GLES2 SDL_Renderer: remove old ZUNE_HD defines and simplify shader cache
diff --git a/src/render/opengles2/SDL_gles2funcs.h b/src/render/opengles2/SDL_gles2funcs.h
index a4999d4..ac750b9 100644
--- a/src/render/opengles2/SDL_gles2funcs.h
+++ b/src/render/opengles2/SDL_gles2funcs.h
@@ -41,7 +41,6 @@
SDL_PROC(void, glFinish, (void))
SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *))
SDL_PROC(void, glGenTextures, (GLsizei, GLuint *))
-SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *))
SDL_PROC(const GLubyte *, glGetString, (GLenum))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC(void, glGetIntegerv, (GLenum, GLint *))
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index 20743fe..f36b34f 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -68,27 +68,11 @@
GLES2_FBOList *fbo;
} GLES2_TextureData;
-typedef struct GLES2_ShaderCacheEntry
-{
- GLuint id;
- GLES2_ShaderType type;
- const GLES2_ShaderInstance *instance;
- int references;
- struct GLES2_ShaderCacheEntry *prev;
- struct GLES2_ShaderCacheEntry *next;
-} GLES2_ShaderCacheEntry;
-
-typedef struct GLES2_ShaderCache
-{
- int count;
- GLES2_ShaderCacheEntry *head;
-} GLES2_ShaderCache;
-
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
- GLES2_ShaderCacheEntry *vertex_shader;
- GLES2_ShaderCacheEntry *fragment_shader;
+ GLuint vertex_shader;
+ GLuint fragment_shader;
GLuint uniform_locations[16];
Uint32 color;
GLfloat projection[4][4];
@@ -167,9 +151,8 @@
GLES2_FBOList *framebuffers;
GLuint window_framebuffer;
- int shader_format_count;
- GLenum *shader_formats;
- GLES2_ShaderCache shader_cache;
+ GLuint shader_id_cache[GLES2_SHADER_COUNT];
+
GLES2_ProgramCache program_cache;
Uint8 clear_r, clear_g, clear_b, clear_a;
@@ -395,32 +378,10 @@
}
-static void
-GLES2_EvictShader(GLES2_RenderData *data, GLES2_ShaderCacheEntry *entry)
-{
- /* Unlink the shader from the cache */
- if (entry->next) {
- entry->next->prev = entry->prev;
- }
- if (entry->prev) {
- entry->prev->next = entry->next;
- }
- if (data->shader_cache.head == entry) {
- data->shader_cache.head = entry->next;
- }
- --data->shader_cache.count;
-
- /* Deallocate the shader */
- data->glDeleteShader(entry->id);
- SDL_free(entry);
-}
-
static GLES2_ProgramCacheEntry *
-GLES2_CacheProgram(GLES2_RenderData *data, GLES2_ShaderCacheEntry *vertex,
- GLES2_ShaderCacheEntry *fragment)
+GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
{
GLES2_ProgramCacheEntry *entry;
- GLES2_ShaderCacheEntry *shaderEntry;
GLint linkSuccessful;
/* Check if we've already cached this program */
@@ -458,8 +419,8 @@
/* Create the program and link it */
entry->id = data->glCreateProgram();
- data->glAttachShader(entry->id, vertex->id);
- data->glAttachShader(entry->id, fragment->id);
+ 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_TEXCOORD, "a_texCoord");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
@@ -514,20 +475,8 @@
data->program_cache.head = entry;
++data->program_cache.count;
- /* Increment the refcount of the shaders we're using */
- ++vertex->references;
- ++fragment->references;
-
/* Evict the last entry from the cache if we exceed the limit */
if (data->program_cache.count > GLES2_MAX_CACHED_PROGRAMS) {
- shaderEntry = data->program_cache.tail->vertex_shader;
- if (--shaderEntry->references <= 0) {
- GLES2_EvictShader(data, shaderEntry);
- }
- shaderEntry = data->program_cache.tail->fragment_shader;
- if (--shaderEntry->references <= 0) {
- GLES2_EvictShader(data, shaderEntry);
- }
data->glDeleteProgram(data->program_cache.tail->id);
data->program_cache.tail = data->program_cache.tail->prev;
if (data->program_cache.tail != NULL) {
@@ -539,80 +488,34 @@
return entry;
}
-static GLES2_ShaderCacheEntry *
-GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type)
+static GLuint
+GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
{
- const GLES2_Shader *shader;
- const GLES2_ShaderInstance *instance = NULL;
- GLES2_ShaderCacheEntry *entry = NULL;
+ GLuint id;
GLint compileSuccessful = GL_FALSE;
- int i, j;
+ const Uint8 *shader_src = GLES2_GetShader(type);
- /* Find the corresponding shader */
- shader = GLES2_GetShader(type);
- if (!shader) {
- SDL_SetError("No shader matching the requested characteristics was found");
- return NULL;
+ if (!shader_src) {
+ SDL_SetError("No shader src");
+ return 0;
}
- /* Find a matching shader instance that's supported on this hardware */
- for (i = 0; i < shader->instance_count && !instance; ++i) {
