| 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_ES2 |
| 24 | |
| 25 | #include <SDL3/SDL_opengles2.h> |
| 26 | #include "SDL_shaders_gles2.h" |
| 27 | |
| 28 | /* *INDENT-OFF* */ // clang-format off |
| 29 | |
| 30 | /************************************************************************************************* |
| 31 | * Vertex/fragment shader source * |
| 32 | *************************************************************************************************/ |
| 33 | |
| 34 | static const char GLES2_Fragment_Include_Best_Texture_Precision[] = |
| 35 | "#ifdef GL_FRAGMENT_PRECISION_HIGH\n" |
| 36 | "#define SDL_TEXCOORD_PRECISION highp\n" |
| 37 | "#else\n" |
| 38 | "#define SDL_TEXCOORD_PRECISION mediump\n" |
| 39 | "#endif\n" |
| 40 | "\n" |
| 41 | "precision mediump float;\n" |
| 42 | "\n" |
| 43 | ; |
| 44 | |
| 45 | static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = |
| 46 | "#define SDL_TEXCOORD_PRECISION mediump\n" |
| 47 | "precision mediump float;\n" |
| 48 | "\n" |
| 49 | ; |
| 50 | |
| 51 | static const char GLES2_Fragment_Include_High_Texture_Precision[] = |
| 52 | "#define SDL_TEXCOORD_PRECISION highp\n" |
| 53 | "precision mediump float;\n" |
| 54 | "\n" |
| 55 | ; |
| 56 | |
| 57 | static const char GLES2_Fragment_Include_Undef_Precision[] = |
| 58 | "#define mediump\n" |
| 59 | "#define highp\n" |
| 60 | "#define lowp\n" |
| 61 | "#define SDL_TEXCOORD_PRECISION\n" |
| 62 | "\n" |
| 63 | ; |
| 64 | |
| 65 | static const char GLES2_Vertex_Default[] = |
| 66 | "uniform mat4 u_projection;\n" |
| 67 | "attribute vec2 a_position;\n" |
| 68 | "attribute vec4 a_color;\n" |
| 69 | "attribute vec2 a_texCoord;\n" |
| 70 | "varying vec2 v_texCoord;\n" |
| 71 | "varying vec4 v_color;\n" |
| 72 | "\n" |
| 73 | "void main()\n" |
| 74 | "{\n" |
| 75 | " v_texCoord = a_texCoord;\n" |
| 76 | " gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n" |
| 77 | " gl_PointSize = 1.0;\n" |
| 78 | " v_color = a_color;\n" |
| 79 | "}\n" |
| 80 | ; |
| 81 | |
| 82 | static const char GLES2_Fragment_Solid[] = |
| 83 | "varying mediump vec4 v_color;\n" |
| 84 | "\n" |
| 85 | "void main()\n" |
| 86 | "{\n" |
| 87 | " gl_FragColor = v_color;\n" |
| 88 | "}\n" |
| 89 | ; |
| 90 | |
| 91 | #define RGB_SHADER_PROLOGUE \ |
| 92 | "uniform sampler2D u_texture;\n" \ |
| 93 | "varying mediump vec4 v_color;\n" \ |
| 94 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ |
| 95 | |
| 96 | #define RGB_PIXELART_SHADER_PROLOGUE \ |
| 97 | "uniform sampler2D u_texture;\n" \ |
| 98 | "uniform mediump vec4 u_texel_size;\n" \ |
| 99 | "varying mediump vec4 v_color;\n" \ |
| 100 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ |
| 101 | |
| 102 | #ifdef OPENGLES_300 // This is required for fwidth() and textureGrad() |
| 103 | #define RGB_PIXELART_GETCOLOR \ |
| 104 | " mediump vec2 boxSize = clamp(fwidth(v_texCoord) * u_texel_size.zw, 1e-5, 1.0);\n" \ |
| 105 | " mediump vec2 tx = v_texCoord * u_texel_size.zw - 0.5 * boxSize;\n" \ |
| 106 | " mediump vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(tx));\n" \ |
| 107 | " mediump vec2 uv = (floor(tx) + 0.5 + txOffset) * u_texel_size.xy;\n" \ |
| 108 | " mediump vec4 color = textureGrad(u_texture, uv, dFdx(v_texCoord), dFdy(v_texCoord));\n" \ |
