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 | |