SDL_shaders_gl.c 22 KB

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  1. /*
  2. Simple DirectMedia Layer
  3. Copyright (C) 1997-2024 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. #if 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. PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
  47. SDL_bool GL_ARB_texture_rectangle_supported;
  48. GL_ShaderData shaders[NUM_SHADERS];
  49. const float *shader_params[NUM_SHADERS];
  50. };
  51. /* *INDENT-OFF* */ /* clang-format off */
  52. #define COLOR_VERTEX_SHADER \
  53. "varying vec4 v_color;\n" \
  54. "\n" \
  55. "void main()\n" \
  56. "{\n" \
  57. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
  58. " v_color = gl_Color;\n" \
  59. "}" \
  60. #define TEXTURE_VERTEX_SHADER \
  61. "varying vec4 v_color;\n" \
  62. "varying vec2 v_texCoord;\n" \
  63. "\n" \
  64. "void main()\n" \
  65. "{\n" \
  66. " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" \
  67. " v_color = gl_Color;\n" \
  68. " v_texCoord = vec2(gl_MultiTexCoord0);\n" \
  69. "}" \
  70. #define YUV_SHADER_PROLOGUE \
  71. "varying vec4 v_color;\n" \
  72. "varying vec2 v_texCoord;\n" \
  73. "uniform sampler2D tex0; // Y \n" \
  74. "uniform sampler2D tex1; // U \n" \
  75. "uniform sampler2D tex2; // V \n" \
  76. "uniform vec3 Yoffset;\n" \
  77. "uniform vec3 Rcoeff;\n" \
  78. "uniform vec3 Gcoeff;\n" \
  79. "uniform vec3 Bcoeff;\n" \
  80. "\n" \
  81. #define YUV_SHADER_BODY \
  82. "\n" \
  83. "void main()\n" \
  84. "{\n" \
  85. " vec2 tcoord;\n" \
  86. " vec3 yuv, rgb;\n" \
  87. "\n" \
  88. " // Get the Y value \n" \
  89. " tcoord = v_texCoord;\n" \
  90. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  91. "\n" \
  92. " // Get the U and V values \n" \
  93. " tcoord *= UVCoordScale;\n" \
  94. " yuv.y = texture2D(tex1, tcoord).r;\n" \
  95. " yuv.z = texture2D(tex2, tcoord).r;\n" \
  96. "\n" \
  97. " // Do the color transform \n" \
  98. " yuv += Yoffset;\n" \
  99. " rgb.r = dot(yuv, Rcoeff);\n" \
  100. " rgb.g = dot(yuv, Gcoeff);\n" \
  101. " rgb.b = dot(yuv, Bcoeff);\n" \
  102. "\n" \
  103. " // That was easy. :) \n" \
  104. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  105. "}" \
  106. #define NV12_SHADER_PROLOGUE \
  107. "varying vec4 v_color;\n" \
  108. "varying vec2 v_texCoord;\n" \
  109. "uniform sampler2D tex0; // Y \n" \
  110. "uniform sampler2D tex1; // U/V \n" \
  111. "uniform vec3 Yoffset;\n" \
  112. "uniform vec3 Rcoeff;\n" \
  113. "uniform vec3 Gcoeff;\n" \
  114. "uniform vec3 Bcoeff;\n" \
  115. "\n" \
  116. #define NV12_RA_SHADER_BODY \
  117. "\n" \
  118. "void main()\n" \
  119. "{\n" \
  120. " vec2 tcoord;\n" \
  121. " vec3 yuv, rgb;\n" \
  122. "\n" \
  123. " // Get the Y value \n" \
  124. " tcoord = v_texCoord;\n" \
  125. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  126. "\n" \
  127. " // Get the U and V values \n" \
  128. " tcoord *= UVCoordScale;\n" \
  129. " yuv.yz = texture2D(tex1, tcoord).ra;\n" \
  130. "\n" \
  131. " // Do the color transform \n" \
  132. " yuv += Yoffset;\n" \
  133. " rgb.r = dot(yuv, Rcoeff);\n" \
  134. " rgb.g = dot(yuv, Gcoeff);\n" \
  135. " rgb.b = dot(yuv, Bcoeff);\n" \
  136. "\n" \
  137. " // That was easy. :) \n" \
  138. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  139. "}" \
  140. #define NV12_RG_SHADER_BODY \
  141. "\n" \
  142. "void main()\n" \
  143. "{\n" \
  144. " vec2 tcoord;\n" \
  145. " vec3 yuv, rgb;\n" \
  146. "\n" \
  147. " // Get the Y value \n" \
  148. " tcoord = v_texCoord;\n" \
  149. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  150. "\n" \
  151. " // Get the U and V values \n" \
  152. " tcoord *= UVCoordScale;\n" \
  153. " yuv.yz = texture2D(tex1, tcoord).rg;\n" \
  154. "\n" \
  155. " // Do the color transform \n" \
  156. " yuv += Yoffset;\n" \
  157. " rgb.r = dot(yuv, Rcoeff);\n" \
  158. " rgb.g = dot(yuv, Gcoeff);\n" \
