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SDL_shaders_gl.c 30 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2025 Sam Lantinga <[email protected]>
  4. This software is provided 'as-is', without any express or implied
  5. warranty. In no event will the authors be held liable for any damages
  6. arising from the use of this software.
  7. Permission is granted to anyone to use this software for any purpose,
  8. including commercial applications, and to alter it and redistribute it
  9. freely, subject to the following restrictions:
  10. 1. The origin of this software must not be misrepresented; you must not
  11. claim that you wrote the original software. If you use this software
  12. in a product, an acknowledgment in the product documentation would be
  13. appreciated but is not required.
  14. 2. Altered source versions must be plainly marked as such, and must not be
  15. misrepresented as being the original software.
  16. 3. This notice may not be removed or altered from any source distribution.
  17. */
  18. #include "SDL_internal.h"
  19. #ifdef SDL_VIDEO_RENDER_OGL
  20. #include <SDL3/SDL_opengl.h>
  21. #include "SDL_shaders_gl.h"
  22. // OpenGL shader implementation
  23. // #define DEBUG_SHADERS
  24. typedef struct
  25. {
  26. GLhandleARB program;
  27. GLhandleARB vert_shader;
  28. GLhandleARB frag_shader;
  29. } GL_ShaderData;
  30. struct GL_ShaderContext
  31. {
  32. GLenum (*glGetError)(void);
  33. PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
  34. PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
  35. PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
  36. PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
  37. PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
  38. PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
  39. PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
  40. PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
  41. PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
  42. PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
  43. PFNGLUNIFORM1IARBPROC glUniform1iARB;
  44. PFNGLUNIFORM1FARBPROC glUniform1fARB;
  45. PFNGLUNIFORM3FARBPROC glUniform3fARB;
  46. PFNGLUNIFORM4FARBPROC glUniform4fARB;
  47. PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
  48. bool GL_ARB_texture_rectangle_supported;
  49. GL_ShaderData shaders[NUM_SHADERS];
  50. const float *shader_params[NUM_SHADERS];
  51. };
  52. /* *INDENT-OFF* */ // clang-format off
  53. #define COLOR_VERTEX_SHADER \
  54. "varying vec4 v_color;\n" \
  55. "\n" \
  56. "void main()\n" \
  57. "{\n" \
  58. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
  59. " v_color = gl_Color;\n" \
  60. "}" \
  61. #define TEXTURE_VERTEX_SHADER \
  62. "varying vec4 v_color;\n" \
  63. "varying vec2 v_texCoord;\n" \
  64. "\n" \
  65. "void main()\n" \
  66. "{\n" \
  67. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
  68. " v_color = gl_Color;\n" \
  69. " v_texCoord = vec2(gl_MultiTexCoord0);\n" \
  70. "}" \
  71. #define RGB_SHADER_PROLOGUE \
  72. "varying vec4 v_color;\n" \
  73. "varying vec2 v_texCoord;\n" \
  74. "uniform sampler2D tex0;\n" \
  75. "\n"
  76. #define RGB_PIXELART_SHADER_PROLOGUE \
  77. "varying vec4 v_color;\n" \
  78. "varying vec2 v_texCoord;\n" \
  79. "uniform sampler2D tex0;\n" \
  80. "uniform vec4 texel_size; // texel size (xy: texel size, zw: texture dimensions)\n" \
  81. "\n"
  82. #define PALETTE_SHADER_PROLOGUE \
