From ca969eb2be8e54beac4a1be20278d685f818bfbd Mon Sep 17 00:00:00 2001 From: Ivan Epifanov Date: Sat, 24 Apr 2021 10:29:52 +0300 Subject: [PATCH] Remove gles2 vita render --- CMakeLists.txt | 1 - include/SDL_config.h.cmake | 1 - src/render/vitagles2/SDL_gles2funcs.h | 77 - src/render/vitagles2/SDL_render_gles2vita.c | 2107 ------------------ src/render/vitagles2/SDL_shaders_gles2vita.c | 563 ----- src/render/vitagles2/SDL_shaders_gles2vita.h | 70 - 6 files changed, 2819 deletions(-) delete mode 100644 src/render/vitagles2/SDL_gles2funcs.h delete mode 100644 src/render/vitagles2/SDL_render_gles2vita.c delete mode 100644 src/render/vitagles2/SDL_shaders_gles2vita.c delete mode 100644 src/render/vitagles2/SDL_shaders_gles2vita.h diff --git a/CMakeLists.txt b/CMakeLists.txt index ef53c7116..358f32f3a 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -2118,7 +2118,6 @@ elseif(VITA) if(HAVE_PIGS_IN_BLANKET_H) set(SDL_VIDEO_OPENGL_ES2 1) - set(SDL_VIDEO_RENDER_VITA_GLES2 1) list(APPEND EXTRA_LIBS pib ) diff --git a/include/SDL_config.h.cmake b/include/SDL_config.h.cmake index 78d3c6a1d..0446547e0 100644 --- a/include/SDL_config.h.cmake +++ b/include/SDL_config.h.cmake @@ -416,7 +416,6 @@ #cmakedefine SDL_VIDEO_RENDER_OGL_ES2 @SDL_VIDEO_RENDER_OGL_ES2@ #cmakedefine SDL_VIDEO_RENDER_DIRECTFB @SDL_VIDEO_RENDER_DIRECTFB@ #cmakedefine SDL_VIDEO_RENDER_METAL @SDL_VIDEO_RENDER_METAL@ -#cmakedefine SDL_VIDEO_RENDER_VITA_GLES2 @SDL_VIDEO_RENDER_VITA_GLES2@ #cmakedefine SDL_VIDEO_RENDER_VITA_GXM @SDL_VIDEO_RENDER_VITA_GXM@ /* Enable OpenGL support */ diff --git a/src/render/vitagles2/SDL_gles2funcs.h b/src/render/vitagles2/SDL_gles2funcs.h deleted file mode 100644 index 94cfb8749..000000000 --- a/src/render/vitagles2/SDL_gles2funcs.h +++ /dev/null @@ -1,77 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2020 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ - -SDL_PROC(void, glActiveTexture, (GLenum)) -SDL_PROC(void, glAttachShader, (GLuint, GLuint)) -SDL_PROC(void, glBindAttribLocation, (GLuint, GLuint, const char *)) -SDL_PROC(void, glBindTexture, (GLenum, GLuint)) -SDL_PROC(void, glBlendEquationSeparate, (GLenum, GLenum)) -SDL_PROC(void, glBlendFuncSeparate, (GLenum, GLenum, GLenum, GLenum)) -SDL_PROC(void, glClear, (GLbitfield)) -SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf)) -SDL_PROC(void, glCompileShader, (GLuint)) -SDL_PROC(GLuint, glCreateProgram, (void)) -SDL_PROC(GLuint, glCreateShader, (GLenum)) -SDL_PROC(void, glDeleteProgram, (GLuint)) -SDL_PROC(void, glDeleteShader, (GLuint)) -SDL_PROC(void, glDeleteTextures, (GLsizei, const GLuint *)) -SDL_PROC(void, glDisable, (GLenum)) -SDL_PROC(void, glDisableVertexAttribArray, (GLuint)) -SDL_PROC(void, glDrawArrays, (GLenum, GLint, GLsizei)) -SDL_PROC(void, glEnable, (GLenum)) -SDL_PROC(void, glEnableVertexAttribArray, (GLuint)) -SDL_PROC(void, glFinish, (void)) -SDL_PROC(void, glGenFramebuffers, (GLsizei, GLuint *)) -SDL_PROC(void, glGenTextures, (GLsizei, GLuint *)) -SDL_PROC(void, glGetBooleanv, (GLenum, GLboolean *)) -SDL_PROC(const GLubyte *, glGetString, (GLenum)) -SDL_PROC(GLenum, glGetError, (void)) -SDL_PROC(void, glGetIntegerv, (GLenum, GLint *)) -SDL_PROC(void, glGetProgramiv, (GLuint, GLenum, GLint *)) -SDL_PROC(void, glGetShaderInfoLog, (GLuint, GLsizei, GLsizei *, char *)) -SDL_PROC(void, glGetShaderiv, (GLuint, GLenum, GLint *)) -SDL_PROC(GLint, glGetUniformLocation, (GLuint, const char *)) -SDL_PROC(void, glLinkProgram, (GLuint)) -SDL_PROC(void, glPixelStorei, (GLenum, GLint)) -SDL_PROC(void, glReadPixels, (GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, GLvoid*)) -SDL_PROC(void, glScissor, (GLint, GLint, GLsizei, GLsizei)) -SDL_PROC(void, glShaderBinary, (GLsizei, const GLuint *, GLenum, const void *, GLsizei)) -SDL_PROC(void, glShaderSource, (GLuint, GLsizei, const GLchar* const*, const GLint *)) -SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLenum, GLenum, const void *)) -SDL_PROC(void, glTexParameteri, (GLenum, GLenum, GLint)) -SDL_PROC(void, glTexSubImage2D, (GLenum, GLint, GLint, GLint, GLsizei, GLsizei, GLenum, GLenum, const GLvoid *)) -SDL_PROC(void, glUniform1i, (GLint, GLint)) -SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat)) -SDL_PROC(void, glUniformMatrix4fv, (GLint, GLsizei, GLboolean, const GLfloat *)) -SDL_PROC(void, glUseProgram, (GLuint)) -SDL_PROC(void, glVertexAttribPointer, (GLuint, GLint, GLenum, GLboolean, GLsizei, const void *)) -SDL_PROC(void, glViewport, (GLint, GLint, GLsizei, GLsizei)) -SDL_PROC(void, glBindFramebuffer, (GLenum, GLuint)) -SDL_PROC(void, glFramebufferTexture2D, (GLenum, GLenum, GLenum, GLuint, GLint)) -SDL_PROC(GLenum, glCheckFramebufferStatus, (GLenum)) -SDL_PROC(void, glDeleteFramebuffers, (GLsizei, const GLuint *)) -SDL_PROC(GLint, glGetAttribLocation, (GLuint, const GLchar *)) -SDL_PROC(void, glGetProgramInfoLog, (GLuint, GLsizei, GLsizei*, GLchar*)) -SDL_PROC(void, glGenBuffers, (GLsizei, GLuint *)) -SDL_PROC(void, glDeleteBuffers, (GLsizei, const GLuint *)) -SDL_PROC(void, glBindBuffer, (GLenum, GLuint)) -SDL_PROC(void, glBufferData, (GLenum, GLsizeiptr, const GLvoid *, GLenum)) -SDL_PROC(void, glBufferSubData, (GLenum, GLintptr, GLsizeiptr, const GLvoid *)) diff --git a/src/render/vitagles2/SDL_render_gles2vita.c b/src/render/vitagles2/SDL_render_gles2vita.c deleted file mode 100644 index 97a23ce16..000000000 --- a/src/render/vitagles2/SDL_render_gles2vita.c +++ /dev/null @@ -1,2107 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2020 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "../../SDL_internal.h" - -#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED - -#include "SDL_assert.h" -#include "SDL_hints.h" -#include "SDL_opengles2.h" -#include "../SDL_sysrender.h" -#include "../../video/SDL_blit.h" -#include "SDL_shaders_gles2vita.h" - -//#include -//#include -//#include - -/* To prevent unnecessary window recreation, - * these should match the defaults selected in SDL_GL_ResetAttributes - */ -#define RENDERER_CONTEXT_MAJOR 2 -#define RENDERER_CONTEXT_MINOR 0 - -/* Used to re-create the window with OpenGL ES capability */ -extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags); - -/************************************************************************************************* - * Context structures * - *************************************************************************************************/ - -typedef struct VITA_GLES2_FBOList VITA_GLES2_FBOList; - -struct VITA_GLES2_FBOList -{ - Uint32 w, h; - GLuint FBO; - VITA_GLES2_FBOList *next; -}; - -typedef struct VITA_GLES2_TextureData -{ - GLenum texture; - GLenum texture_type; - GLenum pixel_format; - GLenum pixel_type; - void *pixel_data; - int pitch; - /* YUV texture support */ - SDL_bool yuv; - SDL_bool nv12; - GLenum texture_v; - GLenum texture_u; - VITA_GLES2_FBOList *fbo; -} VITA_GLES2_TextureData; - -typedef struct VITA_GLES2_ShaderCacheEntry -{ - GLuint id; - VITA_GLES2_ShaderType type; - const VITA_GLES2_ShaderInstance *instance; - int references; - struct VITA_GLES2_ShaderCacheEntry *prev; - struct VITA_GLES2_ShaderCacheEntry *next; -} VITA_GLES2_ShaderCacheEntry; - -typedef struct VITA_GLES2_ShaderCache -{ - int count; - VITA_GLES2_ShaderCacheEntry *head; -} VITA_GLES2_ShaderCache; - -typedef struct VITA_GLES2_ProgramCacheEntry -{ - GLuint id; - VITA_GLES2_ShaderCacheEntry *vertex_shader; - VITA_GLES2_ShaderCacheEntry *fragment_shader; - GLuint