| /* |
| Simple DirectMedia Layer |
| Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org> |
| |
| This software is provided 'as-is', without any express or implied |
| warranty. In no event will the authors be held liable for any damages |
| arising from the use of this software. |
| |
| Permission is granted to anyone to use this software for any purpose, |
| including commercial applications, and to alter it and redistribute it |
| freely, subject to the following restrictions: |
| |
| 1. The origin of this software must not be misrepresented; you must not |
| claim that you wrote the original software. If you use this software |
| in a product, an acknowledgment in the product documentation would be |
| appreciated but is not required. |
| 2. Altered source versions must be plainly marked as such, and must not be |
| misrepresented as being the original software. |
| 3. This notice may not be removed or altered from any source distribution. |
| */ |
| #include "SDL_internal.h" |
| |
| #ifdef SDL_VIDEO_RENDER_OGL |
| |
| #include <SDL3/SDL_opengl.h> |
| #include "SDL_shaders_gl.h" |
| |
| // OpenGL shader implementation |
| |
| // #define DEBUG_SHADERS |
| |
| typedef struct |
| { |
| GLhandleARB program; |
| GLhandleARB vert_shader; |
| GLhandleARB frag_shader; |
| } GL_ShaderData; |
| |
| struct GL_ShaderContext |
| { |
| GLenum (*glGetError)(void); |
| |
| PFNGLATTACHOBJECTARBPROC glAttachObjectARB; |
| PFNGLCOMPILESHADERARBPROC glCompileShaderARB; |
| PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB; |
| PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB; |
| PFNGLDELETEOBJECTARBPROC glDeleteObjectARB; |
| PFNGLGETINFOLOGARBPROC glGetInfoLogARB; |
| PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB; |
| PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB; |
| PFNGLLINKPROGRAMARBPROC glLinkProgramARB; |
| PFNGLSHADERSOURCEARBPROC glShaderSourceARB; |
| PFNGLUNIFORM1IARBPROC glUniform1iARB; |
| PFNGLUNIFORM1FARBPROC glUniform1fARB; |
| PFNGLUNIFORM3FARBPROC glUniform3fARB; |
| PFNGLUNIFORM4FARBPROC glUniform4fARB; |
| PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB; |
| |
| bool GL_ARB_texture_rectangle_supported; |
| |
| GL_ShaderData shaders[NUM_SHADERS]; |
| float *shader_params[NUM_SHADERS]; |
| }; |
| |
| /* *INDENT-OFF* */ // clang-format off |
| |
| #define COLOR_VERTEX_SHADER \ |
| "varying vec4 v_color;\n" \ |
| "\n" \ |
| "void main()\n" \ |
| "{\n" \ |
| " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \ |
| " v_color = gl_Color;\n" \ |
| "}" \ |
| |
| #define TEXTURE_VERTEX_SHADER \ |
| "varying vec4 v_color;\n" \ |
| "varying vec2 v_texCoord;\n" \ |
| "\n" \ |
| "void main()\n" \ |
| "{\n" \ |
| " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \ |
| " v_color = gl_Color;\n" \ |
| " v_texCoord = vec2(gl_MultiTexCoord0);\n" \ |
| "}" \ |
| |
| #define RGB_SHADER_PROLOGUE \ |
| "varying vec4 v_color;\n" \ |
| "varying vec2 v_texCoord;\n" \ |
| "uniform sampler2D tex0;\n" \ |
| "\n" |
| |
| #define RGB_PIXELART_SHADER_PROLOGUE \ |
| "varying vec4 v_color;\n" \ |
| "varying vec2 v_texCoord;\n" \ |
| "uniform sampler2D tex0;\n" \ |
| "uniform vec4 texel_size; // texel size (xy: texel size, zw: texture dimensions)\n" \ |
| "\n" |
| |
| #define PALETTE_SHADER_PROLOGUE \ |
| "varying vec4 v_color;\n" \ |
| "varying vec2 v_texCoord;\n" \ |
| "uniform sampler2D tex0;\n" \ |
| "uniform sampler2D tex1;\n" \ |
| "uniform vec4 texel_size; // texel size (xy: texel size, zw: texture dimensions)\n" \ |
| "\n" |
| |
| // Implementation with thanks from bgolus: |
| // https://discussions.unity.com/t/how-to-make-data-shader-support-bilinear-trilinear/598639/8 |
| #define PALETTE_SHADER_FUNCTIONS \ |