  83. "varying vec4 v_color;\n" \
  84. "varying vec2 v_texCoord;\n" \
  85. "uniform sampler2D tex0;\n" \
  86. "uniform sampler2D tex1;\n" \
  87. "uniform vec4 texel_size; // texel size (xy: texel size, zw: texture dimensions)\n" \
  88. "\n"
  89. // Implementation with thanks from bgolus:
  90. // https://discussions.unity.com/t/how-to-make-data-shader-support-bilinear-trilinear/598639/8
  91. #define PALETTE_SHADER_FUNCTIONS \
  92. "vec4 SamplePaletteNearest(vec2 uv)\n" \
  93. "{\n" \
  94. " float index = texture2D(tex0, uv).r * 255.0;\n" \
  95. " return texture2D(tex1, vec2((index + 0.5) / 256.0, 0.5));\n" \
  96. "}\n" \
  97. "\n" \
  98. "vec4 SamplePaletteLinear(vec2 uv)\n" \
  99. "{\n" \
  100. " // scale & offset uvs to integer values at texel centers\n" \
  101. " vec2 uv_texels = uv * texel_size.zw + 0.5;\n" \
  102. "\n" \
  103. " // get uvs for the center of the 4 surrounding texels by flooring\n" \
  104. " vec4 uv_min_max = vec4((floor(uv_texels) - 0.5) * texel_size.xy, (floor(uv_texels) + 0.5) * texel_size.xy);\n" \
  105. "\n" \
  106. " // blend factor\n" \
  107. " vec2 uv_frac = fract(uv_texels);\n" \
  108. "\n" \
  109. " // sample all 4 texels\n" \
  110. " vec4 texelA = SamplePaletteNearest(uv_min_max.xy);\n" \
  111. " vec4 texelB = SamplePaletteNearest(uv_min_max.xw);\n" \
  112. " vec4 texelC = SamplePaletteNearest(uv_min_max.zy);\n" \
  113. " vec4 texelD = SamplePaletteNearest(uv_min_max.zw);\n" \
  114. "\n" \
  115. " // bilinear interpolation\n" \
  116. " return mix(mix(texelA, texelB, uv_frac.y), mix(texelC, texelD, uv_frac.y), uv_frac.x);\n" \
  117. "}\n" \
  118. "\n"
  119. #define PIXELART_SHADER_FUNCTIONS \
  120. "vec2 GetPixelArtUV(vec2 uv)\n" \
  121. "{\n" \
  122. " vec2 boxSize = clamp(fwidth(uv) * texel_size.zw, 1e-5, 1.0);\n" \
  123. " vec2 tx = uv * texel_size.zw - 0.5 * boxSize;\n" \
  124. " vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(tx));\n" \
  125. " return (floor(tx) + 0.5 + txOffset) * texel_size.xy;\n" \
  126. "}\n" \
  127. "\n" \
  128. "vec4 GetPixelArtSample(vec2 uv)\n" \
  129. "{\n" \
  130. " return textureGrad(tex0, GetPixelArtUV(uv), dFdx(v_texCoord), dFdy(v_texCoord));\n" \
  131. "}\n" \
  132. "\n" \
  133. #define YUV_SHADER_PROLOGUE \
  134. "varying vec4 v_color;\n" \
  135. "varying vec2 v_texCoord;\n" \
  136. "uniform sampler2D tex0; // Y \n" \
  137. "uniform sampler2D tex1; // U \n" \
  138. "uniform sampler2D tex2; // V \n" \
  139. "uniform vec3 Yoffset;\n" \
  140. "uniform vec3 Rcoeff;\n" \
  141. "uniform vec3 Gcoeff;\n" \
  142. "uniform vec3 Bcoeff;\n" \
  143. "\n" \
  144. #define YUV_SHADER_BODY \
  145. "\n" \
  146. "void main()\n" \
  147. "{\n" \
  148. " vec2 tcoord;\n" \
  149. " vec3 yuv, rgb;\n" \
  150. "\n" \
  151. " // Get the Y value \n" \
  152. " tcoord = v_texCoord;\n" \
  153. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  154. "\n" \
  155. " // Get the U and V values \n" \
  156. " tcoord *= UVCoordScale;\n" \
  157. " yuv.y = texture2D(tex1, tcoord).r;\n" \
  158. " yuv.z = texture2D(tex2, tcoord).r;\n" \
  159. "\n" \
  160. " // Do the color transform \n" \
  161. " yuv += Yoffset;\n" \
  162. " rgb.r = dot(yuv, Rcoeff);\n" \
  163. " rgb.g = dot(yuv, Gcoeff);\n" \
  164. " rgb.b = dot(yuv, Bcoeff);\n" \
  165. "\n" \
  166. " // That was easy. :) \n" \
  167. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  168. "}" \
  169. #define NV12_SHADER_PROLOGUE \
  170. "varying vec4 v_color;\n" \