- for (j = 0; j < data->shader_format_count && !instance; ++j) {
- if (!shader->instances[i]) {
- continue;
- }
- if (shader->instances[i]->format != data->shader_formats[j]) {
- continue;
- }
- instance = shader->instances[i];
- }
- }
- if (!instance) {
- SDL_SetError("The specified shader cannot be loaded on the current platform");
- return NULL;
- }
+ /* Compile */
+ id = data->glCreateShader(shader_type);
+ data->glShaderSource(id, 1, (const char**)&shader_src, NULL);
+ data->glCompileShader(id);
+ data->glGetShaderiv(id, GL_COMPILE_STATUS, &compileSuccessful);
- /* Check if we've already cached this shader */
- entry = data->shader_cache.head;
- while (entry) {
- if (entry->instance == instance) {
- break;
- }
- entry = entry->next;
- }
- if (entry) {
- return entry;
- }
-
- /* Create a shader cache entry */
- entry = (GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(GLES2_ShaderCacheEntry));
- if (!entry) {
- SDL_OutOfMemory();
- return NULL;
- }
- entry->type = type;
- entry->instance = instance;
-
- /* Compile or load the selected shader instance */
- entry->id = data->glCreateShader(instance->type);
- if (instance->format == (GLenum)-1) {
- data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL);
- data->glCompileShader(entry->id);
- data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful);
- } else {
- data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length);
- compileSuccessful = GL_TRUE;
- }
if (!compileSuccessful) {
SDL_bool isstack = SDL_FALSE;
char *info = NULL;
int length = 0;
- data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length);
+ data->glGetShaderiv(id, GL_INFO_LOG_LENGTH, &length);
if (length > 0) {
info = SDL_small_alloc(char, length, &isstack);
if (info) {
- data->glGetShaderInfoLog(entry->id, length, &length, info);
+ data->glGetShaderInfoLog(id, length, &length, info);
}
}
if (info) {
@@ -621,26 +524,21 @@
} else {
SDL_SetError("Failed to load the shader");
}
- data->glDeleteShader(entry->id);
- SDL_free(entry);
- return NULL;
+ data->glDeleteShader(id);
+ return 0;
}
- /* Link the shader entry in at the front of the cache */
- if (data->shader_cache.head) {
- entry->next = data->shader_cache.head;
- data->shader_cache.head->prev = entry;
- }
- data->shader_cache.head = entry;
- ++data->shader_cache.count;
- return entry;
+ /* Cache */
+ data->shader_id_cache[(Uint32)type] = id;
+
+ return id;
}
static int
GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, int w, int h)
{
- GLES2_ShaderCacheEntry *vertex = NULL;
- GLES2_ShaderCacheEntry *fragment = NULL;
+ GLuint vertex;
+ GLuint fragment;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
@@ -648,30 +546,30 @@
vtype = GLES2_SHADER_VERTEX_DEFAULT;
switch (source) {
case GLES2_IMAGESOURCE_SOLID:
- ftype = GLES2_SHADER_FRAGMENT_SOLID_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_SOLID;
break;
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
break;
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
break;
case GLES2_IMAGESOURCE_TEXTURE_YUV:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
@@ -681,13 +579,13 @@
case GLES2_IMAGESOURCE_TEXTURE_NV12:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
@@ -697,13 +595,13 @@
case GLES2_IMAGESOURCE_TEXTURE_NV21:
switch (SDL_GetYUVConversionModeForResolution(w, h)) {
case SDL_YUV_CONVERSION_JPEG:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG;
break;
case SDL_YUV_CONVERSION_BT601:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601;
break;
case SDL_YUV_CONVERSION_BT709:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709;
break;
default:
SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h));
@@ -711,20 +609,27 @@
}
break;
case GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES:
- ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC;
+ ftype = GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES;
break;
default:
goto fault;
}
/* Load the requested shaders */
- vertex = GLES2_CacheShader(data, vtype);
+ vertex = data->shader_id_cache[(Uint32)vtype];
if (!vertex) {
- goto fault;
+ vertex = GLES2_CacheShader(data, vtype, GL_VERTEX_SHADER);
+ if (!vertex) {
+ goto fault;
+ }
}
- fragment = GLES2_CacheShader(data, ftype);
+
+ fragment = data->shader_id_cache[(Uint32)ftype];
if (!fragment) {
- goto fault;
+ fragment = GLES2_CacheShader(data, ftype, GL_FRAGMENT_SHADER);
+ if (!fragment) {
+ goto fault;
+ }
}
/* Check if we need to change programs at all */
@@ -749,12 +654,6 @@
