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