| 109 | " mediump vec4 color = texture2D(u_texture, uv);\n" |
| 110 | #else |
| 111 | #define RGB_PIXELART_GETCOLOR \ |
| 112 | " mediump vec4 color = texture2D(u_texture, v_texCoord);\n" |
| 113 | #endif |
| 114 | |
| 115 | static const char GLES2_Fragment_TextureABGR[] = |
| 116 | RGB_SHADER_PROLOGUE |
| 117 | "\n" |
| 118 | "void main()\n" |
| 119 | "{\n" |
| 120 | " mediump vec4 color = texture2D(u_texture, v_texCoord);\n" |
| 121 | " gl_FragColor = color;\n" |
| 122 | " gl_FragColor *= v_color;\n" |
| 123 | "}\n" |
| 124 | ; |
| 125 | |
| 126 | // ARGB to ABGR conversion |
| 127 | static const char GLES2_Fragment_TextureARGB[] = |
| 128 | RGB_SHADER_PROLOGUE |
| 129 | "\n" |
| 130 | "void main()\n" |
| 131 | "{\n" |
| 132 | " mediump vec4 color = texture2D(u_texture, v_texCoord);\n" |
| 133 | " gl_FragColor = color;\n" |
| 134 | " gl_FragColor.r = color.b;\n" |
| 135 | " gl_FragColor.b = color.r;\n" |
| 136 | " gl_FragColor *= v_color;\n" |
| 137 | "}\n" |
| 138 | ; |
| 139 | |
| 140 | // RGB to ABGR conversion |
| 141 | static const char GLES2_Fragment_TextureRGB[] = |
| 142 | RGB_SHADER_PROLOGUE |
| 143 | "\n" |
| 144 | "void main()\n" |
| 145 | "{\n" |
| 146 | " mediump vec4 color = texture2D(u_texture, v_texCoord);\n" |
| 147 | " gl_FragColor = color;\n" |
| 148 | " gl_FragColor.r = color.b;\n" |
| 149 | " gl_FragColor.b = color.r;\n" |
| 150 | " gl_FragColor.a = 1.0;\n" |
| 151 | " gl_FragColor *= v_color;\n" |
| 152 | "}\n" |
| 153 | ; |
| 154 | |
| 155 | // BGR to ABGR conversion |
| 156 | static const char GLES2_Fragment_TextureBGR[] = |
| 157 | RGB_SHADER_PROLOGUE |
| 158 | "\n" |
| 159 | "void main()\n" |
| 160 | "{\n" |
| 161 | " mediump vec4 color = texture2D(u_texture, v_texCoord);\n" |
| 162 | " gl_FragColor = color;\n" |
| 163 | " gl_FragColor.a = 1.0;\n" |
| 164 | " gl_FragColor *= v_color;\n" |
| 165 | "}\n" |
| 166 | ; |
| 167 | |
| 168 | static const char GLES2_Fragment_TextureABGR_PixelArt[] = |
| 169 | RGB_PIXELART_SHADER_PROLOGUE |
| 170 | "\n" |
| 171 | "void main()\n" |
| 172 | "{\n" |
| 173 | RGB_PIXELART_GETCOLOR |
| 174 | " gl_FragColor = color;\n" |
| 175 | " gl_FragColor *= v_color;\n" |
| 176 | "}\n" |
| 177 | ; |
| 178 | |
| 179 | // ARGB to ABGR conversion |
| 180 | static const char GLES2_Fragment_TextureARGB_PixelArt[] = |
| 181 | RGB_PIXELART_SHADER_PROLOGUE |
| 182 | "\n" |
| 183 | "void main()\n" |
| 184 | "{\n" |
| 185 | RGB_PIXELART_GETCOLOR |
| 186 | " gl_FragColor = color;\n" |
| 187 | " gl_FragColor.r = color.b;\n" |
| 188 | " gl_FragColor.b = color.r;\n" |
| 189 | " gl_FragColor *= v_color;\n" |
| 190 | "}\n" |
| 191 | ; |
| 192 | |
| 193 | // RGB to ABGR conversion |
| 194 | static const char GLES2_Fragment_TextureRGB_PixelArt[] = |
| 195 | RGB_PIXELART_SHADER_PROLOGUE |
| 196 | "\n" |
| 197 | "void main()\n" |
| 198 | "{\n" |
| 199 | RGB_PIXELART_GETCOLOR |
| 200 | " gl_FragColor = color;\n" |
| 201 | " gl_FragColor.r = color.b;\n" |
| 202 | " gl_FragColor.b = color.r;\n" |
| 203 | " gl_FragColor.a = 1.0;\n" |
| 204 | " gl_FragColor *= v_color;\n" |
| 205 | "}\n" |
| 206 | ; |
| 207 | |
| 208 | // BGR to ABGR conversion |
| 209 | static const char GLES2_Fragment_TextureBGR_PixelArt[] = |