  171. "varying vec2 v_texCoord;\n" \
  172. "uniform sampler2D tex0; // Y \n" \
  173. "uniform sampler2D tex1; // U/V \n" \
  174. "uniform vec3 Yoffset;\n" \
  175. "uniform vec3 Rcoeff;\n" \
  176. "uniform vec3 Gcoeff;\n" \
  177. "uniform vec3 Bcoeff;\n" \
  178. "\n" \
  179. #define NV12_RA_SHADER_BODY \
  180. "\n" \
  181. "void main()\n" \
  182. "{\n" \
  183. " vec2 tcoord;\n" \
  184. " vec3 yuv, rgb;\n" \
  185. "\n" \
  186. " // Get the Y value \n" \
  187. " tcoord = v_texCoord;\n" \
  188. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  189. "\n" \
  190. " // Get the U and V values \n" \
  191. " tcoord *= UVCoordScale;\n" \
  192. " yuv.yz = texture2D(tex1, tcoord).ra;\n" \
  193. "\n" \
  194. " // Do the color transform \n" \
  195. " yuv += Yoffset;\n" \
  196. " rgb.r = dot(yuv, Rcoeff);\n" \
  197. " rgb.g = dot(yuv, Gcoeff);\n" \
  198. " rgb.b = dot(yuv, Bcoeff);\n" \
  199. "\n" \
  200. " // That was easy. :) \n" \
  201. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  202. "}" \
  203. #define NV12_RG_SHADER_BODY \
  204. "\n" \
  205. "void main()\n" \
  206. "{\n" \
  207. " vec2 tcoord;\n" \
  208. " vec3 yuv, rgb;\n" \
  209. "\n" \
  210. " // Get the Y value \n" \
  211. " tcoord = v_texCoord;\n" \
  212. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  213. "\n" \
  214. " // Get the U and V values \n" \
  215. " tcoord *= UVCoordScale;\n" \
  216. " yuv.yz = texture2D(tex1, tcoord).rg;\n" \
  217. "\n" \
  218. " // Do the color transform \n" \
  219. " yuv += Yoffset;\n" \
  220. " rgb.r = dot(yuv, Rcoeff);\n" \
  221. " rgb.g = dot(yuv, Gcoeff);\n" \
  222. " rgb.b = dot(yuv, Bcoeff);\n" \
  223. "\n" \
  224. " // That was easy. :) \n" \
  225. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  226. "}" \
  227. #define NV21_RA_SHADER_BODY \
  228. "\n" \
  229. "void main()\n" \
  230. "{\n" \
  231. " vec2 tcoord;\n" \
  232. " vec3 yuv, rgb;\n" \
  233. "\n" \
  234. " // Get the Y value \n" \
  235. " tcoord = v_texCoord;\n" \
  236. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  237. "\n" \
  238. " // Get the U and V values \n" \
  239. " tcoord *= UVCoordScale;\n" \
  240. " yuv.yz = texture2D(tex1, tcoord).ar;\n" \
  241. "\n" \
  242. " // Do the color transform \n" \
  243. " yuv += Yoffset;\n" \
  244. " rgb.r = dot(yuv, Rcoeff);\n" \
  245. " rgb.g = dot(yuv, Gcoeff);\n" \
  246. " rgb.b = dot(yuv, Bcoeff);\n" \
  247. "\n" \
  248. " // That was easy. :) \n" \
  249. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  250. "}" \
  251. #define NV21_RG_SHADER_BODY \
  252. "\n" \
  253. "void main()\n" \
  254. "{\n" \
  255. " vec2 tcoord;\n" \
  256. " vec3 yuv, rgb;\n" \
  257. "\n" \
  258. " // Get the Y value \n" \
  259. " tcoord = v_texCoord;\n" \
  260. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  261. "\n" \
  262. " // Get the U and V values \n" \
  263. " tcoord *= UVCoordScale;\n" \
  264. " yuv.yz = texture2D(tex1, tcoord).gr;\n" \
  265. "\n" \
  266. " // Do the color transform \n" \
  267. " yuv += Yoffset;\n" \
  268. " rgb.r = dot(yuv, Rcoeff);\n" \
  269. " rgb.g = dot(yuv, Gcoeff);\n" \
  270. " rgb.b = dot(yuv, Bcoeff);\n" \
  271. "\n" \
  272. " // That was easy. :) \n" \
  273. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  274. "}" \
  275. /*
  276. * NOTE: Always use sampler2D, etc here. We'll #define them to the
  277. * texture_rectangle versions if we choose to use that extension.
