1 /*
2   Simple DirectMedia Layer
3   Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
4 
5   This software is provided 'as-is', without any express or implied
6   warranty.  In no event will the authors be held liable for any damages
7   arising from the use of this software.
8 
9   Permission is granted to anyone to use this software for any purpose,
10   including commercial applications, and to alter it and redistribute it
11   freely, subject to the following restrictions:
12 
13   1. The origin of this software must not be misrepresented; you must not
14      claim that you wrote the original software. If you use this software
15      in a product, an acknowledgment in the product documentation would be
16      appreciated but is not required.
17   2. Altered source versions must be plainly marked as such, and must not be
18      misrepresented as being the original software.
19   3. This notice may not be removed or altered from any source distribution.
20 */
21 #include "../../SDL_internal.h"
22 
23 #if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
24 
25 #include "SDL_video.h"
26 #include "SDL_opengles2.h"
27 #include "SDL_shaders_gles2.h"
28 #include "SDL_stdinc.h"
29 
30 /*************************************************************************************************
31  * Vertex/fragment shader source                                                                 *
32  *************************************************************************************************/
33 /* Notes on a_angle:
34    * It is a vector containing sin and cos for rotation matrix
35    * To get correct rotation for most cases when a_angle is disabled cos
36      value is decremented by 1.0 to get proper output with 0.0 which is
37      default value
38 */
39 static const Uint8 GLES2_VertexSrc_Default_[] = " \
40     uniform mat4 u_projection; \
41     attribute vec2 a_position; \
42     attribute vec2 a_texCoord; \
43     attribute vec2 a_angle; \
44     attribute vec2 a_center; \
45     varying vec2 v_texCoord; \
46     \
47     void main() \
48     { \
49         float s = a_angle[0]; \
50         float c = a_angle[1] + 1.0; \
51         mat2 rotationMatrix = mat2(c, -s, s, c); \
52         vec2 position = rotationMatrix * (a_position - a_center) + a_center; \
53         v_texCoord = a_texCoord; \
54         gl_Position = u_projection * vec4(position, 0.0, 1.0);\
55         gl_PointSize = 1.0; \
56     } \
57 ";
58 
59 static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
60     precision mediump float; \
61     uniform vec4 u_color; \
62     \
63     void main() \
64     { \
65         gl_FragColor = u_color; \
66     } \
67 ";
68 
69 static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
70     precision mediump float; \
71     uniform sampler2D u_texture; \
72     uniform vec4 u_color; \
73     varying vec2 v_texCoord; \
74     \
75     void main() \
76     { \
77         gl_FragColor = texture2D(u_texture, v_texCoord); \
78         gl_FragColor *= u_color; \
79     } \
80 ";
81 
82 /* ARGB to ABGR conversion */
83 static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
84     precision mediump float; \
85     uniform sampler2D u_texture; \
86     uniform vec4 u_color; \
87     varying vec2 v_texCoord; \
88     \
89     void main() \
90     { \
91         vec4 abgr = texture2D(u_texture, v_texCoord); \
92         gl_FragColor = abgr; \
93         gl_FragColor.r = abgr.b; \
94         gl_FragColor.b = abgr.r; \
95         gl_FragColor *= u_color; \
96     } \
97 ";
98 
99 /* RGB to ABGR conversion */
100 static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
101     precision mediump float; \
102     uniform sampler2D u_texture; \
103     uniform vec4 u_color; \
104     varying vec2 v_texCoord; \
105     \
106     void main() \
107     { \
108         vec4 abgr = texture2D(u_texture, v_texCoord); \
109         gl_FragColor = abgr; \
110         gl_FragColor.r = abgr.b; \
111         gl_FragColor.b = abgr.r; \
112         gl_FragColor.a = 1.0; \
113         gl_FragColor *= u_color; \
114     } \
115 ";
116 
117 /* BGR to ABGR conversion */
118 static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
119     precision mediump float; \
120     uniform sampler2D u_texture; \
121     uniform vec4 u_color; \
122     varying vec2 v_texCoord; \
123     \
124     void main() \
125     { \
126         vec4 abgr = texture2D(u_texture, v_texCoord); \
127         gl_FragColor = abgr; \
128         gl_FragColor.a = 1.0; \
129         gl_FragColor *= u_color; \
130     } \
131 ";
132 
133 #define JPEG_SHADER_CONSTANTS                                   \
134 "// YUV offset \n"                                              \
135 "const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n"    \
136 "\n"                                                            \
137 "// RGB coefficients \n"                                        \
138 "const mat3 matrix = mat3( 1,       1,        1,\n"             \
139 "                          0,      -0.3441,   1.772,\n"         \
140 "                          1.402,  -0.7141,   0);\n"            \
141 
142 #define BT601_SHADER_CONSTANTS                                  \
143 "// YUV offset \n"                                              \
144 "const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
145 "\n"                                                            \
146 "// RGB coefficients \n"                                        \
147 "const mat3 matrix = mat3( 1.1644,  1.1644,   1.1644,\n"        \