  159. " rgb.b = dot(yuv, Bcoeff);\n" \
  160. "\n" \
  161. " // That was easy. :) \n" \
  162. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  163. "}" \
  164. #define NV21_RA_SHADER_BODY \
  165. "\n" \
  166. "void main()\n" \
  167. "{\n" \
  168. " vec2 tcoord;\n" \
  169. " vec3 yuv, rgb;\n" \
  170. "\n" \
  171. " // Get the Y value \n" \
  172. " tcoord = v_texCoord;\n" \
  173. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  174. "\n" \
  175. " // Get the U and V values \n" \
  176. " tcoord *= UVCoordScale;\n" \
  177. " yuv.yz = texture2D(tex1, tcoord).ar;\n" \
  178. "\n" \
  179. " // Do the color transform \n" \
  180. " yuv += Yoffset;\n" \
  181. " rgb.r = dot(yuv, Rcoeff);\n" \
  182. " rgb.g = dot(yuv, Gcoeff);\n" \
  183. " rgb.b = dot(yuv, Bcoeff);\n" \
  184. "\n" \
  185. " // That was easy. :) \n" \
  186. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  187. "}" \
  188. #define NV21_RG_SHADER_BODY \
  189. "\n" \
  190. "void main()\n" \
  191. "{\n" \
  192. " vec2 tcoord;\n" \
  193. " vec3 yuv, rgb;\n" \
  194. "\n" \
  195. " // Get the Y value \n" \
  196. " tcoord = v_texCoord;\n" \
  197. " yuv.x = texture2D(tex0, tcoord).r;\n" \
  198. "\n" \
  199. " // Get the U and V values \n" \
  200. " tcoord *= UVCoordScale;\n" \
  201. " yuv.yz = texture2D(tex1, tcoord).gr;\n" \
  202. "\n" \
  203. " // Do the color transform \n" \
  204. " yuv += Yoffset;\n" \
  205. " rgb.r = dot(yuv, Rcoeff);\n" \
  206. " rgb.g = dot(yuv, Gcoeff);\n" \
  207. " rgb.b = dot(yuv, Bcoeff);\n" \
  208. "\n" \
  209. " // That was easy. :) \n" \
  210. " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
  211. "}" \
  212. /*
  213. * NOTE: Always use sampler2D, etc here. We'll #define them to the
  214. * texture_rectangle versions if we choose to use that extension.
  215. */
  216. static const char *shader_source[NUM_SHADERS][2] = {
  217. /* SHADER_NONE */
  218. { NULL, NULL },
  219. /* SHADER_SOLID */
  220. {
  221. /* vertex shader */
  222. COLOR_VERTEX_SHADER,
  223. /* fragment shader */
  224. "varying vec4 v_color;\n"
  225. "\n"
  226. "void main()\n"
  227. "{\n"
  228. " gl_FragColor = v_color;\n"
  229. "}"
  230. },
  231. /* SHADER_RGB */
  232. {
  233. /* vertex shader */
  234. TEXTURE_VERTEX_SHADER,
  235. /* fragment shader */
  236. "varying vec4 v_color;\n"
  237. "varying vec2 v_texCoord;\n"
  238. "uniform sampler2D tex0;\n"
  239. "\n"
  240. "void main()\n"
  241. "{\n"
  242. " gl_FragColor = texture2D(tex0, v_texCoord);\n"
  243. " gl_FragColor.a = 1.0;\n"
  244. " gl_FragColor *= v_color;\n"
  245. "}"
  246. },
  247. /* SHADER_RGBA */
  248. {
  249. /* vertex shader */
  250. TEXTURE_VERTEX_SHADER,
  251. /* fragment shader */
  252. "varying vec4 v_color;\n"
  253. "varying vec2 v_texCoord;\n"
  254. "uniform sampler2D tex0;\n"
  255. "\n"
  256. "void main()\n"
  257. "{\n"
  258. " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
  259. "}"
  260. },
  261. #if SDL_HAVE_YUV
  262. /* SHADER_YUV */
  263. {
  264. /* vertex shader */
  265. TEXTURE_VERTEX_SHADER,
  266. /* fragment shader */
  267. YUV_SHADER_PROLOGUE
  268. YUV_SHADER_BODY
  269. },
  270. /* SHADER_NV12_RA */
  271. {
  272. /* vertex shader */
  273. TEXTURE_VERTEX_SHADER,
  274. /* fragment shader */
  275. NV12_SHADER_PROLOGUE
  276. NV12_RA_SHADER_BODY
  277. },
  278. /* SHADER_NV12_RG */
  279. {
  280. /* vertex shader */
  281. TEXTURE_VERTEX_SHADER,
  282. /* fragment shader */
  283. NV12_SHADER_PROLOGUE
  284. NV12_RG_SHADER_BODY
  285. },
  286. /* SHADER_NV21_RA */
  287. {
  288. /* vertex shader */
  289. TEXTURE_VERTEX_SHADER,
  290. /* fragment shader */
  291. NV12_SHADER_PROLOGUE
  292. NV21_RA_SHADER_BODY
  293. },
  294. /* SHADER_NV21_RG */
  295. {
  296. /* vertex shader */
  297. TEXTURE_VERTEX_SHADER,
  298. /* fragment shader */
  299. NV12_SHADER_PROLOGUE
  300. NV21_RG_SHADER_BODY
  301. },
  302. #endif /* SDL_HAVE_YUV */