  278. */
  279. static struct {
  280. const char *vertex_shader;
  281. const char *fragment_shader;
  282. const char *fragment_version;
  283. } shader_source[NUM_SHADERS] = {
  284. // SHADER_NONE
  285. { NULL, NULL, NULL },
  286. // SHADER_SOLID
  287. {
  288. // vertex shader
  289. COLOR_VERTEX_SHADER,
  290. // fragment shader
  291. "varying vec4 v_color;\n"
  292. "\n"
  293. "void main()\n"
  294. "{\n"
  295. " gl_FragColor = v_color;\n"
  296. "}",
  297. // fragment version
  298. NULL
  299. },
  300. // SHADER_PALETTE_NEAREST
  301. {
  302. // vertex shader
  303. TEXTURE_VERTEX_SHADER,
  304. // fragment shader
  305. PALETTE_SHADER_PROLOGUE
  306. PALETTE_SHADER_FUNCTIONS
  307. "\n"
  308. "void main()\n"
  309. "{\n"
  310. " gl_FragColor = SamplePaletteNearest(v_texCoord) * v_color;\n"
  311. "}",
  312. // fragment version
  313. NULL
  314. },
  315. // SHADER_PALETTE_LINEAR
  316. {
  317. // vertex shader
  318. TEXTURE_VERTEX_SHADER,
  319. // fragment shader
  320. PALETTE_SHADER_PROLOGUE
  321. PALETTE_SHADER_FUNCTIONS
  322. "\n"
  323. "void main()\n"
  324. "{\n"
  325. " gl_FragColor = SamplePaletteLinear(v_texCoord) * v_color;\n"
  326. "}",
  327. // fragment version
  328. NULL
  329. },
  330. // SHADER_PALETTE_PIXELART
  331. {
  332. // vertex shader
  333. TEXTURE_VERTEX_SHADER,
  334. // fragment shader
  335. PALETTE_SHADER_PROLOGUE
  336. PALETTE_SHADER_FUNCTIONS
  337. PIXELART_SHADER_FUNCTIONS
  338. "\n"
  339. "void main()\n"
  340. "{\n"
  341. " gl_FragColor = SamplePaletteLinear(GetPixelArtUV(v_texCoord)) * v_color;\n"
  342. "}",
  343. // fragment version
  344. "#version 130\n"
  345. },
  346. // SHADER_RGB
  347. {
  348. // vertex shader
  349. TEXTURE_VERTEX_SHADER,
  350. // fragment shader
  351. RGB_SHADER_PROLOGUE
  352. "\n"
  353. "void main()\n"
  354. "{\n"
  355. " gl_FragColor = texture2D(tex0, v_texCoord);\n"
  356. " gl_FragColor.a = 1.0;\n"
  357. " gl_FragColor *= v_color;\n"
  358. "}",
  359. // fragment version
  360. NULL
  361. },
  362. // SHADER_RGB_PIXELART
  363. {
  364. // vertex shader
  365. TEXTURE_VERTEX_SHADER,
  366. // fragment shader
  367. RGB_PIXELART_SHADER_PROLOGUE
  368. PIXELART_SHADER_FUNCTIONS
  369. "\n"
  370. "void main()\n"
  371. "{\n"
  372. " gl_FragColor = GetPixelArtSample(v_texCoord);\n"
  373. " gl_FragColor.a = 1.0;\n"
  374. " gl_FragColor *= v_color;\n"
  375. "}",
  376. // fragment version
  377. "#version 130\n"
  378. },
  379. // SHADER_RGBA
  380. {
  381. // vertex shader
  382. TEXTURE_VERTEX_SHADER,
  383. // fragment shader
  384. RGB_SHADER_PROLOGUE
  385. "\n"
  386. "void main()\n"
  387. "{\n"
  388. " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
  389. "}",
  390. // fragment version
  391. NULL
  392. },
  393. // SHADER_RGBA_PIXELART
  394. {
  395. // vertex shader
  396. TEXTURE_VERTEX_SHADER,
  397. // fragment shader
  398. RGB_PIXELART_SHADER_PROLOGUE
  399. PIXELART_SHADER_FUNCTIONS
  400. "\n"
  401. "void main()\n"
  402. "{\n"
  403. " gl_FragColor = GetPixelArtSample(v_texCoord);\n"
  404. " gl_FragColor *= v_color;\n"
  405. "}",
  406. // fragment version
  407. "#version 130\n"
  408. },
  409. #ifdef SDL_HAVE_YUV
  410. // SHADER_YUV
  411. {
  412. // vertex shader
  413. TEXTURE_VERTEX_SHADER,
  414. // fragment shader
  415. YUV_SHADER_PROLOGUE
  416. YUV_SHADER_BODY,
  417. // fragment version
  418. NULL
  419. },
  420. // SHADER_NV12_RA
  421. {
  422. // vertex shader
  423. TEXTURE_VERTEX_SHADER,
  424. // fragment shader
  425. NV12_SHADER_PROLOGUE
  426. NV12_RA_SHADER_BODY,
  427. // fragment version
  428. NULL
  429. },
  430. // SHADER_NV12_RG
  431. {
  432. // vertex shader
  433. TEXTURE_VERTEX_SHADER,
  434. // fragment shader
  435. NV12_SHADER_PROLOGUE
  436. NV12_RG_SHADER_BODY,
  437. // fragment version
  438. NULL
  439. },
  440. // SHADER_NV21_RA
  441. {
  442. // vertex shader
  443. TEXTURE_VERTEX_SHADER,
  444. // fragment shader
  445. NV12_SHADER_PROLOGUE
  446. NV21_RA_SHADER_BODY,
  447. // fragment version
  448. NULL
  449. },
  450. // SHADER_NV21_RG
  451. {
  452. // vertex shader
  453. TEXTURE_VERTEX_SHADER,
  454. // fragment shader