148 "                          0,      -0.3918,   2.0172,\n"        \
149 "                          1.596,  -0.813,    0);\n"            \
150 
151 #define BT709_SHADER_CONSTANTS                                  \
152 "// YUV offset \n"                                              \
153 "const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \
154 "\n"                                                            \
155 "// RGB coefficients \n"                                        \
156 "const mat3 matrix = mat3( 1.1644,  1.1644,   1.1644,\n"        \
157 "                          0,      -0.2132,   2.1124,\n"        \
158 "                          1.7927, -0.5329,   0);\n"            \
159 
160 
161 #define YUV_SHADER_PROLOGUE                                     \
162 "precision mediump float;\n"                                    \
163 "uniform sampler2D u_texture;\n"                                \
164 "uniform sampler2D u_texture_u;\n"                              \
165 "uniform sampler2D u_texture_v;\n"                              \
166 "uniform vec4 u_color;\n"                                  \
167 "varying vec2 v_texCoord;\n"                                    \
168 "\n"                                                            \
169 
170 #define YUV_SHADER_BODY                                         \
171 "\n"                                                            \
172 "void main()\n"                                                 \
173 "{\n"                                                           \
174 "    mediump vec3 yuv;\n"                                       \
175 "    lowp vec3 rgb;\n"                                          \
176 "\n"                                                            \
177 "    // Get the YUV values \n"                                  \
178 "    yuv.x = texture2D(u_texture,   v_texCoord).r;\n"           \
179 "    yuv.y = texture2D(u_texture_u, v_texCoord).r;\n"           \
180 "    yuv.z = texture2D(u_texture_v, v_texCoord).r;\n"           \
181 "\n"                                                            \
182 "    // Do the color transform \n"                              \
183 "    yuv += offset;\n"                                          \
184 "    rgb = matrix * yuv;\n"                                     \
185 "\n"                                                            \
186 "    // That was easy. :) \n"                                   \
187 "    gl_FragColor = vec4(rgb, 1);\n"                            \
188 "    gl_FragColor *= u_color;\n"                           \
189 "}"                                                             \
190 
191 #define NV12_SHADER_BODY                                        \
192 "\n"                                                            \
193 "void main()\n"                                                 \
194 "{\n"                                                           \
195 "    mediump vec3 yuv;\n"                                       \
196 "    lowp vec3 rgb;\n"                                          \
197 "\n"                                                            \
198 "    // Get the YUV values \n"                                  \
199 "    yuv.x = texture2D(u_texture,   v_texCoord).r;\n"           \
200 "    yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n"         \
201 "\n"                                                            \
202 "    // Do the color transform \n"                              \
203 "    yuv += offset;\n"                                          \
204 "    rgb = matrix * yuv;\n"                                     \
205 "\n"                                                            \
206 "    // That was easy. :) \n"                                   \
207 "    gl_FragColor = vec4(rgb, 1);\n"                            \
208 "    gl_FragColor *= u_color;\n"                           \
209 "}"                                                             \
210 
211 #define NV21_SHADER_BODY                                        \
212 "\n"                                                            \
213 "void main()\n"                                                 \
214 "{\n"                                                           \
215 "    mediump vec3 yuv;\n"                                       \
216 "    lowp vec3 rgb;\n"                                          \
217 "\n"                                                            \
218 "    // Get the YUV values \n"                                  \
219 "    yuv.x = texture2D(u_texture,   v_texCoord).r;\n"           \
220 "    yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n"         \
221 "\n"                                                            \
222 "    // Do the color transform \n"                              \
223 "    yuv += offset;\n"                                          \
224 "    rgb = matrix * yuv;\n"                                     \
225 "\n"                                                            \
226 "    // That was easy. :) \n"                                   \
227 "    gl_FragColor = vec4(rgb, 1);\n"                            \
228 "    gl_FragColor *= u_color;\n"                           \
229 "}"                                                             \
230 
231 /* YUV to ABGR conversion */
232 static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
233         YUV_SHADER_PROLOGUE \
234         JPEG_SHADER_CONSTANTS \