/* Clean up and return */
return 0;
fault:
- if (vertex && vertex->references <= 0) {
- GLES2_EvictShader(data, vertex);
- }
- if (fragment && fragment->references <= 0) {
- GLES2_EvictShader(data, fragment);
- }
data->drawstate.program = NULL;
return -1;
}
@@ -907,7 +806,7 @@
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
- /* render expects cos value - 1 (see GLES2_VertexSrc_Default_) */
+ /* render expects cos value - 1 (see GLES2_Vertex_Default) */
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f;
@@ -1386,14 +1285,12 @@
GLES2_ActivateRenderer(renderer);
{
- GLES2_ShaderCacheEntry *entry;
- GLES2_ShaderCacheEntry *next;
- entry = data->shader_cache.head;
- while (entry) {
- data->glDeleteShader(entry->id);
- next = entry->next;
- SDL_free(entry);
- entry = next;
+ int i;
+ for (i = 0; i < GLES2_SHADER_COUNT; i++) {
+ GLuint id = data->shader_id_cache[i];
+ if (id) {
+ data->glDeleteShader(id);
+ }
}
}
{
@@ -1423,7 +1320,6 @@
SDL_GL_DeleteContext(data->context);
}
- SDL_free(data->shader_formats);
SDL_free(data);
}
SDL_free(renderer);
@@ -2029,20 +1925,11 @@
* Renderer instantiation *
*************************************************************************************************/
-#ifdef ZUNE_HD
-#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
-#endif
-
-
static SDL_Renderer *
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
{
SDL_Renderer *renderer;
GLES2_RenderData *data;
- GLint nFormats;
-#ifndef ZUNE_HD
- GLboolean hasCompiler;
-#endif
Uint32 window_flags = 0; /* -Wconditional-uninitialized */
GLint window_framebuffer;
GLint value;
@@ -2144,33 +2031,6 @@
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
- /* Determine supported shader formats */
- /* HACK: glGetInteger is broken on the Zune HD's compositor, so we just hardcode this */
-#ifdef ZUNE_HD
- nFormats = 1;
-#else /* !ZUNE_HD */
- data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats);
- data->glGetBooleanv(GL_SHADER_COMPILER, &hasCompiler);
- if (hasCompiler) {
- ++nFormats;
- }
-#endif /* ZUNE_HD */
- data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum));
- if (!data->shader_formats) {
- GLES2_DestroyRenderer(renderer);
- SDL_OutOfMemory();
- goto error;
- }
- data->shader_format_count = nFormats;
-#ifdef ZUNE_HD
- data->shader_formats[0] = GL_NVIDIA_PLATFORM_BINARY_NV;
-#else /* !ZUNE_HD */
- data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats);
- if (hasCompiler) {
- data->shader_formats[nFormats - 1] = (GLenum)-1;
- }
-#endif /* ZUNE_HD */
-
/* 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);
diff --git a/src/render/opengles2/SDL_shaders_gles2.c b/src/render/opengles2/SDL_shaders_gles2.c
index ff6972e..f849276 100644
--- a/src/render/opengles2/SDL_shaders_gles2.c
+++ b/src/render/opengles2/SDL_shaders_gles2.c
@@ -36,7 +36,7 @@
value is decremented by 1.0 to get proper output with 0.0 which is
default value
*/
-static const Uint8 GLES2_VertexSrc_Default_[] = " \
+static const Uint8 GLES2_Vertex_Default[] = " \
uniform mat4 u_projection; \
attribute vec2 a_position; \
attribute vec2 a_texCoord; \
@@ -56,7 +56,7 @@
} \
";
-static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
+static const Uint8 GLES2_Fragment_Solid[] = " \
precision mediump float; \
uniform vec4 u_color; \
\
@@ -66,7 +66,7 @@
} \
";
-static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
+static const Uint8 GLES2_Fragment_TextureABGR[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
@@ -80,7 +80,7 @@
";
/* ARGB to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
+static const Uint8 GLES2_Fragment_TextureARGB[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
@@ -97,7 +97,7 @@
";
/* RGB to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
+static const Uint8 GLES2_Fragment_TextureRGB[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
@@ -115,7 +115,7 @@
";
/* BGR to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
+static const Uint8 GLES2_Fragment_TextureBGR[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
@@ -229,58 +229,58 @@
"}" \
/* YUV to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
+static const Uint8 GLES2_Fragment_TextureYUVJPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
-static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
+static const Uint8 GLES2_Fragment_TextureYUVBT601[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
-static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