| "vec4 SamplePaletteNearest(vec2 uv)\n" \ |
| "{\n" \ |
| " float index = texture2D(tex0, uv).r * 255.0;\n" \ |
| " return texture2D(tex1, vec2((index + 0.5) / 256.0, 0.5));\n" \ |
| "}\n" \ |
| "\n" \ |
| "vec4 SamplePaletteLinear(vec2 uv)\n" \ |
| "{\n" \ |
| " // scale & offset uvs to integer values at texel centers\n" \ |
| " vec2 uv_texels = uv * texel_size.zw + 0.5;\n" \ |
| "\n" \ |
| " // get uvs for the center of the 4 surrounding texels by flooring\n" \ |
| " vec4 uv_min_max = vec4((floor(uv_texels) - 0.5) * texel_size.xy, (floor(uv_texels) + 0.5) * texel_size.xy);\n" \ |
| "\n" \ |
| " // blend factor\n" \ |
| " vec2 uv_frac = fract(uv_texels);\n" \ |
| "\n" \ |
| " // sample all 4 texels\n" \ |
| " vec4 texelA = SamplePaletteNearest(uv_min_max.xy);\n" \ |
| " vec4 texelB = SamplePaletteNearest(uv_min_max.xw);\n" \ |
| " vec4 texelC = SamplePaletteNearest(uv_min_max.zy);\n" \ |
| " vec4 texelD = SamplePaletteNearest(uv_min_max.zw);\n" \ |
| "\n" \ |
| " // bilinear interpolation\n" \ |
| " return mix(mix(texelA, texelB, uv_frac.y), mix(texelC, texelD, uv_frac.y), uv_frac.x);\n" \ |
| "}\n" \ |
| "\n" |
| |
| #define PIXELART_SHADER_FUNCTIONS \ |
| "vec2 GetPixelArtUV(vec2 uv)\n" \ |
| "{\n" \ |
| " vec2 boxSize = clamp(fwidth(uv) * texel_size.zw, 1e-5, 1.0);\n" \ |
| " vec2 tx = uv * texel_size.zw - 0.5 * boxSize;\n" \ |
| " vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(tx));\n" \ |
| " return (floor(tx) + 0.5 + txOffset) * texel_size.xy;\n" \ |
| "}\n" \ |
| "\n" \ |
| "vec4 GetPixelArtSample(vec2 uv)\n" \ |
| "{\n" \ |
| " return textureGrad(tex0, GetPixelArtUV(uv), dFdx(v_texCoord), dFdy(v_texCoord));\n" \ |
| "}\n" \ |
| "\n" \ |
| |
| #define YUV_SHADER_PROLOGUE \ |
| "varying vec4 v_color;\n" \ |
| "varying vec2 v_texCoord;\n" \ |
| "uniform sampler2D tex0; // Y \n" \ |
| "uniform sampler2D tex1; // U \n" \ |
| "uniform sampler2D tex2; // V \n" \ |
| "uniform vec3 Yoffset;\n" \ |
| "uniform vec3 Rcoeff;\n" \ |
| "uniform vec3 Gcoeff;\n" \ |
| "uniform vec3 Bcoeff;\n" \ |
| "\n" \ |
| |
| #define YUV_SHADER_BODY \ |
| "\n" \ |
| "void main()\n" \ |
| "{\n" \ |
| " vec2 tcoord;\n" \ |
| " vec3 yuv, rgb;\n" \ |
| "\n" \ |
| " // Get the Y value \n" \ |
| " tcoord = v_texCoord;\n" \ |
| " yuv.x = texture2D(tex0, tcoord).r;\n" \ |
| "\n" \ |
| " // Get the U and V values \n" \ |
| " tcoord *= UVCoordScale;\n" \ |
| " yuv.y = texture2D(tex1, tcoord).r;\n" \ |
| " yuv.z = texture2D(tex2, tcoord).r;\n" \ |
| "\n" \ |
| " // Do the color transform \n" \ |
| " yuv += Yoffset;\n" \ |
| " rgb.r = dot(yuv, Rcoeff);\n" \ |
| " rgb.g = dot(yuv, Gcoeff);\n" \ |
| " rgb.b = dot(yuv, Bcoeff);\n" \ |
| "\n" \ |
| " // That was easy. :) \n" \ |
| " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ |
| "}" \ |
| |
| #define NV12_SHADER_PROLOGUE \ |
| "varying vec4 v_color;\n" \ |
| "varying vec2 v_texCoord;\n" \ |
| "uniform sampler2D tex0; // Y \n" \ |
| "uniform sampler2D tex1; // U/V \n" \ |
| "uniform vec3 Yoffset;\n" \ |
| "uniform vec3 Rcoeff;\n" \ |
| "uniform vec3 Gcoeff;\n" \ |
| "uniform vec3 Bcoeff;\n" \ |
| "\n" \ |
| |
| #define NV12_RA_SHADER_BODY \ |
| "\n" \ |
| "void main()\n" \ |
| "{\n" \ |
| " vec2 tcoord;\n" \ |
| " vec3 yuv, rgb;\n" \ |
| "\n" \ |
| " // Get the Y value \n" \ |
| " tcoord = v_texCoord;\n" \ |
| " yuv.x = texture2D(tex0, tcoord).r;\n" \ |
| "\n" \ |
| " // Get the U and V values \n" \ |
| " tcoord *= UVCoordScale;\n" \ |
| " yuv.yz = texture2D(tex1, tcoord).ra;\n" \ |
| "\n" \ |
| " // Do the color transform \n" \ |
| " yuv += Yoffset;\n" \ |
| " rgb.r = dot(yuv, Rcoeff);\n" \ |
| " rgb.g = dot(yuv, Gcoeff);\n" \ |
| " rgb.b = dot(yuv, Bcoeff);\n" \ |
| "\n" \ |
| " // That was easy. :) \n" \ |
| " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ |
| "}" \ |
| |
| #define NV12_RG_SHADER_BODY \ |
| "\n" \ |
| "void main()\n" \ |
| "{\n" \ |
| " vec2 tcoord;\n" \ |
| " vec3 yuv, rgb;\n" \ |
| "\n" \ |
| " // Get the Y value \n" \ |
| " tcoord = v_texCoord;\n" \ |
| " yuv.x = texture2D(tex0, tcoord).r;\n" \ |
| "\n" \ |
| " // Get the U and V values \n" \ |
| " tcoord *= UVCoordScale;\n" \ |
| " yuv.yz = texture2D(tex1, tcoord).rg;\n" \ |
| "\n" \ |
| " // Do the color transform \n" \ |
| " yuv += Yoffset;\n" \ |
| " rgb.r = dot(yuv, Rcoeff);\n" \ |
| " rgb.g = dot(yuv, Gcoeff);\n" \ |
| " rgb.b = dot(yuv, Bcoeff);\n" \ |
| "\n" \ |
| " // That was easy. :) \n" \ |
| " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ |
| "}" \ |
| |
| #define NV21_RA_SHADER_BODY \ |
| "\n" \ |
| "void main()\n" \ |
| "{\n" \ |
| " vec2 tcoord;\n" \ |
| " vec3 yuv, rgb;\n" \ |
| "\n" \ |
| " // Get the Y value \n" \ |
| " tcoord = v_texCoord;\n" \ |
| " yuv.x = texture2D(tex0, tcoord).r;\n" \ |
| "\n" \ |
| " // Get the U and V values \n" \ |
| " tcoord *= UVCoordScale;\n" \ |
| " yuv.yz = texture2D(tex1, tcoord).ar;\n" \ |
| "\n" \ |
| " // Do the color transform \n" \ |
| " yuv += Yoffset;\n" \ |
| " rgb.r = dot(yuv, Rcoeff);\n" \ |
| " rgb.g = dot(yuv, Gcoeff);\n" \ |
| " rgb.b = dot(yuv, Bcoeff);\n" \ |
| "\n" \ |
| " // That was easy. :) \n" \ |
| " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ |
| "}" \ |
| |
| #define NV21_RG_SHADER_BODY \ |
| "\n" \ |
| "void main()\n" \ |
| "{\n" \ |
| " vec2 tcoord;\n" \ |
| " vec3 yuv, rgb;\n" \ |
| "\n" \ |
| " // Get the Y value \n" \ |
| " tcoord = v_texCoord;\n" \ |
| " yuv.x = texture2D(tex0, tcoord).r;\n" \ |
| "\n" \ |
| " // Get the U and V values \n" \ |
| " tcoord *= UVCoordScale;\n" \ |
| " yuv.yz = texture2D(tex1, tcoord).gr;\n" \ |
| "\n" \ |
| " // Do the color transform \n" \ |
| " yuv += Yoffset;\n" \ |
| " rgb.r = dot(yuv, Rcoeff);\n" \ |
| " rgb.g = dot(yuv, Gcoeff);\n" \ |
| " rgb.b = dot(yuv, Bcoeff);\n" \ |
| "\n" \ |
| " // That was easy. :) \n" \ |
| " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \ |
| "}" \ |
| |
| /* |
| * NOTE: Always use sampler2D, etc here. We'll #define them to the |
| * texture_rectangle versions if we choose to use that extension. |
| */ |
| static struct { |
| const char *vertex_shader; |
| const char *fragment_shader; |
| const char *fragment_version; |
| } shader_source[NUM_SHADERS] = { |
| // SHADER_NONE |
| { NULL, NULL, NULL }, |
| |
| // SHADER_SOLID |
| { |
| // vertex shader |
| COLOR_VERTEX_SHADER, |
| // fragment shader |
| "varying vec4 v_color;\n" |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = v_color;\n" |
| "}", |
| // fragment version |
| NULL |
| }, |
| |
| // SHADER_PALETTE_NEAREST |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| PALETTE_SHADER_PROLOGUE |
| PALETTE_SHADER_FUNCTIONS |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = SamplePaletteNearest(v_texCoord) * v_color;\n" |
| "}", |
| // fragment version |
| NULL |
| }, |
| |
| // SHADER_PALETTE_LINEAR |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| PALETTE_SHADER_PROLOGUE |
| PALETTE_SHADER_FUNCTIONS |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = SamplePaletteLinear(v_texCoord) * v_color;\n" |
| "}", |
| // fragment version |
| NULL |
| }, |
| |
| // SHADER_PALETTE_PIXELART |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| PALETTE_SHADER_PROLOGUE |
| PALETTE_SHADER_FUNCTIONS |
| PIXELART_SHADER_FUNCTIONS |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = SamplePaletteLinear(GetPixelArtUV(v_texCoord)) * v_color;\n" |
| "}", |
| // fragment version |
| "#version 130\n" |
| }, |
| |