  455. NV12_SHADER_PROLOGUE
  456. NV21_RG_SHADER_BODY,
  457. // fragment version
  458. NULL
  459. },
  460. #endif // SDL_HAVE_YUV
  461. };
  462. /* *INDENT-ON* */ // clang-format on
  463. static bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *version, const char *defines, const char *source)
  464. {
  465. GLint status;
  466. const char *sources[3];
  467. sources[0] = version;
  468. sources[1] = defines;
  469. sources[2] = source;
  470. ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
  471. ctx->glCompileShaderARB(shader);
  472. ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
  473. if (status == 0) {
  474. bool isstack;
  475. GLint length;
  476. char *info;
  477. ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
  478. info = SDL_small_alloc(char, length + 1, &isstack);
  479. if (info) {
  480. ctx->glGetInfoLogARB(shader, length, NULL, info);
  481. SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to compile shader:");
  482. SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", defines);
  483. SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", source);
  484. SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", info);
  485. SDL_small_free(info, isstack);
  486. }
  487. return false;
  488. } else {
  489. return true;
  490. }
  491. }
  492. static bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
  493. {
  494. const int num_tmus_bound = 4;
  495. const char *vert_defines = "";
  496. const char *frag_defines = "";
  497. const char *frag_version = "";
  498. int i;
  499. GLint location;
  500. if (index == SHADER_NONE) {
  501. return true;
  502. }
  503. ctx->glGetError();
  504. // Make sure we use the correct sampler type for our texture type
  505. if (ctx->GL_ARB_texture_rectangle_supported) {
  506. frag_defines =
  507. "#define sampler2D sampler2DRect\n"
  508. "#define texture2D texture2DRect\n"
  509. "#define UVCoordScale 0.5\n";
  510. } else {
  511. frag_defines =
  512. "#define UVCoordScale 1.0\n";
  513. }
  514. if (shader_source[index].fragment_version) {
  515. frag_version = shader_source[index].fragment_version;
  516. }
  517. // Create one program object to rule them all
  518. data->program = ctx->glCreateProgramObjectARB();
  519. // Create the vertex shader
  520. data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
  521. if (!CompileShader(ctx, data->vert_shader, "", vert_defines, shader_source[index].vertex_shader)) {
  522. return false;
  523. }
  524. // Create the fragment shader
  525. data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
  526. if (!CompileShader(ctx, data->frag_shader, frag_version, frag_defines, shader_source[index].fragment_shader)) {
  527. return false;
  528. }
  529. // ... and in the darkness bind them
  530. ctx->glAttachObjectARB(data->program, data->vert_shader);
  531. ctx->glAttachObjectARB(data->program, data->frag_shader);
  532. ctx->glLinkProgramARB(data->program);
  533. // Set up some uniform variables
  534. ctx->glUseProgramObjectARB(data->program);
  535. for (i = 0; i < num_tmus_bound; ++i) {
  536. char tex_name[10];
  537. (void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
  538. location = ctx->glGetUniformLocationARB(data->program, tex_name);
  539. if (location >= 0) {
  540. ctx->glUniform1iARB(location, i);
  541. }
  542. }
  543. ctx->glUseProgramObjectARB(0);
  544. return ctx->glGetError() == GL_NO_ERROR;
  545. }
  546. static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
  547. {
  548. ctx->glDeleteObjectARB(data->vert_shader);
  549. ctx->glDeleteObjectARB(data->frag_shader);
  550. ctx->glDeleteObjectARB(data->program);
  551. }
  552. GL_ShaderContext *GL_CreateShaderContext(void)
  553. {
  554. GL_ShaderContext *ctx;
  555. bool shaders_supported;
  556. int i;
  557. ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
  558. if (!ctx) {
  559. return NULL;
  560. }
  561. if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") &&
  562. (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
  563. SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) {
  564. ctx->GL_ARB_texture_rectangle_supported = true;
  565. }
  566. // Check for shader support
