_Fragment_Include_Medium_Texture_Precision; - case GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION: - return GLES2_Fragment_Include_High_Texture_Precision; - default: - return ""; - } -} - -GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void) -{ - const char *texcoord_hint = SDL_GetHint("SDL_RENDER_OPENGLES2_TEXCOORD_PRECISION"); - GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION; - if (texcoord_hint) { - if (SDL_strcmp(texcoord_hint, "undefined") == 0) { - return GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION; - } - if (SDL_strcmp(texcoord_hint, "high") == 0) { - return GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION; - } - if (SDL_strcmp(texcoord_hint, "medium") == 0) { - return GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION; - } - } - return value; -} - -const char *GLES2_GetShader(GLES2_ShaderType type) -{ - switch (type) { - case GLES2_SHADER_VERTEX_DEFAULT: - return GLES2_Vertex_Default; - case GLES2_SHADER_FRAGMENT_SOLID: - return GLES2_Fragment_Solid; - case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR: - return GLES2_Fragment_TextureABGR; - case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB: - return GLES2_Fragment_TextureARGB; - case GLES2_SHADER_FRAGMENT_TEXTURE_RGB: - return GLES2_Fragment_TextureRGB; - case GLES2_SHADER_FRAGMENT_TEXTURE_BGR: - return GLES2_Fragment_TextureBGR; -#ifdef SDL_HAVE_YUV - case GLES2_SHADER_FRAGMENT_TEXTURE_YUV: - return GLES2_Fragment_TextureYUV; - case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA: - return GLES2_Fragment_TextureNV12_RA; - case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG: - return GLES2_Fragment_TextureNV12_RG; - case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA: - return GLES2_Fragment_TextureNV21_RA; - case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG: - return GLES2_Fragment_TextureNV21_RG; -#endif - case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: - return GLES2_Fragment_TextureExternalOES; - default: - return NULL; - } -} - -#endif // SDL_VIDEO_RENDER_OGL_ES2 diff --git a/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h b/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h deleted file mode 100644 index e71f8ce..0000000 --- a/contrib/SDL-3.2.8/src/render/opengles2/SDL_shaders_gles2.h +++ /dev/null @@ -1,65 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2025 Sam Lantinga - - 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" - -#ifndef SDL_shaders_gles2_h_ -#define SDL_shaders_gles2_h_ - -#ifdef SDL_VIDEO_RENDER_OGL_ES2 - -typedef enum -{ - GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0, - GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION, - GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION, - GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION, - GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION, - GLES2_SHADER_FRAGMENT_INCLUDE_COUNT -} GLES2_ShaderIncludeType; - -typedef enum -{ - GLES2_SHADER_VERTEX_DEFAULT = 0, - GLES2_SHADER_FRAGMENT_SOLID, - GLES2_SHADER_FRAGMENT_TEXTURE_ABGR, - GLES2_SHADER_FRAGMENT_TEXTURE_ARGB, - GLES2_SHADER_FRAGMENT_TEXTURE_BGR, - GLES2_SHADER_FRAGMENT_TEXTURE_RGB, -#ifdef SDL_HAVE_YUV - GLES2_SHADER_FRAGMENT_TEXTURE_YUV, - GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA, - GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG, - GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA, - GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG, -#endif - // Shaders beyond this point are optional and not cached at render creation - GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, - GLES2_SHADER_COUNT -} GLES2_ShaderType; - -extern const char *GLES2_GetShaderPrologue(GLES2_ShaderType type); -extern const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type); -extern const char *GLES2_GetShader(GLES2_ShaderType type); -extern GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void); - -#endif // SDL_VIDEO_RENDER_OGL_ES2 - -#endif // SDL_shaders_gles2_h_ -- cgit v1.2.3