| 210 | RGB_PIXELART_SHADER_PROLOGUE |
| 211 | "\n" |
| 212 | "void main()\n" |
| 213 | "{\n" |
| 214 | RGB_PIXELART_GETCOLOR |
| 215 | " gl_FragColor = color;\n" |
| 216 | " gl_FragColor.a = 1.0;\n" |
| 217 | " gl_FragColor *= v_color;\n" |
| 218 | "}\n" |
| 219 | ; |
| 220 | |
| 221 | #ifdef SDL_HAVE_YUV |
| 222 | |
| 223 | #define YUV_SHADER_PROLOGUE \ |
| 224 | "uniform sampler2D u_texture;\n" \ |
| 225 | "uniform sampler2D u_texture_u;\n" \ |
| 226 | "uniform sampler2D u_texture_v;\n" \ |
| 227 | "uniform vec3 u_offset;\n" \ |
| 228 | "uniform mat3 u_matrix;\n" \ |
| 229 | "varying mediump vec4 v_color;\n" \ |
| 230 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \ |
| 231 | "\n" \ |
| 232 | |
| 233 | #define YUV_SHADER_BODY \ |
| 234 | "void main()\n" \ |
| 235 | "{\n" \ |
| 236 | " mediump vec3 yuv;\n" \ |
| 237 | " lowp vec3 rgb;\n" \ |
| 238 | "\n" \ |
| 239 | " // Get the YUV values \n" \ |
| 240 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ |
| 241 | " yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \ |
| 242 | " yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \ |
| 243 | "\n" \ |
| 244 | " // Do the color transform \n" \ |
| 245 | " yuv += u_offset;\n" \ |
| 246 | " rgb = yuv * u_matrix;\n" \ |
| 247 | "\n" \ |
| 248 | " // That was easy. :) \n" \ |
| 249 | " gl_FragColor = vec4(rgb, 1);\n" \ |
| 250 | " gl_FragColor *= v_color;\n" \ |
| 251 | "}" \ |
| 252 | |
| 253 | #define NV12_RA_SHADER_BODY \ |
| 254 | "void main()\n" \ |
| 255 | "{\n" \ |
| 256 | " mediump vec3 yuv;\n" \ |
| 257 | " lowp vec3 rgb;\n" \ |
| 258 | "\n" \ |
| 259 | " // Get the YUV values \n" \ |
| 260 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ |
| 261 | " yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \ |
| 262 | "\n" \ |
| 263 | " // Do the color transform \n" \ |
| 264 | " yuv += u_offset;\n" \ |
| 265 | " rgb = yuv * u_matrix;\n" \ |
| 266 | "\n" \ |
| 267 | " // That was easy. :) \n" \ |
| 268 | " gl_FragColor = vec4(rgb, 1);\n" \ |
| 269 | " gl_FragColor *= v_color;\n" \ |
| 270 | "}" \ |
| 271 | |
| 272 | #define NV12_RG_SHADER_BODY \ |
| 273 | "void main()\n" \ |
| 274 | "{\n" \ |
| 275 | " mediump vec3 yuv;\n" \ |
| 276 | " lowp vec3 rgb;\n" \ |
| 277 | "\n" \ |
| 278 | " // Get the YUV values \n" \ |
| 279 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ |
| 280 | " yuv.yz = texture2D(u_texture_u, v_texCoord).rg;\n" \ |
| 281 | "\n" \ |
| 282 | " // Do the color transform \n" \ |
| 283 | " yuv += u_offset;\n" \ |
| 284 | " rgb = yuv * u_matrix;\n" \ |
| 285 | "\n" \ |
| 286 | " // That was easy. :) \n" \ |
| 287 | " gl_FragColor = vec4(rgb, 1);\n" \ |
| 288 | " gl_FragColor *= v_color;\n" \ |
| 289 | "}" \ |
| 290 | |
| 291 | #define NV21_RA_SHADER_BODY \ |
| 292 | "void main()\n" \ |
| 293 | "{\n" \ |
| 294 | " mediump vec3 yuv;\n" \ |
| 295 | " lowp vec3 rgb;\n" \ |
| 296 | "\n" \ |
| 297 | " // Get the YUV values \n" \ |
| 298 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ |
| 299 | " yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \ |
| 300 | "\n" \ |
| 301 | " // Do the color transform \n" \ |
| 302 | " yuv += u_offset;\n" \ |
| 303 | " rgb = yuv * u_matrix;\n" \ |
| 304 | "\n" \ |