uniform_locations[16]; - Uint32 color; - GLfloat projection[4][4]; - struct VITA_GLES2_ProgramCacheEntry *prev; - struct VITA_GLES2_ProgramCacheEntry *next; -} VITA_GLES2_ProgramCacheEntry; - -typedef struct VITA_GLES2_ProgramCache -{ - int count; - VITA_GLES2_ProgramCacheEntry *head; - VITA_GLES2_ProgramCacheEntry *tail; -} VITA_GLES2_ProgramCache; - -typedef enum -{ - VITA_GLES2_ATTRIBUTE_POSITION = 0, - VITA_GLES2_ATTRIBUTE_TEXCOORD = 1, - VITA_GLES2_ATTRIBUTE_ANGLE = 2, - VITA_GLES2_ATTRIBUTE_CENTER = 3, -} VITA_GLES2_Attribute; - -typedef enum -{ - VITA_GLES2_UNIFORM_PROJECTION, - VITA_GLES2_UNIFORM_TEXTURE, - VITA_GLES2_UNIFORM_COLOR, - VITA_GLES2_UNIFORM_TEXTURE_U, - VITA_GLES2_UNIFORM_TEXTURE_V -} VITA_GLES2_Uniform; - -typedef enum -{ - VITA_GLES2_IMAGESOURCE_INVALID, - VITA_GLES2_IMAGESOURCE_SOLID, - VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR, - VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB, - VITA_GLES2_IMAGESOURCE_TEXTURE_RGB, - VITA_GLES2_IMAGESOURCE_TEXTURE_BGR, - VITA_GLES2_IMAGESOURCE_TEXTURE_YUV, - VITA_GLES2_IMAGESOURCE_TEXTURE_NV12, - VITA_GLES2_IMAGESOURCE_TEXTURE_NV21, - VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES -} VITA_GLES2_ImageSource; - -typedef struct -{ - SDL_Rect viewport; - SDL_bool viewport_dirty; - SDL_Texture *texture; - SDL_Texture *target; - SDL_BlendMode blend; - SDL_bool cliprect_enabled_dirty; - SDL_bool cliprect_enabled; - SDL_bool cliprect_dirty; - SDL_Rect cliprect; - SDL_bool texturing; - SDL_bool is_copy_ex; - Uint32 color; - Uint32 clear_color; - int drawablew; - int drawableh; - VITA_GLES2_ProgramCacheEntry *program; - GLfloat projection[4][4]; -} VITA_GLES2_DrawStateCache; - -typedef struct VITA_GLES2_RenderData -{ - SDL_GLContext *context; - - SDL_bool debug_enabled; - -#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; -#include "SDL_gles2funcs.h" -#undef SDL_PROC - - VITA_GLES2_FBOList *framebuffers; - GLuint window_framebuffer; - - int shader_format_count; - GLenum *shader_formats; - VITA_GLES2_ShaderCache shader_cache; - VITA_GLES2_ProgramCache program_cache; - Uint8 clear_r, clear_g, clear_b, clear_a; - - GLuint vertex_buffers[8]; - size_t vertex_buffer_size[8]; - int current_vertex_buffer; - VITA_GLES2_DrawStateCache drawstate; -} VITA_GLES2_RenderData; - -#define VITA_GLES2_MAX_CACHED_PROGRAMS 8 - -static const float inv255f = 1.0f / 255.0f; - - -SDL_FORCE_INLINE const char* -GL_TranslateError (GLenum error) -{ -#define GL_ERROR_TRANSLATE(e) case e: return #e; - switch (error) { - GL_ERROR_TRANSLATE(GL_INVALID_ENUM) - GL_ERROR_TRANSLATE(GL_INVALID_VALUE) - GL_ERROR_TRANSLATE(GL_INVALID_OPERATION) - GL_ERROR_TRANSLATE(GL_OUT_OF_MEMORY) - GL_ERROR_TRANSLATE(GL_NO_ERROR) - default: - return "UNKNOWN"; -} -#undef GL_ERROR_TRANSLATE -} - -SDL_FORCE_INLINE void -GL_ClearErrors(SDL_Renderer *renderer) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata; - - if (!data->debug_enabled) { - return; - } - while (data->glGetError() != GL_NO_ERROR) { - /* continue; */ - } -} - -SDL_FORCE_INLINE int -GL_CheckAllErrors (const char *prefix, SDL_Renderer *renderer, const char *file, int line, const char *function) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata; - int ret = 0; - - if (!data->debug_enabled) { - return 0; - } - /* check gl errors (can return multiple errors) */ - for (;;) { - GLenum error = data->glGetError(); - if (error != GL_NO_ERROR) { - if (prefix == NULL || prefix[0] == '\0') { - prefix = "generic"; - } - SDL_SetError("%s: %s (%d): %s %s (0x%X)", prefix, file, line, function, GL_TranslateError(error), error); - ret = -1; - } else { - break; - } - } - return ret; -} - -#if 0 -#define GL_CheckError(prefix, renderer) -#else -#define GL_CheckError(prefix, renderer) GL_CheckAllErrors(prefix, renderer, SDL_FILE, SDL_LINE, SDL_FUNCTION) -#endif - -/************************************************************************************************* - * Renderer state APIs * - *************************************************************************************************/ - -static int VITA_GLES2_LoadFunctions(VITA_GLES2_RenderData * data) -{ -#define SDL_PROC(ret,func,params) data->func=func; -#include "SDL_gles2funcs.h" -#undef SDL_PROC - return 0; -} - -static VITA_GLES2_FBOList * -VITA_GLES2_GetFBO(VITA_GLES2_RenderData *data, Uint32 w, Uint32 h) -{ - VITA_GLES2_FBOList *result = data->framebuffers; - while ((result) && ((result->w != w) || (result->h != h)) ) { - result = result->next; - } - if (result == NULL) { - result = SDL_malloc(sizeof(VITA_GLES2_FBOList)); - result->w = w; - result->h = h; - data->glGenFramebuffers(1, &result->FBO); - result->next = data->framebuffers; - data->framebuffers = result; - } - return result; -} - -static int -VITA_GLES2_ActivateRenderer(SDL_Renderer * renderer) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - - if (SDL_GL_GetCurrentContext() != data->context) { - /* Null out the current program to ensure we set it again */ - data->drawstate.program = NULL; - - if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) { - return -1; - } - } - - GL_ClearErrors(renderer); - - return 0; -} - -static void -VITA_GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - - if (event->event == SDL_WINDOWEVENT_MINIMIZED) { - /* According to Apple documentation, we need to finish drawing NOW! */ - data->glFinish(); - } -} - -static int -VITA_GLES2_GetOutputSize(SDL_Renderer * renderer, int *w, int *h) -{ - SDL_GL_GetDrawableSize(renderer->window, w, h); - return 0; -} - -static GLenum GetBlendFunc(SDL_BlendFactor factor) -{ - switch (factor) { - case SDL_BLENDFACTOR_ZERO: - return GL_ZERO; - case SDL_BLENDFACTOR_ONE: - return GL_ONE; - case SDL_BLENDFACTOR_SRC_COLOR: - return GL_SRC_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_COLOR: - return GL_ONE_MINUS_SRC_COLOR; - case SDL_BLENDFACTOR_SRC_ALPHA: - return GL_SRC_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA: - return GL_ONE_MINUS_SRC_ALPHA; - case SDL_BLENDFACTOR_DST_COLOR: - return GL_DST_COLOR; - case SDL_BLENDFACTOR_ONE_MINUS_DST_COLOR: - return GL_ONE_MINUS_DST_COLOR; - case SDL_BLENDFACTOR_DST_ALPHA: - return GL_DST_ALPHA; - case SDL_BLENDFACTOR_ONE_MINUS_DST_ALPHA: - return GL_ONE_MINUS_DST_ALPHA; - default: - return GL_INVALID_ENUM; - } -} - -static GLenum GetBlendEquation(SDL_BlendOperation operation) -{ - switch (operation) { - case SDL_BLENDOPERATION_ADD: - return GL_FUNC_ADD; - case SDL_BLENDOPERATION_SUBTRACT: - return GL_FUNC_SUBTRACT; - case SDL_BLENDOPERATION_REV_SUBTRACT: - return GL_FUNC_REVERSE_SUBTRACT; - default: - return GL_INVALID_ENUM; - } -} - -static SDL_bool -VITA_GLES2_SupportsBlendMode(SDL_Renderer * renderer, SDL_BlendMode blendMode) -{ - SDL_BlendFactor srcColorFactor = SDL_GetBlendModeSrcColorFactor(blendMode); - SDL_BlendFactor srcAlphaFactor = SDL_GetBlendModeSrcAlphaFactor(blendMode); - SDL_BlendOperation colorOperation = SDL_GetBlendModeColorOperation(blendMode); - SDL_BlendFactor dstColorFactor = SDL_GetBlendModeDstColorFactor(blendMode); - SDL_BlendFactor dstAlphaFactor = SDL_GetBlendModeDstAlphaFactor(blendMode); - SDL_BlendOperation alphaOperation = SDL_GetBlendModeAlphaOperation(blendMode); - - if (GetBlendFunc(srcColorFactor) == GL_INVALID_ENUM || - GetBlendFunc(srcAlphaFactor) == GL_INVALID_ENUM || - GetBlendEquation(colorOperation) == GL_INVALID_ENUM || - GetBlendFunc(dstColorFactor) == GL_INVALID_ENUM || - GetBlendFunc(dstAlphaFactor) == GL_INVALID_ENUM || - GetBlendEquation(alphaOperation) == GL_INVALID_ENUM) { - return SDL_FALSE; - } - return SDL_TRUE; -} - - -static void -VITA_GLES2_EvictShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *entry) -{ - /* Unlink the shader from the cache */ - if (entry->next) { - entry->next->prev = entry->prev; - } - if (entry->prev) { - entry->prev->next = entry->next; - } - if (data->shader_cache.head == entry) { - data->shader_cache.head = entry->next; - } - --data->shader_cache.count; - - /* Deallocate the shader */ - data->glDeleteShader(entry->id); - SDL_free(entry); -} - -static VITA_GLES2_ProgramCacheEntry * -VITA_GLES2_CacheProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderCacheEntry *vertex, - VITA_GLES2_ShaderCacheEntry *fragment) -{ - VITA_GLES2_ProgramCacheEntry *entry; - VITA_GLES2_ShaderCacheEntry *shaderEntry; - GLint linkSuccessful; - - /* Check if we've already cached this program */ - entry = data->program_cache.head; - while (entry) { - if (entry->vertex_shader == vertex && entry->fragment_shader == fragment) { - break; - } - entry = entry->next; - } - if (entry) { - if (data->program_cache.head != entry) { - if (entry->next) { - entry->next->prev = entry->prev; - } - if (entry->prev) { - entry->prev->next = entry->next; - } - entry->prev = NULL; - entry->next = data->program_cache.head; - data->program_cache.head->prev = entry; - data->program_cache.head = entry; - } - return entry; - } - - /* Create a program cache entry */ - entry = (VITA_GLES2_ProgramCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ProgramCacheEntry)); - if (!entry) { - SDL_OutOfMemory(); - return NULL; - } - entry->vertex_shader = vertex; - entry->fragment_shader = fragment; - - /* Create the program and link it */ - entry->id = data->glCreateProgram(); - data->glAttachShader(entry->id, vertex->id); - data->glAttachShader(entry->id, fragment->id); - data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_POSITION, "a_position"); - data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord"); - data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_ANGLE, "a_angle"); - data->glBindAttribLocation(entry->id, VITA_GLES2_ATTRIBUTE_CENTER, "a_center"); - data->glLinkProgram(entry->id); - data->glGetProgramiv(entry->id, GL_LINK_STATUS, &linkSuccessful); - if (!linkSuccessful) { - data->glDeleteProgram(entry->id); - SDL_free(entry); - SDL_SetError("Failed to link shader program"); - return NULL; - } - - /* Predetermine locations of uniform variables */ - entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] = - data->glGetUniformLocation(entry->id, "u_projection"); - entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] = - data->glGetUniformLocation(entry->id, "u_texture_v"); - entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] = - data->glGetUniformLocation(entry->id, "u_texture_u"); - entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] = - data->glGetUniformLocation(entry->id, "u_texture"); - entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] = - data->glGetUniformLocation(entry->id, "u_color"); - - entry->color = 0; - - data->glUseProgram(entry->id); - if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V] != -1) { - data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_V], 2); /* always texture unit 2. */ - } - if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U] != -1) { - data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE_U], 1); /* always texture unit 1. */ - } - if (entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE] != -1) { - data->glUniform1i(entry->uniform_locations[VITA_GLES2_UNIFORM_TEXTURE], 0); /* always texture unit 0. */ - } - if (entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] != -1) { - data->glUniformMatrix4fv(entry->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection); - } - if (entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR] != -1) { - data->glUniform4f(entry->uniform_locations[VITA_GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f); - } - - /* Cache the linked program */ - if (data->program_cache.head) { - entry->next = data->program_cache.head; - data->program_cache.head->prev = entry; - } else { - data->program_cache.tail = entry; - } - data->program_cache.head = entry; - ++data->program_cache.count; - - /* Increment the refcount of the shaders we're using */ - ++vertex->references; - ++fragment->references; - - /* Evict the last entry from the cache if we exceed the limit */ - if (data->program_cache.count > VITA_GLES2_MAX_CACHED_PROGRAMS) { - shaderEntry = data->program_cache.tail->vertex_shader; - if (--shaderEntry->references <= 0) { - VITA_GLES2_EvictShader(data, shaderEntry); - } - shaderEntry = data->program_cache.tail->fragment_shader; - if (--shaderEntry->references <= 0) { - VITA_GLES2_EvictShader(data, shaderEntry); - } - data->glDeleteProgram(data->program_cache.tail->id); - data->program_cache.tail = data->program_cache.tail->prev; - if (data->program_cache.tail != NULL) { - SDL_free(data->program_cache.tail->next); - data->program_cache.tail->next = NULL; - } - --data->program_cache.count; - } - return entry; -} - -static VITA_GLES2_ShaderCacheEntry * -VITA_GLES2_CacheShader(VITA_GLES2_RenderData *data, VITA_GLES2_ShaderType type) -{ - const VITA_GLES2_Shader *shader; - const VITA_GLES2_ShaderInstance *instance = NULL; - VITA_GLES2_ShaderCacheEntry *entry = NULL; - GLint compileSuccessful = GL_FALSE; - int i, j; - - /* Find the corresponding shader */ - shader = VITA_GLES2_GetShader(type); - if (!shader) { - SDL_SetError("No shader matching the requested characteristics was found"); - return NULL; - } - - /* Find a matching shader instance that's supported on this hardware */ - for (i = 0; i < shader->instance_count && !instance; ++i) { - for (j = 0; j < data->shader_format_count && !instance; ++j) { - if (!shader->instances[i]) { - continue; - } - if (shader->instances[i]->format != data->shader_formats[j]) { - continue; - } - instance = shader->instances[i]; - } - } - if (!instance) { - SDL_SetError("The specified shader cannot be loaded on the current platform"); - return NULL; - } - - /* Check if we've already cached this shader */ - entry = data->shader_cache.head; - while (entry) { - if (entry->instance == instance) { - break; - } - entry = entry->next; - } - if (entry) { - return entry; - } - - /* Create a shader cache entry */ - entry = (VITA_GLES2_ShaderCacheEntry *)SDL_calloc(1, sizeof(VITA_GLES2_ShaderCacheEntry)); - if (!entry) { - SDL_OutOfMemory(); - return NULL; - } - entry->type = type; - entry->instance = instance; - - /* Compile or load the selected shader instance */ - entry->id = data->glCreateShader(instance->type); - if (instance->format == (GLenum)-1) { - data->glShaderSource(entry->id, 1, (const char **)(char *)&instance->data, NULL); - data->glCompileShader(entry->id); - data->glGetShaderiv(entry->id, GL_COMPILE_STATUS, &compileSuccessful); - } else { - data->glShaderBinary(1, &entry->id, instance->format, instance->data, instance->length); - compileSuccessful = GL_TRUE; - } - if (!compileSuccessful) { - SDL_bool isstack = SDL_FALSE; - char *info = NULL; - int length = 0; - - data->glGetShaderiv(entry->id, GL_INFO_LOG_LENGTH, &length); - if (length > 0) { - info = SDL_small_alloc(char, length, &isstack); - if (info) { - data->glGetShaderInfoLog(entry->id, length, &length, info); - } - } - if (info) { - SDL_SetError("Failed to load the shader: %s", info); - SDL_small_free(info, isstack); - } else { - SDL_SetError("Failed to load the shader"); - } - data->glDeleteShader(entry->id); - SDL_free(entry); - return NULL; - } - - /* Link the shader entry in at the front of the cache */ - if (data->shader_cache.head) { - entry->next = data->shader_cache.head; - data->shader_cache.head->prev = entry; - } - data->shader_cache.head = entry; - ++data->shader_cache.count; - return entry; -} - -static int -VITA_GLES2_SelectProgram(VITA_GLES2_RenderData *data, VITA_GLES2_ImageSource source, int w, int h) -{ - VITA_GLES2_ShaderCacheEntry *vertex = NULL; - VITA_GLES2_ShaderCacheEntry *fragment = NULL; - VITA_GLES2_ShaderType vtype, ftype; - VITA_GLES2_ProgramCacheEntry *program; - - /* Select an appropriate shader pair for the specified modes */ - vtype = VITA_GLES2_SHADER_VERTEX_DEFAULT; - switch (source) { - case VITA_GLES2_IMAGESOURCE_SOLID: - ftype = VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC; - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC; - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC; - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_RGB: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC; - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_BGR: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC; - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_YUV: - switch (SDL_GetYUVConversionModeForResolution(w, h)) { - case SDL_YUV_CONVERSION_JPEG: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC; - break; - case SDL_YUV_CONVERSION_BT601: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC; - break; - case SDL_YUV_CONVERSION_BT709: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC; - break; - default: - SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); - goto fault; - } - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_NV12: - switch (SDL_GetYUVConversionModeForResolution(w, h)) { - case SDL_YUV_CONVERSION_JPEG: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC; - break; - case SDL_YUV_CONVERSION_BT601: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC; - break; - case SDL_YUV_CONVERSION_BT709: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC; - break; - default: - SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); - goto fault; - } - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_NV21: - switch (SDL_GetYUVConversionModeForResolution(w, h)) { - case SDL_YUV_CONVERSION_JPEG: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC; - break; - case SDL_YUV_CONVERSION_BT601: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC; - break; - case SDL_YUV_CONVERSION_BT709: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC; - break; - default: - SDL_SetError("Unsupported YUV conversion mode: %d\n", SDL_GetYUVConversionModeForResolution(w, h)); - goto fault; - } - break; - case VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES: - ftype = VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC; - break; - default: - goto fault; - } - - /* Load the requested shaders */ - vertex = VITA_GLES2_CacheShader(data, vtype); - if (!vertex) { - goto fault; - } - fragment = VITA_GLES2_CacheShader(data, ftype); - if (!fragment) { - goto fault; - } - - /* Check if we need to change programs at all */ - if (data->drawstate.program && - data->drawstate.program->vertex_shader == vertex && - data->drawstate.program->fragment_shader == fragment) { - return 0; - } - - /* Generate a matching program */ - program = VITA_GLES2_CacheProgram(data, vertex, fragment); - if (!program) { - goto fault; - } - - /* Select that program in OpenGL */ - data->glUseProgram(program->id); - - /* Set the current program */ - data->drawstate.program = program; - - /* Clean up and return */ - return 0; -fault: - if (vertex && vertex->references <= 0) { - VITA_GLES2_EvictShader(data, vertex); - } - if (fragment && fragment->references <= 0) { - VITA_GLES2_EvictShader(data, fragment); - } - data->drawstate.program = NULL; - return -1; -} - -static int -VITA_GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd) -{ - return 0; /* nothing to do in this backend. */ -} - -static int -VITA_GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count) -{ - - GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 4, &cmd->data.draw.first); - - int i; - - if (!verts) { - return -1; - } - - cmd->data.draw.count = count; - for (i = 0; i < count; i++) { - *(verts++) = 0.5f + points[i].x; - *(verts++) = 0.5f + points[i].y; - } - - return 0; -} - -static int -VITA_GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count) -{ - GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 4, &cmd->data.draw.first); - - int i; - - if (!verts) { - return -1; - } - - cmd->data.draw.count = count; - - for (i = 0; i < count; i++) { - const SDL_FRect *rect = &rects[i]; - const GLfloat minx = rect->x; - const GLfloat maxx = rect->x + rect->w; - const GLfloat miny = rect->y; - const GLfloat maxy = rect->y + rect->h; - *(verts++) = minx; - *(verts++) = miny; - *(verts++) = maxx; - *(verts++) = miny; - *(verts++) = minx; - *(verts++) = maxy; - *(verts++) = maxx; - *(verts++) = maxy; - } - - return 0; -} - -static int -VITA_GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, - const SDL_Rect * srcrect, const SDL_FRect * dstrect) -{ - GLfloat minx, miny, maxx, maxy; - GLfloat minu, maxu, minv, maxv; - GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 4, &cmd->data.draw.first); - - if (!verts) { - return -1; - } - - cmd->data.draw.count = 1; - - minx = dstrect->x; - miny = dstrect->y; - maxx = dstrect->x + dstrect->w; - maxy = dstrect->y + dstrect->h; - - minu = (GLfloat) srcrect->x / texture->w; - maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w; - minv = (GLfloat) srcrect->y / texture->h; - maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h; - - *(verts++) = minx; - *(verts++) = miny; - *(verts++) = maxx; - *(verts++) = miny; - *(verts++) = minx; - *(verts++) = maxy; - *(verts++) = maxx; - *(verts++) = maxy; - - *(verts++) = minu; - *(verts++) = minv; - *(verts++) = maxu; - *(verts++) = minv; - *(verts++) = minu; - *(verts++) = maxv; - *(verts++) = maxu; - *(verts++) = maxv; - - return 0; -} - -static int -VITA_GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture, - const SDL_Rect * srcquad, const SDL_FRect * dstrect, - const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip) -{ - /* render expects cos value - 1 (see VITA_GLES2_VertexSrc_Default_) */ - const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0); - const GLfloat s = (GLfloat) SDL_sin(radian_angle); - const GLfloat c = (GLfloat) SDL_cos(radian_angle) - 1.0f; - const GLfloat centerx = center->x + dstrect->x; - const GLfloat centery = center->y + dstrect->y; - GLfloat minx, miny, maxx, maxy; - GLfloat minu, maxu, minv, maxv; - GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 4, &cmd->data.draw.first); - - if (!verts) { - return -1; - } - - if (flip & SDL_FLIP_HORIZONTAL) { - minx = dstrect->x + dstrect->w; - maxx = dstrect->x; - } else { - minx = dstrect->x; - maxx = dstrect->x + dstrect->w; - } - - if (flip & SDL_FLIP_VERTICAL) { - miny = dstrect->y + dstrect->h; - maxy = dstrect->y; - } else { - miny = dstrect->y; - maxy = dstrect->y + dstrect->h; - } - - minu = ((GLfloat) srcquad->x) / ((GLfloat) texture->w); - maxu = ((GLfloat) (srcquad->x + srcquad->w)) / ((GLfloat) texture->w); - minv = ((GLfloat) srcquad->y) / ((GLfloat) texture->h); - maxv = ((GLfloat) (srcquad->y + srcquad->h)) / ((GLfloat) texture->h); - - - cmd->data.draw.count = 1; - - *(verts++) = minx; - *(verts++) = miny; - *(verts++) = maxx; - *(verts++) = miny; - *(verts++) = minx; - *(verts++) = maxy; - *(verts++) = maxx; - *(verts++) = maxy; - - *(verts++) = minu; - *(verts++) = minv; - *(verts++) = maxu; - *(verts++) = minv; - *(verts++) = minu; - *(verts++) = maxv; - *(verts++) = maxu; - *(verts++) = maxv; - - *(verts++) = s; - *(verts++) = c; - *(verts++) = s; - *(verts++) = c; - *(verts++) = s; - *(verts++) = c; - *(verts++) = s; - *(verts++) = c; - - *(verts++) = centerx; - *(verts++) = centery; - *(verts++) = centerx; - *(verts++) = centery; - *(verts++) = centerx; - *(verts++) = centery; - *(verts++) = centerx; - *(verts++) = centery; - - return 0; -} - -static int -SetDrawState(VITA_GLES2_RenderData *data, const SDL_RenderCommand *cmd, const VITA_GLES2_ImageSource imgsrc) -{ - const SDL_bool was_copy_ex = data->drawstate.is_copy_ex; - const SDL_bool is_copy_ex = (cmd->command == SDL_RENDERCMD_COPY_EX); - SDL_Texture *texture = cmd->data.draw.texture; - const SDL_BlendMode blend = cmd->data.draw.blend; - VITA_GLES2_ProgramCacheEntry *program; - - SDL_assert((texture != NULL) == (imgsrc != VITA_GLES2_IMAGESOURCE_SOLID)); - - if (data->drawstate.viewport_dirty) { - const SDL_Rect *viewport = &data->drawstate.viewport; - data->glViewport(viewport->x, - data->drawstate.target ? viewport->y : (data->drawstate.drawableh - viewport->y - viewport->h), - viewport->w, viewport->h); - if (viewport->w && viewport->h) { - data->drawstate.projection[0][0] = 2.0f / viewport->w; - data->drawstate.projection[1][1] = (data->drawstate.target ? 2.0f : -2.0f) / viewport->h; - data->drawstate.projection[3][1] = data->drawstate.target ? -1.0f : 1.0f; - } - data->drawstate.viewport_dirty = SDL_FALSE; - } - - if (data->drawstate.cliprect_enabled_dirty) { - if (!data->drawstate.cliprect_enabled) { - data->glDisable(GL_SCISSOR_TEST); - } else { - data->glEnable(GL_SCISSOR_TEST); - } - data->drawstate.cliprect_enabled_dirty = SDL_FALSE; - } - - if (data->drawstate.cliprect_enabled && data->drawstate.cliprect_dirty) { - const SDL_Rect *viewport = &data->drawstate.viewport; - const SDL_Rect *rect = &data->drawstate.cliprect; - data->glScissor(viewport->x + rect->x, - data->drawstate.target ? viewport->y + rect->y : data->drawstate.drawableh - viewport->y - rect->y - rect->h, - rect->w, rect->h); - data->drawstate.cliprect_dirty = SDL_FALSE; - } - - if (texture != data->drawstate.texture) { - if ((texture != NULL) != data->drawstate.texturing) { - if (texture == NULL) { - data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_TEXCOORD); - data->drawstate.texturing = SDL_FALSE; - } else { - data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_TEXCOORD); - data->drawstate.texturing = SDL_TRUE; - } - } - - if (texture) { - VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *) texture->driverdata; - if (tdata->yuv) { - data->glActiveTexture(GL_TEXTURE2); - data->glBindTexture(tdata->texture_type, tdata->texture_v); - - data->glActiveTexture(GL_TEXTURE1); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - - data->glActiveTexture(GL_TEXTURE0); - } else if (tdata->nv12) { - data->glActiveTexture(GL_TEXTURE1); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - - data->glActiveTexture(GL_TEXTURE0); - } - data->glBindTexture(tdata->texture_type, tdata->texture); - } - - data->drawstate.texture = texture; - } - - if (texture) { - data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 8))); - } - - if (VITA_GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) { - return -1; - } - - program = data->drawstate.program; - - if (program->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION] != -1) { - if (SDL_memcmp(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)) != 0) { - data->glUniformMatrix4fv(program->uniform_locations[VITA_GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)data->drawstate.projection); - SDL_memcpy(program->projection, data->drawstate.projection, sizeof (data->drawstate.projection)); - } - } - - if (program->uniform_locations[VITA_GLES2_UNIFORM_COLOR] != -1) { - if (data->drawstate.color != program->color) { - const Uint8 r = (data->drawstate.color >> 16) & 0xFF; - const Uint8 g = (data->drawstate.color >> 8) & 0xFF; - const Uint8 b = (data->drawstate.color >> 0) & 0xFF; - const Uint8 a = (data->drawstate.color >> 24) & 0xFF; - data->glUniform4f(program->uniform_locations[VITA_GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f); - program->color = data->drawstate.color; - } - } - - if (blend != data->drawstate.blend) { - if (blend == SDL_BLENDMODE_NONE) { - data->glDisable(GL_BLEND); - } else { - data->glEnable(GL_BLEND); - data->glBlendFuncSeparate(GetBlendFunc(SDL_GetBlendModeSrcColorFactor(blend)), - GetBlendFunc(SDL_GetBlendModeDstColorFactor(blend)), - GetBlendFunc(SDL_GetBlendModeSrcAlphaFactor(blend)), - GetBlendFunc(SDL_GetBlendModeDstAlphaFactor(blend))); - data->glBlendEquationSeparate(GetBlendEquation(SDL_GetBlendModeColorOperation(blend)), - GetBlendEquation(SDL_GetBlendModeAlphaOperation(blend))); - } - data->drawstate.blend = blend; - } - - /* all drawing commands use this */ - data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) cmd->data.draw.first); - - if (is_copy_ex != was_copy_ex) { - if (is_copy_ex) { - data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_ANGLE); - data->glEnableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_CENTER); - } else { - data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_ANGLE); - data->glDisableVertexAttribArray((GLenum) VITA_GLES2_ATTRIBUTE_CENTER); - } - data->drawstate.is_copy_ex = is_copy_ex; - } - - if (is_copy_ex) { - data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 16))); - data->glVertexAttribPointer(VITA_GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (cmd->data.draw.first + (sizeof (GLfloat) * 24))); - } - - return 0; -} - -static int -SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata; - VITA_GLES2_ImageSource sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR; - SDL_Texture *texture = cmd->data.draw.texture; - - /* Pick an appropriate shader */ - if (renderer->target) { - /* Check if we need to do color mapping between the source and render target textures */ - if (renderer->target->format != texture->format) { - switch (texture->format) { - case SDL_PIXELFORMAT_ARGB8888: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_ABGR8888: - case SDL_PIXELFORMAT_BGR888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_RGB888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; - } - break; - case SDL_PIXELFORMAT_ABGR8888: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_ARGB8888: - case SDL_PIXELFORMAT_RGB888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_BGR888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; - } - break; - case SDL_PIXELFORMAT_RGB888: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_ABGR8888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_ARGB8888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR; - break; - case SDL_PIXELFORMAT_BGR888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - } - break; - case SDL_PIXELFORMAT_BGR888: - switch (renderer->target->format) { - case