235         YUV_SHADER_BODY \
236 ;
237 static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
238         YUV_SHADER_PROLOGUE \
239         BT601_SHADER_CONSTANTS \
240         YUV_SHADER_BODY \
241 ;
242 static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
243         YUV_SHADER_PROLOGUE \
244         BT709_SHADER_CONSTANTS \
245         YUV_SHADER_BODY \
246 ;
247 
248 /* NV12 to ABGR conversion */
249 static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
250         YUV_SHADER_PROLOGUE \
251         JPEG_SHADER_CONSTANTS \
252         NV12_SHADER_BODY \
253 ;
254 static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
255         YUV_SHADER_PROLOGUE \
256         BT601_SHADER_CONSTANTS \
257         NV12_SHADER_BODY \
258 ;
259 static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
260         YUV_SHADER_PROLOGUE \
261         BT709_SHADER_CONSTANTS \
262         NV12_SHADER_BODY \
263 ;
264 
265 /* NV21 to ABGR conversion */
266 static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
267         YUV_SHADER_PROLOGUE \
268         JPEG_SHADER_CONSTANTS \
269         NV21_SHADER_BODY \
270 ;
271 static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
272         YUV_SHADER_PROLOGUE \
273         BT601_SHADER_CONSTANTS \
274         NV21_SHADER_BODY \
275 ;
276 static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
277         YUV_SHADER_PROLOGUE \
278         BT709_SHADER_CONSTANTS \
279         NV21_SHADER_BODY \
280 ;
281 
282 /* Custom Android video format texture */
283 static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
284     #extension GL_OES_EGL_image_external : require\n\
285     precision mediump float; \
286     uniform samplerExternalOES u_texture; \
287     uniform vec4 u_color; \
288     varying vec2 v_texCoord; \
289     \
290     void main() \
291     { \
292         gl_FragColor = texture2D(u_texture, v_texCoord); \
293         gl_FragColor *= u_color; \
294     } \
295 ";
296 
297 static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
298     GL_VERTEX_SHADER,
299     GLES2_SOURCE_SHADER,
300     sizeof(GLES2_VertexSrc_Default_),
301     GLES2_VertexSrc_Default_
302 };
303 
304 static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
305     GL_FRAGMENT_SHADER,
306     GLES2_SOURCE_SHADER,
307     sizeof(GLES2_FragmentSrc_SolidSrc_),
308     GLES2_FragmentSrc_SolidSrc_
309 };
310 
311 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
312     GL_FRAGMENT_SHADER,
313     GLES2_SOURCE_SHADER,
314     sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
315     GLES2_FragmentSrc_TextureABGRSrc_
316 };
317 
318 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
319     GL_FRAGMENT_SHADER,
320     GLES2_SOURCE_SHADER,
321     sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
322     GLES2_FragmentSrc_TextureARGBSrc_
323 };
324 
325 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
326     GL_FRAGMENT_SHADER,
327     GLES2_SOURCE_SHADER,
328     sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
329     GLES2_FragmentSrc_TextureRGBSrc_
330 };
331 
332 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
333     GL_FRAGMENT_SHADER,
334     GLES2_SOURCE_SHADER,
335     sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
336     GLES2_FragmentSrc_TextureBGRSrc_
337 };
338 
339 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
340     GL_FRAGMENT_SHADER,
341     GLES2_SOURCE_SHADER,
342     sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
343     GLES2_FragmentSrc_TextureYUVJPEGSrc_
344 };
345 
346 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
347     GL_FRAGMENT_SHADER,
348     GLES2_SOURCE_SHADER,
349     sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
350     GLES2_FragmentSrc_TextureYUVBT601Src_
351 };
352 
353 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
354     GL_FRAGMENT_SHADER,
355     GLES2_SOURCE_SHADER,
356     sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
357     GLES2_FragmentSrc_TextureYUVBT709Src_
358 };
359 
360 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
361     GL_FRAGMENT_SHADER,
362     GLES2_SOURCE_SHADER,
363     sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
364     GLES2_FragmentSrc_TextureNV12JPEGSrc_
365 };
366 
367 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
368     GL_FRAGMENT_SHADER,
369     GLES2_SOURCE_SHADER,
370     sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
371     GLES2_FragmentSrc_TextureNV12BT601Src_
372 };
373 
374 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
375     GL_FRAGMENT_SHADER,
376     GLES2_SOURCE_SHADER,
377     sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
378     GLES2_FragmentSrc_TextureNV21BT709Src_
379 };
380 
381 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
382     GL_FRAGMENT_SHADER,
383     GLES2_SOURCE_SHADER,
384     sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
385     GLES2_FragmentSrc_TextureNV21JPEGSrc_
386 };
387 
388 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
389     GL_FRAGMENT_SHADER,
390     GLES2_SOURCE_SHADER,
391     sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
392     GLES2_FragmentSrc_TextureNV21BT601Src_
393 };
394 
395 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
396     GL_FRAGMENT_SHADER,
397     GLES2_SOURCE_SHADER,
398     sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
399     GLES2_FragmentSrc_TextureNV12BT709Src_
400 };
401 
402 static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
403     GL_FRAGMENT_SHADER,
