/* 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 #include #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]; const 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_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to compile shader:"); SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", defines); SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", source); SDL_LogError(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) { ctx->glDeleteObjectARB(data->vert_shader); ctx->glDeleteObjectARB(data->frag_shader); ctx->glDeleteObjectARB(data->program); } 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])) { GL_DestroyShaderContext(ctx); return NULL; } } // We're done! return ctx; } void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shader_params) { GLint location; GLhandleARB program = ctx->shaders[shader].program; ctx->glUseProgramObjectARB(program); if (shader_params && shader_params != ctx->shader_params[shader]) { 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 ctx->shader_params[shader] = shader_params; } } void GL_DestroyShaderContext(GL_ShaderContext *ctx) { int i; for (i = 0; i < NUM_SHADERS; ++i) { DestroyShaderProgram(ctx, &ctx->shaders[i]); } SDL_free(ctx); } #endif // SDL_VIDEO_RENDER_OGL