  303. };
  304. /* *INDENT-ON* */ /* clang-format on */
  305. static SDL_bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char *defines, const char *source)
  306. {
  307. GLint status;
  308. const char *sources[2];
  309. sources[0] = defines;
  310. sources[1] = source;
  311. ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
  312. ctx->glCompileShaderARB(shader);
  313. ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
  314. if (status == 0) {
  315. SDL_bool isstack;
  316. GLint length;
  317. char *info;
  318. ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
  319. info = SDL_small_alloc(char, length + 1, &isstack);
  320. ctx->glGetInfoLogARB(shader, length, NULL, info);
  321. SDL_LogError(SDL_LOG_CATEGORY_RENDER,
  322. "Failed to compile shader:\n%s%s\n%s", defines, source, info);
  323. #ifdef DEBUG_SHADERS
  324. fprintf(stderr,
  325. "Failed to compile shader:\n%s%s\n%s", defines, source, info);
  326. #endif
  327. SDL_small_free(info, isstack);
  328. return SDL_FALSE;
  329. } else {
  330. return SDL_TRUE;
  331. }
  332. }
  333. static SDL_bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
  334. {
  335. const int num_tmus_bound = 4;
  336. const char *vert_defines = "";
  337. const char *frag_defines = "";
  338. int i;
  339. GLint location;
  340. if (index == SHADER_NONE) {
  341. return SDL_TRUE;
  342. }
  343. ctx->glGetError();
  344. /* Make sure we use the correct sampler type for our texture type */
  345. if (ctx->GL_ARB_texture_rectangle_supported) {
  346. frag_defines =
  347. "#define sampler2D sampler2DRect\n"
  348. "#define texture2D texture2DRect\n"
  349. "#define UVCoordScale 0.5\n";
  350. } else {
  351. frag_defines =
  352. "#define UVCoordScale 1.0\n";
  353. }
  354. /* Create one program object to rule them all */
  355. data->program = ctx->glCreateProgramObjectARB();
  356. /* Create the vertex shader */
  357. data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
  358. if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
  359. return SDL_FALSE;
  360. }
  361. /* Create the fragment shader */
  362. data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
  363. if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
  364. return SDL_FALSE;
  365. }
  366. /* ... and in the darkness bind them */
  367. ctx->glAttachObjectARB(data->program, data->vert_shader);
  368. ctx->glAttachObjectARB(data->program, data->frag_shader);
  369. ctx->glLinkProgramARB(data->program);
  370. /* Set up some uniform variables */
  371. ctx->glUseProgramObjectARB(data->program);
  372. for (i = 0; i < num_tmus_bound; ++i) {
  373. char tex_name[10];
  374. (void)SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
  375. location = ctx->glGetUniformLocationARB(data->program, tex_name);
  376. if (location >= 0) {
  377. ctx->glUniform1iARB(location, i);
  378. }
  379. }
  380. ctx->glUseProgramObjectARB(0);
  381. return ctx->glGetError() == GL_NO_ERROR;
  382. }
  383. static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
  384. {
  385. ctx->glDeleteObjectARB(data->vert_shader);
  386. ctx->glDeleteObjectARB(data->frag_shader);
  387. ctx->glDeleteObjectARB(data->program);
  388. }
  389. GL_ShaderContext *GL_CreateShaderContext(void)
  390. {
  391. GL_ShaderContext *ctx;
  392. SDL_bool shaders_supported;
  393. int i;
  394. ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
  395. if (!ctx) {
  396. return NULL;
  397. }
  398. if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") &&
  399. (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
  400. SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) {
  401. ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
  402. }
  403. /* Check for shader support */
  404. shaders_supported = SDL_FALSE;
  405. if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
  406. SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