SDL_PIXELFORMAT_ABGR8888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR; - break; - case SDL_PIXELFORMAT_ARGB8888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_RGB; - break; - case SDL_PIXELFORMAT_RGB888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - } - break; - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_YV12: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_YUV; - break; - case SDL_PIXELFORMAT_NV12: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV12; - break; - case SDL_PIXELFORMAT_NV21: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV21; - break; - case SDL_PIXELFORMAT_EXTERNAL_OES: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; - break; - default: - return SDL_SetError("Unsupported texture format"); - } - } else { - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR; /* Texture formats match, use the non color mapping shader (even if the formats are not ABGR) */ - } - } else { - switch (texture->format) { - case SDL_PIXELFORMAT_ARGB8888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ARGB; - break; - case SDL_PIXELFORMAT_ABGR8888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_ABGR; - break; - case SDL_PIXELFORMAT_RGB888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_RGB; - break; - case SDL_PIXELFORMAT_BGR888: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_BGR; - break; - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_YV12: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_YUV; - break; - case SDL_PIXELFORMAT_NV12: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV12; - break; - case SDL_PIXELFORMAT_NV21: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_NV21; - break; - case SDL_PIXELFORMAT_EXTERNAL_OES: - sourceType = VITA_GLES2_IMAGESOURCE_TEXTURE_EXTERNAL_OES; - break; - default: - return SDL_SetError("Unsupported texture format"); - } - } - - return SetDrawState(data, cmd, sourceType); -} - -static int -VITA_GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata; - const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888)); - const int vboidx = data->current_vertex_buffer; - const GLuint vbo = data->vertex_buffers[vboidx]; - size_t i; - - if (VITA_GLES2_ActivateRenderer(renderer) < 0) { - return -1; - } - - data->drawstate.target = renderer->target; - if (!data->drawstate.target) { - SDL_GL_GetDrawableSize(renderer->window, &data->drawstate.drawablew, &data->drawstate.drawableh); - } - - /* upload the new VBO data for this set of commands. */ - /* NULL/zero vertices could happen SetRenderTarget is the first render command */ - if (vertsize > 0 && vertices != NULL) - { - data->glBindBuffer(GL_ARRAY_BUFFER, vbo); - if (data->vertex_buffer_size[vboidx] < vertsize) { - data->glBufferData(GL_ARRAY_BUFFER, vertsize, vertices, GL_DYNAMIC_DRAW); - data->vertex_buffer_size[vboidx] = vertsize; - } else { - data->glBufferSubData(GL_ARRAY_BUFFER, 0, vertsize, vertices); - } - } - - /* cycle through a few VBOs so the GL has some time with the data before we replace it. */ - data->current_vertex_buffer++; - if (data->current_vertex_buffer >= SDL_arraysize(data->vertex_buffers)) { - data->current_vertex_buffer = 0; - } - - data->glDisable(GL_DEPTH_TEST); - data->glDisable(GL_CULL_FACE); - - while (cmd) { - switch (cmd->command) { - case SDL_RENDERCMD_SETDRAWCOLOR: { - const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r; - const Uint8 g = cmd->data.color.g; - const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b; - const Uint8 a = cmd->data.color.a; - data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b); - break; - } - - case SDL_RENDERCMD_SETVIEWPORT: { - SDL_Rect *viewport = &data->drawstate.viewport; - if (SDL_memcmp(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)) != 0) { - SDL_memcpy(viewport, &cmd->data.viewport.rect, sizeof (SDL_Rect)); - data->drawstate.viewport_dirty = SDL_TRUE; - } - break; - } - - case SDL_RENDERCMD_SETCLIPRECT: { - const SDL_Rect *rect = &cmd->data.cliprect.rect; - if (data->drawstate.cliprect_enabled != cmd->data.cliprect.enabled) { - data->drawstate.cliprect_enabled = cmd->data.cliprect.enabled; - data->drawstate.cliprect_enabled_dirty = SDL_TRUE; - } - - if (SDL_memcmp(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)) != 0) { - SDL_memcpy(&data->drawstate.cliprect, rect, sizeof (SDL_Rect)); - data->drawstate.cliprect_dirty = SDL_TRUE; - } - break; - } - - case SDL_RENDERCMD_CLEAR: { - const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r; - const Uint8 g = cmd->data.color.g; - const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b; - const Uint8 a = cmd->data.color.a; - const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b); - if (color != data->drawstate.clear_color) { - const GLfloat fr = ((GLfloat) r) * inv255f; - const GLfloat fg = ((GLfloat) g) * inv255f; - const GLfloat fb = ((GLfloat) b) * inv255f; - const GLfloat fa = ((GLfloat) a) * inv255f; - data->glClearColor(fr, fg, fb, fa); - data->drawstate.clear_color = color; - } - - if (data->drawstate.cliprect_enabled || data->drawstate.cliprect_enabled_dirty) { - data->glDisable(GL_SCISSOR_TEST); - data->drawstate.cliprect_enabled_dirty = data->drawstate.cliprect_enabled; - } - - data->glClear(GL_COLOR_BUFFER_BIT); - break; - } - - case SDL_RENDERCMD_DRAW_POINTS: { - if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) { - data->glDrawArrays(GL_POINTS, 0, (GLsizei) cmd->data.draw.count); - } - break; - } - - case SDL_RENDERCMD_DRAW_LINES: { - const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first); - const size_t count = cmd->data.draw.count; - if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) { - if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) { - /* GL_LINE_LOOP takes care of the final segment */ - data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1)); - } else { - data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count); - /* We need to close the endpoint of the line */ - data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1); - } - } - break; - } - - case SDL_RENDERCMD_FILL_RECTS: { - const size_t count = cmd->data.draw.count; - size_t offset = 0; - if (SetDrawState(data, cmd, VITA_GLES2_IMAGESOURCE_SOLID) == 0) { - for (i = 0; i < count; ++i, offset += 4) { - data->glDrawArrays(GL_TRIANGLE_STRIP, (GLsizei) offset, 4); - } - } - break; - } - - case SDL_RENDERCMD_COPY: - case SDL_RENDERCMD_COPY_EX: { - if (SetCopyState(renderer, cmd) == 0) { - data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); - } - break; - } - - case SDL_RENDERCMD_NO_OP: - break; - } - - cmd = cmd->next; - } - - return GL_CheckError("", renderer); -} - -static void -VITA_GLES2_DestroyRenderer(SDL_Renderer *renderer) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - - /* Deallocate everything */ - if (data) { - VITA_GLES2_ActivateRenderer(renderer); - - { - VITA_GLES2_ShaderCacheEntry *entry; - VITA_GLES2_ShaderCacheEntry *next; - entry = data->shader_cache.head; - while (entry) { - data->glDeleteShader(entry->id); - next = entry->next; - SDL_free(entry); - entry = next; - } - } - { - VITA_GLES2_ProgramCacheEntry *entry; - VITA_GLES2_ProgramCacheEntry *next; - entry = data->program_cache.head; - while (entry) { - data->glDeleteProgram(entry->id); - next = entry->next; - SDL_free(entry); - entry = next; - } - } - - if (data->context) { - while (data->framebuffers) { - VITA_GLES2_FBOList *nextnode = data->framebuffers->next; - data->glDeleteFramebuffers(1, &data->framebuffers->FBO); - GL_CheckError("", renderer); - SDL_free(data->framebuffers); - data->framebuffers = nextnode; - } - - data->glDeleteBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); - GL_CheckError("", renderer); - - SDL_GL_DeleteContext(data->context); - } - - SDL_free(data->shader_formats); - SDL_free(data); - } - SDL_free(renderer); -} - -static int -VITA_GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - VITA_GLES2_RenderData *renderdata = (VITA_GLES2_RenderData *)renderer->driverdata; - VITA_GLES2_TextureData *data; - GLenum format; - GLenum type; - GLenum scaleMode; - - VITA_GLES2_ActivateRenderer(renderer); - - renderdata->drawstate.texture = NULL; /* we trash this state. */ - - /* Determine the corresponding GLES texture format params */ - switch (texture->format) - { - case SDL_PIXELFORMAT_ARGB8888: - case SDL_PIXELFORMAT_ABGR8888: - case SDL_PIXELFORMAT_RGB888: - case SDL_PIXELFORMAT_BGR888: - format = GL_RGBA; - type = GL_UNSIGNED_BYTE; - break; - case SDL_PIXELFORMAT_IYUV: - case SDL_PIXELFORMAT_YV12: - case SDL_PIXELFORMAT_NV12: - case SDL_PIXELFORMAT_NV21: - format = GL_LUMINANCE; - type = GL_UNSIGNED_BYTE; - break; - default: - return SDL_SetError("Texture format not supported"); - } - - if (texture->format == SDL_PIXELFORMAT_EXTERNAL_OES && - texture->access != SDL_TEXTUREACCESS_STATIC) { - return SDL_SetError("Unsupported texture access for SDL_PIXELFORMAT_EXTERNAL_OES"); - } - - /* Allocate a texture struct */ - data = (VITA_GLES2_TextureData *)SDL_calloc(1, sizeof(VITA_GLES2_TextureData)); - if (!data) { - return SDL_OutOfMemory(); - } - data->texture = 0; - data->texture_type = GL_TEXTURE_2D; - data->pixel_format = format; - data->pixel_type = type; - data->yuv = ((texture->format == SDL_PIXELFORMAT_IYUV) || (texture->format == SDL_PIXELFORMAT_YV12)); - data->nv12 = ((texture->format == SDL_PIXELFORMAT_NV12) || (texture->format == SDL_PIXELFORMAT_NV21)); - data->texture_u = 0; - data->texture_v = 0; - scaleMode = (texture->scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; - - /* Allocate a blob for image renderdata */ - if (texture->access == SDL_TEXTUREACCESS_STREAMING) { - size_t size; - data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); - size = texture->h * data->pitch; - if (data->yuv) { - /* Need to add size for the U and V planes */ - size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); - } else if (data->nv12) { - /* Need to add size for the U/V plane */ - size += 2 * ((texture->h + 1) / 2) * ((data->pitch + 1) / 2); - } - data->pixel_data = SDL_calloc(1, size); - if (!data->pixel_data) { - SDL_free(data); - return SDL_OutOfMemory(); - } - } - - /* Allocate the texture */ - GL_CheckError("", renderer); - - if (data->yuv) { - renderdata->glGenTextures(1, &data->texture_v); - if (GL_CheckError("glGenTexures()", renderer) < 0) { - return -1; - } - renderdata->glActiveTexture(GL_TEXTURE2); - renderdata->glBindTexture(data->texture_type, data->texture_v); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); - - renderdata->glGenTextures(1, &data->texture_u); - if (GL_CheckError("glGenTexures()", renderer) < 0) { - return -1; - } - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL); - if (GL_CheckError("glTexImage2D()", renderer) < 0) { - return -1; - } - } else if (data->nv12) { - renderdata->glGenTextures(1, &data->texture_u); - if (GL_CheckError("glGenTexures()", renderer) < 0) { - return -1; - } - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL); - if (GL_CheckError("glTexImage2D()", renderer) < 0) { - return -1; - } - } - - renderdata->glGenTextures(1, &data->texture); - if (GL_CheckError("glGenTexures()", renderer) < 0) { - return -1; - } - texture->driverdata = data; - renderdata->glActiveTexture(GL_TEXTURE0); - renderdata->glBindTexture(data->texture_type, data->texture); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) { - renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL); - if (GL_CheckError("glTexImage2D()", renderer) < 0) { - return -1; - } - } - - if (texture->access == SDL_TEXTUREACCESS_TARGET) { - data->fbo = VITA_GLES2_GetFBO(renderer->driverdata, texture->w, texture->h); - } else { - data->fbo = NULL; - } - - return GL_CheckError("", renderer); -} - -static int -VITA_GLES2_TexSubImage2D(VITA_GLES2_RenderData *data, GLenum target, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid *pixels, GLint pitch, GLint bpp) -{ - Uint8 *blob = NULL; - Uint8 *src; - int src_pitch; - int y; - - if ((width == 0) || (height == 0) || (bpp == 0)) { - return 0; /* nothing to do */ - } - - /* Reformat the texture data into a tightly packed array */ - src_pitch = width * bpp; - src = (Uint8 *)pixels; - if (pitch != src_pitch) { - blob = (Uint8 *)SDL_malloc(src_pitch * height); - if (!blob) { - return SDL_OutOfMemory(); - } - src = blob; - for (y = 0; y < height; ++y) - { - SDL_memcpy(src, pixels, src_pitch); - src += src_pitch; - pixels = (Uint8 *)pixels + pitch; - } - src = blob; - } - - data->glTexSubImage2D(target, 0, xoffset, yoffset, width, height, format, type, src); - if (blob) { - SDL_free(blob); - } - return 0; -} - -static int -VITA_GLES2_UpdateTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, - const void *pixels, int pitch) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata; - - VITA_GLES2_ActivateRenderer(renderer); - - /* Bail out if we're supposed to update an empty rectangle */ - if (rect->w <= 0 || rect->h <= 0) { - return 0; - } - - data->drawstate.texture = NULL; /* we trash this state. */ - - /* Create a texture subimage with the supplied data */ - data->glBindTexture(tdata->texture_type, tdata->texture); - VITA_GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x, - rect->y, - rect->w, - rect->h, - tdata->pixel_format, - tdata->pixel_type, - pixels, pitch, SDL_BYTESPERPIXEL(texture->format)); - - if (tdata->yuv) { - /* Skip to the correct offset into the next texture */ - pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); - if (texture->format == SDL_PIXELFORMAT_YV12) { - data->glBindTexture(tdata->texture_type, tdata->texture_v); - } else { - data->glBindTexture(tdata->texture_type, tdata->texture_u); - } - VITA_GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - pixels, (pitch + 1) / 2, 1); - - - /* Skip to the correct offset into the next texture */ - pixels = (const void*)((const Uint8*)pixels + ((rect->h + 1) / 2) * ((pitch + 1)/2)); - if (texture->format == SDL_PIXELFORMAT_YV12) { - data->glBindTexture(tdata->texture_type, tdata->texture_u); - } else { - data->glBindTexture(tdata->texture_type, tdata->texture_v); - } - VITA_GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - pixels, (pitch + 1) / 2, 1); - } else if (tdata->nv12) { - /* Skip to the correct offset into the next texture */ - pixels = (const void*)((const Uint8*)pixels + rect->h * pitch); - data->glBindTexture(tdata->texture_type, tdata->texture_u); - VITA_GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - GL_LUMINANCE_ALPHA, - GL_UNSIGNED_BYTE, - pixels, 2 * ((pitch + 1) / 2), 2); - } - - return GL_CheckError("glTexSubImage2D()", renderer); -} - -static int -VITA_GLES2_UpdateTextureYUV(SDL_Renderer * renderer, SDL_Texture * texture, - const SDL_Rect * rect, - const Uint8 *Yplane, int Ypitch, - const Uint8 *Uplane, int Upitch, - const Uint8 *Vplane, int Vpitch) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata; - - VITA_GLES2_ActivateRenderer(renderer); - - /* Bail