| 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 | #ifndef SDL_shaders_gles2_h_ |
| 24 | #define SDL_shaders_gles2_h_ |
| 25 | |
| 26 | #ifdef SDL_VIDEO_RENDER_OGL_ES2 |
| 27 | |
| 28 | typedef enum |
| 29 | { |
| 30 | GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0, |
| 31 | GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION, |
| 32 | GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION, |
| 33 | GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION, |
| 34 | GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION, |
| 35 | GLES2_SHADER_FRAGMENT_INCLUDE_COUNT |
| 36 | } GLES2_ShaderIncludeType; |
| 37 | |
| 38 | typedef enum |
| 39 | { |
| 40 | GLES2_SHADER_VERTEX_DEFAULT = 0, |
| 41 | GLES2_SHADER_FRAGMENT_SOLID, |
| 42 | GLES2_SHADER_FRAGMENT_TEXTURE_ABGR, |
| 43 | GLES2_SHADER_FRAGMENT_TEXTURE_ARGB, |
| 44 | GLES2_SHADER_FRAGMENT_TEXTURE_BGR, |
| 45 | GLES2_SHADER_FRAGMENT_TEXTURE_RGB, |
| 46 | GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART, |
| 47 | GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART, |
| 48 | GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART, |
| 49 | GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART, |
| 50 | #ifdef SDL_HAVE_YUV |
| 51 | GLES2_SHADER_FRAGMENT_TEXTURE_YUV, |
| 52 | GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA, |
| 53 | GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG, |
| 54 | GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA, |
| 55 | GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG, |
| 56 | #endif |
| 57 | // Shaders beyond this point are optional and not cached at render creation |
| 58 | GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES, |
| 59 | GLES2_SHADER_COUNT |
| 60 | } GLES2_ShaderType; |
| 61 | |
| 62 | extern const char *GLES2_GetShaderPrologue(GLES2_ShaderType type); |
| 63 | extern const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type); |
| 64 | extern const char *GLES2_GetShader(GLES2_ShaderType type); |
| 65 | extern GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void); |
| 66 | |
| 67 | #endif // SDL_VIDEO_RENDER_OGL_ES2 |
| 68 | |
| 69 | #endif // SDL_shaders_gles2_h_ |
| 70 | |