| // SHADER_RGB |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| RGB_SHADER_PROLOGUE |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = texture2D(tex0, v_texCoord);\n" |
| " gl_FragColor.a = 1.0;\n" |
| " gl_FragColor *= v_color;\n" |
| "}", |
| // fragment version |
| NULL |
| }, |
| |
| // SHADER_RGB_PIXELART |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| RGB_PIXELART_SHADER_PROLOGUE |
| PIXELART_SHADER_FUNCTIONS |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = GetPixelArtSample(v_texCoord);\n" |
| " gl_FragColor.a = 1.0;\n" |
| " gl_FragColor *= v_color;\n" |
| "}", |
| // fragment version |
| "#version 130\n" |
| }, |
| |
| // SHADER_RGBA |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| RGB_SHADER_PROLOGUE |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n" |
| "}", |
| // fragment version |
| NULL |
| }, |
| |
| // SHADER_RGBA_PIXELART |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| RGB_PIXELART_SHADER_PROLOGUE |
| PIXELART_SHADER_FUNCTIONS |
| "\n" |
| "void main()\n" |
| "{\n" |
| " gl_FragColor = GetPixelArtSample(v_texCoord);\n" |
| " gl_FragColor *= v_color;\n" |
| "}", |
| // fragment version |
| "#version 130\n" |
| }, |
| |
| #ifdef SDL_HAVE_YUV |
| // SHADER_YUV |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| YUV_SHADER_PROLOGUE |
| YUV_SHADER_BODY, |
| // fragment version |
| NULL |
| }, |
| // SHADER_NV12_RA |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| NV12_SHADER_PROLOGUE |
| NV12_RA_SHADER_BODY, |
| // fragment version |
| NULL |
| }, |
| // SHADER_NV12_RG |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| NV12_SHADER_PROLOGUE |
| NV12_RG_SHADER_BODY, |
| // fragment version |
| NULL |
| }, |
| // SHADER_NV21_RA |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| NV12_SHADER_PROLOGUE |
| NV21_RA_SHADER_BODY, |
| // fragment version |
| NULL |
| }, |
| // SHADER_NV21_RG |
| { |
| // vertex shader |
| TEXTURE_VERTEX_SHADER, |
| // fragment shader |
| NV12_SHADER_PROLOGUE |
| NV21_RG_SHADER_BODY, |
| // fragment version |
| NULL |
| }, |
| #endif // SDL_HAVE_YUV |
| }; |
| |
| /* *INDENT-ON* */ // clang-format on |
| |
| static bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *version, const char *defines, const char *source) |
| { |
| GLint status; |
| const char *sources[3]; |
| |
| sources[0] = version; |
| sources[1] = defines; |
| sources[2] = source; |
| |
| ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL); |
| ctx->glCompileShaderARB(shader); |
| ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
| if (status == 0) { |
| bool isstack; |
| GLint length; |
| char *info; |
| |
| ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); |
| info = SDL_small_alloc(char, length + 1, &isstack); |
| if (info) { |
| ctx->glGetInfoLogARB(shader, length, NULL, info); |
| SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "Failed to compile shader:"); |
| if (version) { |
| SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", version); |
| } |
| if (defines) { |
| SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", defines); |
| } |
| SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", source); |
| SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", info); |
| SDL_small_free(info, isstack); |
| } |
| return false; |
| } else { |
| return true; |
| } |
| } |
| |
| static bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data) |
| { |
| const int num_tmus_bound = 4; |
| const char *vert_defines = ""; |
| const char *frag_defines = ""; |
| const char *frag_version = ""; |
| int i; |
| GLint location; |
| |
| if (index == SHADER_NONE) { |
| return true; |
| } |
| |
| ctx->glGetError(); |
| |
| // Make sure we use the correct sampler type for our texture type |