  567. shaders_supported = false;
  568. if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
  569. SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
  570. SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
  571. SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
  572. ctx->glGetError = (GLenum(*)(void))SDL_GL_GetProcAddress("glGetError");
  573. ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
  574. ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
  575. ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
  576. ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
  577. ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
  578. ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
  579. ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
  580. ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
  581. ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
  582. ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
  583. ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
  584. ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB");
  585. ctx->glUniform3fARB = (PFNGLUNIFORM3FARBPROC)SDL_GL_GetProcAddress("glUniform3fARB");
  586. ctx->glUniform4fARB = (PFNGLUNIFORM4FARBPROC)SDL_GL_GetProcAddress("glUniform4fARB");
  587. ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
  588. if (ctx->glGetError &&
  589. ctx->glAttachObjectARB &&
  590. ctx->glCompileShaderARB &&
  591. ctx->glCreateProgramObjectARB &&
  592. ctx->glCreateShaderObjectARB &&
  593. ctx->glDeleteObjectARB &&
  594. ctx->glGetInfoLogARB &&
  595. ctx->glGetObjectParameterivARB &&
  596. ctx->glGetUniformLocationARB &&
  597. ctx->glLinkProgramARB &&
  598. ctx->glShaderSourceARB &&
  599. ctx->glUniform1iARB &&
  600. ctx->glUniform1fARB &&
  601. ctx->glUniform3fARB &&
  602. ctx->glUseProgramObjectARB) {
  603. shaders_supported = true;
  604. }
  605. }
  606. if (!shaders_supported) {
  607. SDL_free(ctx);
  608. return NULL;
  609. }
  610. // Compile all the shaders
  611. for (i = 0; i < NUM_SHADERS; ++i) {
  612. if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
  613. GL_DestroyShaderContext(ctx);
  614. return NULL;
  615. }
  616. }
  617. // We're done!
  618. return ctx;
  619. }
  620. void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shader_params)
  621. {
  622. GLint location;
  623. GLhandleARB program = ctx->shaders[shader].program;
  624. ctx->glUseProgramObjectARB(program);
  625. if (shader_params && shader_params != ctx->shader_params[shader]) {
  626. if (shader == SHADER_PALETTE_LINEAR ||
  627. shader == SHADER_PALETTE_PIXELART ||
  628. shader == SHADER_RGB_PIXELART ||
  629. shader == SHADER_RGBA_PIXELART) {
  630. location = ctx->glGetUniformLocationARB(program, "texel_size");
  631. if (location >= 0) {
  632. ctx->glUniform4fARB(location, shader_params[0], shader_params[1], shader_params[2], shader_params[3]);
  633. }
  634. }
  635. #ifdef SDL_HAVE_YUV
  636. if (shader >= SHADER_YUV) {
  637. // YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
  638. location = ctx->glGetUniformLocationARB(program, "Yoffset");
  639. if (location >= 0) {
  640. ctx->glUniform3fARB(location, shader_params[0], shader_params[1], shader_params[2]);
  641. }
  642. location = ctx->glGetUniformLocationARB(program, "Rcoeff");
  643. if (location >= 0) {
  644. ctx->glUniform3fARB(location, shader_params[4], shader_params[5], shader_params[6]);
  645. }
  646. location = ctx->glGetUniformLocationARB(program, "Gcoeff");
  647. if (location >= 0) {
  648. ctx->glUniform3fARB(location, shader_params[8], shader_params[9], shader_params[10]);
  649. }
  650. location = ctx->glGetUniformLocationARB(program, "Bcoeff");
  651. if (location >= 0) {
  652. ctx->glUniform3fARB(location, shader_params[12], shader_params[13], shader_params[14]);
  653. }
  654. }
  655. #endif // SDL_HAVE_YUV
  656. ctx->shader_params[shader] = shader_params;
  657. }
  658. }
  659. void GL_DestroyShaderContext(GL_ShaderContext *ctx)
  660. {
  661. int i;
  662. for (i = 0; i < NUM_SHADERS; ++i) {
  663. DestroyShaderProgram(ctx, &ctx->shaders[i]);
  664. }
  665. SDL_free(ctx);
  666. }
  667. #endif // SDL_VIDEO_RENDER_OGL