+static const Uint8 GLES2_Fragment_TextureYUVBT709[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
/* NV12 to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
+static const Uint8 GLES2_Fragment_TextureNV12JPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV12_SHADER_BODY \
;
-static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
+static const Uint8 GLES2_Fragment_TextureNV12BT601[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_SHADER_BODY \
;
-static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
+static const Uint8 GLES2_Fragment_TextureNV12BT709[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_SHADER_BODY \
;
/* NV21 to ABGR conversion */
-static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
+static const Uint8 GLES2_Fragment_TextureNV21JPEG[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
-static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
+static const Uint8 GLES2_Fragment_TextureNV21BT601[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
-static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
+static const Uint8 GLES2_Fragment_TextureNV21BT709[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
/* Custom Android video format texture */
-static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
+static const Uint8 GLES2_Fragment_TextureExternalOES[] = " \
#extension GL_OES_EGL_image_external : require\n\
precision mediump float; \
uniform samplerExternalOES u_texture; \
@@ -294,275 +294,46 @@
} \
";
-static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
- GL_VERTEX_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_VertexSrc_Default_),
- GLES2_VertexSrc_Default_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_SolidSrc_),
- GLES2_FragmentSrc_SolidSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
- GLES2_FragmentSrc_TextureABGRSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
- GLES2_FragmentSrc_TextureARGBSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
- GLES2_FragmentSrc_TextureRGBSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
- GLES2_FragmentSrc_TextureBGRSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
- GLES2_FragmentSrc_TextureYUVJPEGSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
- GLES2_FragmentSrc_TextureYUVBT601Src_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
- GLES2_FragmentSrc_TextureYUVBT709Src_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
- GLES2_FragmentSrc_TextureNV12JPEGSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
- GLES2_FragmentSrc_TextureNV12BT601Src_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
- GLES2_FragmentSrc_TextureNV21BT709Src_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
- GLES2_FragmentSrc_TextureNV21JPEGSrc_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
- GLES2_FragmentSrc_TextureNV21BT601Src_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
- GLES2_FragmentSrc_TextureNV12BT709Src_
-};
-
-static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
- GL_FRAGMENT_SHADER,
- GLES2_SOURCE_SHADER,
- sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
- GLES2_FragmentSrc_TextureExternalOESSrc_
-};
-
-
-/*************************************************************************************************
- * Vertex/fragment shader definitions *
- *************************************************************************************************/
-
-static GLES2_Shader GLES2_VertexShader_Default = {
- 1,
- {
- &GLES2_VertexSrc_Default
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_SolidSrc = {
- 1,
- {
- &GLES2_FragmentSrc_SolidSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureABGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureARGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureRGBSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureBGRSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureYUVJPEGSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureYUVBT601Src
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureYUVBT709Src
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV12JPEGSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV12BT601Src
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV12BT709Src
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV21JPEGSrc
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV21BT601Src
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
- 1,
- {
- &GLES2_FragmentSrc_TextureNV21BT709Src
- }
