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