  407. SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
  408. SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
  409. ctx->glGetError = (GLenum(*)(void))SDL_GL_GetProcAddress("glGetError");
  410. ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC)SDL_GL_GetProcAddress("glAttachObjectARB");
  411. ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC)SDL_GL_GetProcAddress("glCompileShaderARB");
  412. ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glCreateProgramObjectARB");
  413. ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC)SDL_GL_GetProcAddress("glCreateShaderObjectARB");
  414. ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC)SDL_GL_GetProcAddress("glDeleteObjectARB");
  415. ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC)SDL_GL_GetProcAddress("glGetInfoLogARB");
  416. ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC)SDL_GL_GetProcAddress("glGetObjectParameterivARB");
  417. ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC)SDL_GL_GetProcAddress("glGetUniformLocationARB");
  418. ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC)SDL_GL_GetProcAddress("glLinkProgramARB");
  419. ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC)SDL_GL_GetProcAddress("glShaderSourceARB");
  420. ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
  421. ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB");
  422. ctx->glUniform3fARB = (PFNGLUNIFORM3FARBPROC)SDL_GL_GetProcAddress("glUniform3fARB");
  423. ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
  424. if (ctx->glGetError &&
  425. ctx->glAttachObjectARB &&
  426. ctx->glCompileShaderARB &&
  427. ctx->glCreateProgramObjectARB &&
  428. ctx->glCreateShaderObjectARB &&
  429. ctx->glDeleteObjectARB &&
  430. ctx->glGetInfoLogARB &&
  431. ctx->glGetObjectParameterivARB &&
  432. ctx->glGetUniformLocationARB &&
  433. ctx->glLinkProgramARB &&
  434. ctx->glShaderSourceARB &&
  435. ctx->glUniform1iARB &&
  436. ctx->glUniform1fARB &&
  437. ctx->glUniform3fARB &&
  438. ctx->glUseProgramObjectARB) {
  439. shaders_supported = SDL_TRUE;
  440. }
  441. }
  442. if (!shaders_supported) {
  443. SDL_free(ctx);
  444. return NULL;
  445. }
  446. /* Compile all the shaders */
  447. for (i = 0; i < NUM_SHADERS; ++i) {
  448. if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
  449. GL_DestroyShaderContext(ctx);
  450. return NULL;
  451. }
  452. }
  453. /* We're done! */
  454. return ctx;
  455. }
  456. void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shader_params)
  457. {
  458. GLint location;
  459. GLhandleARB program = ctx->shaders[shader].program;
  460. ctx->glUseProgramObjectARB(program);
  461. if (shader_params && shader_params != ctx->shader_params[shader]) {
  462. /* YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 */
  463. location = ctx->glGetUniformLocationARB(program, "Yoffset");
  464. if (location >= 0) {
  465. ctx->glUniform3fARB(location, shader_params[0], shader_params[1], shader_params[2]);
  466. }
  467. location = ctx->glGetUniformLocationARB(program, "Rcoeff");
  468. if (location >= 0) {
  469. ctx->glUniform3fARB(location, shader_params[4], shader_params[5], shader_params[6]);
  470. }
  471. location = ctx->glGetUniformLocationARB(program, "Gcoeff");
  472. if (location >= 0) {
  473. ctx->glUniform3fARB(location, shader_params[8], shader_params[9], shader_params[10]);
  474. }
  475. location = ctx->glGetUniformLocationARB(program, "Bcoeff");
  476. if (location >= 0) {
  477. ctx->glUniform3fARB(location, shader_params[12], shader_params[13], shader_params[14]);
  478. }
  479. ctx->shader_params[shader] = shader_params;
  480. }
  481. }
  482. void GL_DestroyShaderContext(GL_ShaderContext *ctx)
  483. {
  484. int i;
  485. for (i = 0; i < NUM_SHADERS; ++i) {
  486. DestroyShaderProgram(ctx, &ctx->shaders[i]);
  487. }
  488. SDL_free(ctx);
  489. }
  490. #endif /* SDL_VIDEO_RENDER_OGL */