| if (ctx->GL_ARB_texture_rectangle_supported) { |
| frag_defines = |
| "#define sampler2D sampler2DRect\n" |
| "#define texture2D texture2DRect\n" |
| "#define UVCoordScale 0.5\n"; |
| } else { |
| frag_defines = |
| "#define UVCoordScale 1.0\n"; |
| } |
| if (shader_source[index].fragment_version) { |
| frag_version = shader_source[index].fragment_version; |
| } |
| |
| // Create one program object to rule them all |
| data->program = ctx->glCreateProgramObjectARB(); |
| |
| // Create the vertex shader |
| data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
| if (!CompileShader(ctx, data->vert_shader, "", vert_defines, shader_source[index].vertex_shader)) { |
| return false; |
| } |
| |
| // Create the fragment shader |
| data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
| if (!CompileShader(ctx, data->frag_shader, frag_version, frag_defines, shader_source[index].fragment_shader)) { |
| return false; |
| } |
| |
| // ... and in the darkness bind them |
| ctx->glAttachObjectARB(data->program, data->vert_shader); |
| ctx->glAttachObjectARB(data->program, data->frag_shader); |
| ctx->glLinkProgramARB(data->program); |
| |
| // Set up some uniform variables |
| ctx->glUseProgramObjectARB(data->program); |
| for (i = 0; i < num_tmus_bound; ++i) { |
| char tex_name[10]; |
| (void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); |
| location = ctx->glGetUniformLocationARB(data->program, tex_name); |
| if (location >= 0) { |
| ctx->glUniform1iARB(location, i); |
| } |
| } |
| ctx->glUseProgramObjectARB(0); |
| |
| return ctx->glGetError() == GL_NO_ERROR; |
| } |
| |
| static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data) |
| { |
| if (data->vert_shader) { |
| ctx->glDeleteObjectARB(data->vert_shader); |
| data->vert_shader = 0; |
| } |
| if (data->frag_shader) { |
| ctx->glDeleteObjectARB(data->frag_shader); |
| data->frag_shader = 0; |
| } |
| if (data->program) { |
| ctx->glDeleteObjectARB(data->program); |
| data->program = 0; |
| } |
| } |
| |
| GL_ShaderContext *GL_CreateShaderContext(void) |
| { |
| GL_ShaderContext *ctx; |
| bool shaders_supported; |
| int i; |
| |
| ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx)); |
| if (!ctx) { |
| return NULL; |
| } |
| |
| if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") && |
| (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") || |
| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) { |
| ctx->GL_ARB_texture_rectangle_supported = true; |
| } |
| |
| // Check for shader support |
| shaders_supported = false; |
| if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") && |
| SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && |
| SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && |
| SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { |
| ctx->glGetError = (GLenum(*)(void))SDL_GL_GetProcAddress("glGetError"); |
| ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB"); |
| ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB"); |
| ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB"); |
| ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB"); |
| ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB"); |
| ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB"); |
| ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB"); |
| ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB"); |
| ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB"); |
| ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB"); |
| ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB"); |
| ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB"); |
| ctx->glUniform3fARB = (PFNGLUNIFORM3FARBPROC)SDL_GL_GetProcAddress("glUniform3fARB"); |