404     GLES2_SOURCE_SHADER,
405     sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
406     GLES2_FragmentSrc_TextureExternalOESSrc_
407 };
408 
409 
410 /*************************************************************************************************
411  * Vertex/fragment shader definitions                                                            *
412  *************************************************************************************************/
413 
414 static GLES2_Shader GLES2_VertexShader_Default = {
415     1,
416     {
417         &GLES2_VertexSrc_Default
418     }
419 };
420 
421 static GLES2_Shader GLES2_FragmentShader_SolidSrc = {
422     1,
423     {
424         &GLES2_FragmentSrc_SolidSrc
425     }
426 };
427 
428 static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = {
429     1,
430     {
431         &GLES2_FragmentSrc_TextureABGRSrc
432     }
433 };
434 
435 static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = {
436     1,
437     {
438         &GLES2_FragmentSrc_TextureARGBSrc
439     }
440 };
441 
442 static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = {
443     1,
444     {
445         &GLES2_FragmentSrc_TextureRGBSrc
446     }
447 };
448 
449 static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
450     1,
451     {
452         &GLES2_FragmentSrc_TextureBGRSrc
453     }
454 };
455 
456 static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
457     1,
458     {
459         &GLES2_FragmentSrc_TextureYUVJPEGSrc
460     }
461 };
462 
463 static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
464     1,
465     {
466         &GLES2_FragmentSrc_TextureYUVBT601Src
467     }
468 };
469 
470 static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
471     1,
472     {
473         &GLES2_FragmentSrc_TextureYUVBT709Src
474     }
475 };
476 
477 static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
478     1,
479     {
480         &GLES2_FragmentSrc_TextureNV12JPEGSrc
481     }
482 };
483 
484 static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
485     1,
486     {
487         &GLES2_FragmentSrc_TextureNV12BT601Src
488     }
489 };
490 
491 static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
492     1,
493     {
494         &GLES2_FragmentSrc_TextureNV12BT709Src
495     }
496 };
497 
498 static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
499     1,
500     {
501         &GLES2_FragmentSrc_TextureNV21JPEGSrc
502     }
503 };
504 
505 static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
506     1,
507     {
508         &GLES2_FragmentSrc_TextureNV21BT601Src
509     }
510 };
511 
512 static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
513     1,
514     {
515         &GLES2_FragmentSrc_TextureNV21BT709Src
516     }
517 };
518 
519 static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
520     1,
521     {
522         &GLES2_FragmentSrc_TextureExternalOESSrc
523     }
524 };
525 
526 
527 /*************************************************************************************************
528  * Shader selector                                                                               *
529  *************************************************************************************************/
530 
GLES2_GetShader(GLES2_ShaderType type)531 const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
532 {
533     switch (type) {
534     case GLES2_SHADER_VERTEX_DEFAULT:
535         return &GLES2_VertexShader_Default;
536     case GLES2_SHADER_FRAGMENT_SOLID_SRC:
537         return &GLES2_FragmentShader_SolidSrc;
538     case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
539         return &GLES2_FragmentShader_TextureABGRSrc;
540     case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
541         return &GLES2_FragmentShader_TextureARGBSrc;
542     case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
543         return &GLES2_FragmentShader_TextureRGBSrc;
544     case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
545         return &GLES2_FragmentShader_TextureBGRSrc;
546     case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
547         return &GLES2_FragmentShader_TextureYUVJPEGSrc;
548     case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
549         return &GLES2_FragmentShader_TextureYUVBT601Src;
550     case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
551         return &GLES2_FragmentShader_TextureYUVBT709Src;
552     case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
553         return &GLES2_FragmentShader_TextureNV12JPEGSrc;
554     case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
555         return &GLES2_FragmentShader_TextureNV12BT601Src;
556     case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
557         return &GLES2_FragmentShader_TextureNV12BT709Src;
558     case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
559         return &GLES2_FragmentShader_TextureNV21JPEGSrc;
560     case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
561         return &GLES2_FragmentShader_TextureNV21BT601Src;
562     case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
563         return &GLES2_FragmentShader_TextureNV21BT709Src;
564     case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
565         return &GLES2_FragmentShader_TextureExternalOESSrc;
566     default:
567         return NULL;
568     }
569 }
570 
571 #endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
572 
573 /* vi: set ts=4 sw=4 expandtab: */
574