-};
-
-static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
- 1,
- {
- &GLES2_FragmentSrc_TextureExternalOESSrc
- }
-};
-
/*************************************************************************************************
* Shader selector *
*************************************************************************************************/
-const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
+const Uint8 *GLES2_GetShader(GLES2_ShaderType type)
{
switch (type) {
case GLES2_SHADER_VERTEX_DEFAULT:
- return &GLES2_VertexShader_Default;
- case GLES2_SHADER_FRAGMENT_SOLID_SRC:
- return &GLES2_FragmentShader_SolidSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
- return &GLES2_FragmentShader_TextureABGRSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
- return &GLES2_FragmentShader_TextureARGBSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
- return &GLES2_FragmentShader_TextureRGBSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
- return &GLES2_FragmentShader_TextureBGRSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
- return &GLES2_FragmentShader_TextureYUVJPEGSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
- return &GLES2_FragmentShader_TextureYUVBT601Src;
- case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
- return &GLES2_FragmentShader_TextureYUVBT709Src;
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
- return &GLES2_FragmentShader_TextureNV12JPEGSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
- return &GLES2_FragmentShader_TextureNV12BT601Src;
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
- return &GLES2_FragmentShader_TextureNV12BT709Src;
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
- return &GLES2_FragmentShader_TextureNV21JPEGSrc;
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
- return &GLES2_FragmentShader_TextureNV21BT601Src;
- case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
- return &GLES2_FragmentShader_TextureNV21BT709Src;
- case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
- return &GLES2_FragmentShader_TextureExternalOESSrc;
+ 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;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG:
+ return GLES2_Fragment_TextureYUVJPEG;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601:
+ return GLES2_Fragment_TextureYUVBT601;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709:
+ return GLES2_Fragment_TextureYUVBT709;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG:
+ return GLES2_Fragment_TextureNV12JPEG;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601:
+ return GLES2_Fragment_TextureNV12BT601;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709:
+ return GLES2_Fragment_TextureNV12BT709;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG:
+ return GLES2_Fragment_TextureNV21JPEG;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601:
+ return GLES2_Fragment_TextureNV21BT601;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709:
+ return GLES2_Fragment_TextureNV21BT709;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES:
+ return GLES2_Fragment_TextureExternalOES;
default:
return NULL;
}
diff --git a/src/render/opengles2/SDL_shaders_gles2.h b/src/render/opengles2/SDL_shaders_gles2.h
index 383c7dc..5565d4a 100644
--- a/src/render/opengles2/SDL_shaders_gles2.h
+++ b/src/render/opengles2/SDL_shaders_gles2.h
@@ -25,43 +25,30 @@
#if SDL_VIDEO_RENDER_OGL_ES2
-typedef struct GLES2_ShaderInstance
-{
- GLenum type;
- GLenum format;
- int length;
- const void *data;
-} GLES2_ShaderInstance;
-
-typedef struct GLES2_Shader
-{
- int instance_count;
- const GLES2_ShaderInstance *instances[4];
-} GLES2_Shader;
typedef enum
{
- GLES2_SHADER_VERTEX_DEFAULT,
- GLES2_SHADER_FRAGMENT_SOLID_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC,
- GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC
+ 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,
+ GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG,
+ GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601,
+ GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601,
+ GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709,
+ GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES
} GLES2_ShaderType;
-#define GLES2_SOURCE_SHADER (GLenum)-1
+#define GLES2_SHADER_COUNT 16
-const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type);
+const Uint8 *GLES2_GetShader(GLES2_ShaderType type);
#endif /* SDL_VIDEO_RENDER_OGL_ES2 */