| 305 | " // That was easy. :) \n" \ |
| 306 | " gl_FragColor = vec4(rgb, 1);\n" \ |
| 307 | " gl_FragColor *= v_color;\n" \ |
| 308 | "}" \ |
| 309 | |
| 310 | #define NV21_RG_SHADER_BODY \ |
| 311 | "void main()\n" \ |
| 312 | "{\n" \ |
| 313 | " mediump vec3 yuv;\n" \ |
| 314 | " lowp vec3 rgb;\n" \ |
| 315 | "\n" \ |
| 316 | " // Get the YUV values \n" \ |
| 317 | " yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ |
| 318 | " yuv.yz = texture2D(u_texture_u, v_texCoord).gr;\n" \ |
| 319 | "\n" \ |
| 320 | " // Do the color transform \n" \ |
| 321 | " yuv += u_offset;\n" \ |
| 322 | " rgb = yuv * u_matrix;\n" \ |
| 323 | "\n" \ |
| 324 | " // That was easy. :) \n" \ |
| 325 | " gl_FragColor = vec4(rgb, 1);\n" \ |
| 326 | " gl_FragColor *= v_color;\n" \ |
| 327 | "}" \ |
| 328 | |
| 329 | // YUV to ABGR conversion |
| 330 | static const char GLES2_Fragment_TextureYUV[] = |
| 331 | YUV_SHADER_PROLOGUE |
| 332 | YUV_SHADER_BODY |
| 333 | ; |
| 334 | |
| 335 | // NV12 to ABGR conversion |
| 336 | static const char GLES2_Fragment_TextureNV12_RA[] = |
| 337 | YUV_SHADER_PROLOGUE |
| 338 | NV12_RA_SHADER_BODY |
| 339 | ; |
| 340 | static const char GLES2_Fragment_TextureNV12_RG[] = |
| 341 | YUV_SHADER_PROLOGUE |
| 342 | NV12_RG_SHADER_BODY |
| 343 | ; |
| 344 | |
| 345 | // NV21 to ABGR conversion |
| 346 | static const char GLES2_Fragment_TextureNV21_RA[] = |
| 347 | YUV_SHADER_PROLOGUE |
| 348 | NV21_RA_SHADER_BODY |
| 349 | ; |
| 350 | static const char GLES2_Fragment_TextureNV21_RG[] = |
| 351 | YUV_SHADER_PROLOGUE |
| 352 | NV21_RG_SHADER_BODY |
| 353 | ; |
| 354 | #endif |
| 355 | |
| 356 | // Custom Android video format texture |
| 357 | static const char GLES2_Fragment_TextureExternalOES_Prologue[] = |
| 358 | "#extension GL_OES_EGL_image_external : require\n" |
| 359 | "\n" |
| 360 | ; |
| 361 | static const char GLES2_Fragment_TextureExternalOES[] = |
| 362 | "uniform samplerExternalOES u_texture;\n" |
| 363 | "varying mediump vec4 v_color;\n" |
| 364 | "varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" |
| 365 | "\n" |
| 366 | "void main()\n" |
| 367 | "{\n" |
| 368 | " gl_FragColor = texture2D(u_texture, v_texCoord);\n" |
| 369 | " gl_FragColor *= v_color;\n" |
| 370 | "}\n" |
| 371 | ; |
| 372 | |
| 373 | /* *INDENT-ON* */ // clang-format on |
| 374 | |
| 375 | /************************************************************************************************* |
| 376 | * Shader selector * |
| 377 | *************************************************************************************************/ |
| 378 | |
| 379 | const char *GLES2_GetShaderPrologue(GLES2_ShaderType type) |
| 380 | { |
| 381 | switch (type) { |
| 382 | case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: |
| 383 | return GLES2_Fragment_TextureExternalOES_Prologue; |
| 384 | default: |
| 385 | return "" ; |
| 386 | } |
| 387 | } |
| 388 | |
| 389 | const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type) |
| 390 | { |
| 391 | switch (type) { |
| 392 | case GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION: |
| 393 | return GLES2_Fragment_Include_Undef_Precision; |
| 394 | case GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION: |
| 395 | return GLES2_Fragment_Include_Best_Texture_Precision; |