| ctx->glUniform4fARB = (PFNGLUNIFORM4FARBPROC)SDL_GL_GetProcAddress("glUniform4fARB"); |
| ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB"); |
| if (ctx->glGetError && |
| ctx->glAttachObjectARB && |
| ctx->glCompileShaderARB && |
| ctx->glCreateProgramObjectARB && |
| ctx->glCreateShaderObjectARB && |
| ctx->glDeleteObjectARB && |
| ctx->glGetInfoLogARB && |
| ctx->glGetObjectParameterivARB && |
| ctx->glGetUniformLocationARB && |
| ctx->glLinkProgramARB && |
| ctx->glShaderSourceARB && |
| ctx->glUniform1iARB && |
| ctx->glUniform1fARB && |
| ctx->glUniform3fARB && |
| ctx->glUseProgramObjectARB) { |
| shaders_supported = true; |
| } |
| } |
| |
| if (!shaders_supported) { |
| SDL_free(ctx); |
| return NULL; |
| } |
| |
| // Compile all the shaders |
| for (i = 0; i < NUM_SHADERS; ++i) { |
| if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) { |
| DestroyShaderProgram(ctx, &ctx->shaders[i]); |
| } |
| } |
| |
| // We're done! |
| return ctx; |
| } |
| |
| bool GL_SupportsShader(GL_ShaderContext *ctx, GL_Shader shader) |
| { |
| return ctx && ctx->shaders[shader].program; |
| } |
| |
| void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shader_params) |
| { |
| GLint location; |
| GLhandleARB program = ctx->shaders[shader].program; |
| |
| ctx->glUseProgramObjectARB(program); |
| |
| int shader_params_len = 0; |
| if (shader == SHADER_PALETTE_LINEAR || |
| shader == SHADER_PALETTE_PIXELART || |
| shader == SHADER_RGB_PIXELART || |
| shader == SHADER_RGBA_PIXELART) { |
| shader_params_len = 4 * sizeof(float); |
| #ifdef SDL_HAVE_YUV |
| } else if (shader >= SHADER_YUV) { |
| shader_params_len = 16 * sizeof(float); |
| #endif |
| } |
| SDL_assert(!shader_params || shader_params_len > 0); |
| |
| if (shader_params && |
| (!ctx->shader_params[shader] || |
| SDL_memcmp(shader_params, ctx->shader_params[shader], shader_params_len) != 0)) { |
| if (shader == SHADER_PALETTE_LINEAR || |
| shader == SHADER_PALETTE_PIXELART || |
| shader == SHADER_RGB_PIXELART || |
| shader == SHADER_RGBA_PIXELART) { |
| location = ctx->glGetUniformLocationARB(program, "texel_size"); |
| if (location >= 0) { |
| ctx->glUniform4fARB(location, shader_params[0], shader_params[1], shader_params[2], shader_params[3]); |
| } |
| } |
| |
| #ifdef SDL_HAVE_YUV |
| if (shader >= SHADER_YUV) { |
| // YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 |
| location = ctx->glGetUniformLocationARB(program, "Yoffset"); |
| if (location >= 0) { |
| ctx->glUniform3fARB(location, shader_params[0], shader_params[1], shader_params[2]); |
| } |
| location = ctx->glGetUniformLocationARB(program, "Rcoeff"); |
| if (location >= 0) { |
| ctx->glUniform3fARB(location, shader_params[4], shader_params[5], shader_params[6]); |
| } |
| location = ctx->glGetUniformLocationARB(program, "Gcoeff"); |
| if (location >= 0) { |
| ctx->glUniform3fARB(location, shader_params[8], shader_params[9], shader_params[10]); |
| } |
| location = ctx->glGetUniformLocationARB(program, "Bcoeff"); |
| if (location >= 0) { |
| ctx->glUniform3fARB(location, shader_params[12], shader_params[13], shader_params[14]); |
| } |
| } |
| #endif // SDL_HAVE_YUV |
| |
| if (!ctx->shader_params[shader]) { |
| ctx->shader_params[shader] = (float *)SDL_malloc(shader_params_len); |
| } |
| if (ctx->shader_params[shader]) { |
| SDL_memcpy(ctx->shader_params[shader], shader_params, shader_params_len); |
| } |
| } |
| } |
| |
| void GL_DestroyShaderContext(GL_ShaderContext *ctx) |
| { |
| int i; |
| |
| for (i = 0; i < NUM_SHADERS; ++i) { |
| DestroyShaderProgram(ctx, &ctx->shaders[i]); |
| SDL_free(ctx->shader_params[i]); |
| } |
| SDL_free(ctx); |
| } |
| |
| #endif // SDL_VIDEO_RENDER_OGL |