| 396 | case GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION: |
| 397 | return GLES2_Fragment_Include_Medium_Texture_Precision; |
| 398 | case GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION: |
| 399 | return GLES2_Fragment_Include_High_Texture_Precision; |
| 400 | default: |
| 401 | return "" ; |
| 402 | } |
| 403 | } |
| 404 | |
| 405 | GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void) |
| 406 | { |
| 407 | const char *texcoord_hint = SDL_GetHint("SDL_RENDER_OPENGLES2_TEXCOORD_PRECISION" ); |
| 408 | GLES2_ShaderIncludeType value = GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION; |
| 409 | if (texcoord_hint) { |
| 410 | if (SDL_strcmp(texcoord_hint, "undefined" ) == 0) { |
| 411 | return GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION; |
| 412 | } |
| 413 | if (SDL_strcmp(texcoord_hint, "high" ) == 0) { |
| 414 | return GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION; |
| 415 | } |
| 416 | if (SDL_strcmp(texcoord_hint, "medium" ) == 0) { |
| 417 | return GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION; |
| 418 | } |
| 419 | } |
| 420 | return value; |
| 421 | } |
| 422 | |
| 423 | const char *GLES2_GetShader(GLES2_ShaderType type) |
| 424 | { |
| 425 | switch (type) { |
| 426 | case GLES2_SHADER_VERTEX_DEFAULT: |
| 427 | return GLES2_Vertex_Default; |
| 428 | case GLES2_SHADER_FRAGMENT_SOLID: |
| 429 | return GLES2_Fragment_Solid; |
| 430 | case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR: |
| 431 | return GLES2_Fragment_TextureABGR; |
| 432 | case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB: |
| 433 | return GLES2_Fragment_TextureARGB; |
| 434 | case GLES2_SHADER_FRAGMENT_TEXTURE_RGB: |
| 435 | return GLES2_Fragment_TextureRGB; |
| 436 | case GLES2_SHADER_FRAGMENT_TEXTURE_BGR: |
| 437 | return GLES2_Fragment_TextureBGR; |
| 438 | case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART: |
| 439 | return GLES2_Fragment_TextureABGR_PixelArt; |
| 440 | case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART: |
| 441 | return GLES2_Fragment_TextureARGB_PixelArt; |
| 442 | case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART: |
| 443 | return GLES2_Fragment_TextureRGB_PixelArt; |
| 444 | case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART: |
| 445 | return GLES2_Fragment_TextureBGR_PixelArt; |
| 446 | #ifdef SDL_HAVE_YUV |
| 447 | case GLES2_SHADER_FRAGMENT_TEXTURE_YUV: |
| 448 | return GLES2_Fragment_TextureYUV; |
| 449 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA: |
| 450 | return GLES2_Fragment_TextureNV12_RA; |
| 451 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG: |
| 452 | return GLES2_Fragment_TextureNV12_RG; |
| 453 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA: |
| 454 | return GLES2_Fragment_TextureNV21_RA; |
| 455 | case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG: |
| 456 | return GLES2_Fragment_TextureNV21_RG; |
| 457 | #endif |
| 458 | case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES: |
| 459 | return GLES2_Fragment_TextureExternalOES; |
| 460 | default: |
| 461 | return NULL; |
| 462 | } |
| 463 | } |
| 464 | |
| 465 | #endif // SDL_VIDEO_RENDER_OGL_ES2 |
| 466 | |