out if we're supposed to update an empty rectangle */ - if (rect->w <= 0 || rect->h <= 0) { - return 0; - } - - data->drawstate.texture = NULL; /* we trash this state. */ - - data->glBindTexture(tdata->texture_type, tdata->texture_v); - VITA_GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - Vplane, Vpitch, 1); - - data->glBindTexture(tdata->texture_type, tdata->texture_u); - VITA_GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x / 2, - rect->y / 2, - (rect->w + 1) / 2, - (rect->h + 1) / 2, - tdata->pixel_format, - tdata->pixel_type, - Uplane, Upitch, 1); - - data->glBindTexture(tdata->texture_type, tdata->texture); - VITA_GLES2_TexSubImage2D(data, tdata->texture_type, - rect->x, - rect->y, - rect->w, - rect->h, - tdata->pixel_format, - tdata->pixel_type, - Yplane, Ypitch, 1); - - return GL_CheckError("glTexSubImage2D()", renderer); -} - -static int -VITA_GLES2_LockTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *rect, - void **pixels, int *pitch) -{ - VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata; - - /* Retrieve the buffer/pitch for the specified region */ - *pixels = (Uint8 *)tdata->pixel_data + - (tdata->pitch * rect->y) + - (rect->x * SDL_BYTESPERPIXEL(texture->format)); - *pitch = tdata->pitch; - - return 0; -} - -static void -VITA_GLES2_UnlockTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata; - SDL_Rect rect; - - /* We do whole texture updates, at least for now */ - rect.x = 0; - rect.y = 0; - rect.w = texture->w; - rect.h = texture->h; - VITA_GLES2_UpdateTexture(renderer, texture, &rect, tdata->pixel_data, tdata->pitch); -} - -static void -VITA_GLES2_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture, SDL_ScaleMode scaleMode) -{ - VITA_GLES2_RenderData *renderdata = (VITA_GLES2_RenderData *) renderer->driverdata; - VITA_GLES2_TextureData *data = (VITA_GLES2_TextureData *) texture->driverdata; - GLenum glScaleMode = (scaleMode == SDL_ScaleModeNearest) ? GL_NEAREST : GL_LINEAR; - - if (data->yuv) { - renderdata->glActiveTexture(GL_TEXTURE2); - renderdata->glBindTexture(data->texture_type, data->texture_v); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); - - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); - } else if (data->nv12) { - renderdata->glActiveTexture(GL_TEXTURE1); - renderdata->glBindTexture(data->texture_type, data->texture_u); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); - } - - renderdata->glActiveTexture(GL_TEXTURE0); - renderdata->glBindTexture(data->texture_type, data->texture); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, glScaleMode); - renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, glScaleMode); -} - -static int -VITA_GLES2_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *) renderer->driverdata; - VITA_GLES2_TextureData *texturedata = NULL; - GLenum status; - - data->drawstate.viewport_dirty = SDL_TRUE; - - if (texture == NULL) { - data->glBindFramebuffer(GL_FRAMEBUFFER, data->window_framebuffer); - } else { - texturedata = (VITA_GLES2_TextureData *) texture->driverdata; - data->glBindFramebuffer(GL_FRAMEBUFFER, texturedata->fbo->FBO); - /* TODO: check if texture pixel format allows this operation */ - data->glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, texturedata->texture_type, texturedata->texture, 0); - /* Check FBO status */ - status = data->glCheckFramebufferStatus(GL_FRAMEBUFFER); - if (status != GL_FRAMEBUFFER_COMPLETE) { - return SDL_SetError("glFramebufferTexture2D() failed"); - } - } - return 0; -} - -static void -VITA_GLES2_DestroyTexture(SDL_Renderer *renderer, SDL_Texture *texture) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - VITA_GLES2_TextureData *tdata = (VITA_GLES2_TextureData *)texture->driverdata; - - VITA_GLES2_ActivateRenderer(renderer); - - if (data->drawstate.texture == texture) { - data->drawstate.texture = NULL; - } - if (data->drawstate.target == texture) { - data->drawstate.target = NULL; - } - - /* Destroy the texture */ - if (tdata) { - data->glDeleteTextures(1, &tdata->texture); - if (tdata->texture_v) { - data->glDeleteTextures(1, &tdata->texture_v); - } - if (tdata->texture_u) { - data->glDeleteTextures(1, &tdata->texture_u); - } - SDL_free(tdata->pixel_data); - SDL_free(tdata); - texture->driverdata = NULL; - } -} - -static int -VITA_GLES2_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect, - Uint32 pixel_format, void * pixels, int pitch) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888; - size_t buflen; - void *temp_pixels; - int temp_pitch; - Uint8 *src, *dst, *tmp; - int w, h, length, rows; - int status; - - temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format); - buflen = rect->h * temp_pitch; - if (buflen == 0) { - return 0; /* nothing to do. */ - } - - temp_pixels = SDL_malloc(buflen); - if (!temp_pixels) { - return SDL_OutOfMemory(); - } - - SDL_GetRendererOutputSize(renderer, &w, &h); - - data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h, - rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels); - if (GL_CheckError("glReadPixels()", renderer) < 0) { - return -1; - } - - /* Flip the rows to be top-down if necessary */ - if (!renderer->target) { - SDL_bool isstack; - length = rect->w * SDL_BYTESPERPIXEL(temp_format); - src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch; - dst = (Uint8*)temp_pixels; - tmp = SDL_small_alloc(Uint8, length, &isstack); - rows = rect->h / 2; - while (rows--) { - SDL_memcpy(tmp, dst, length); - SDL_memcpy(dst, src, length); - SDL_memcpy(src, tmp, length); - dst += temp_pitch; - src -= temp_pitch; - } - SDL_small_free(tmp, isstack); - } - - status = SDL_ConvertPixels(rect->w, rect->h, - temp_format, temp_pixels, temp_pitch, - pixel_format, pixels, pitch); - SDL_free(temp_pixels); - - return status; -} - -static void -VITA_GLES2_RenderPresent(SDL_Renderer *renderer) -{ - /* Tell the video driver to swap buffers */ - SDL_GL_SwapWindow(renderer->window); -} - - -/************************************************************************************************* - * Bind/unbinding of textures - *************************************************************************************************/ -static int VITA_GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh); -static int VITA_GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture); - -static int VITA_GLES2_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - VITA_GLES2_TextureData *texturedata = (VITA_GLES2_TextureData *)texture->driverdata; - VITA_GLES2_ActivateRenderer(renderer); - - data->glBindTexture(texturedata->texture_type, texturedata->texture); - data->drawstate.texture = texture; - - if (texw) { - *texw = 1.0; - } - if (texh) { - *texh = 1.0; - } - - return 0; -} - -static int VITA_GLES2_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture) -{ - VITA_GLES2_RenderData *data = (VITA_GLES2_RenderData *)renderer->driverdata; - VITA_GLES2_TextureData *texturedata = (VITA_GLES2_TextureData *)texture->driverdata; - VITA_GLES2_ActivateRenderer(renderer); - - data->glBindTexture(texturedata->texture_type, 0); - data->drawstate.texture = NULL; - - return 0; -} - - -/************************************************************************************************* - * Renderer instantiation * - *************************************************************************************************/ - -static SDL_Renderer * -VITA_GLES2_CreateRenderer(SDL_Window *window, Uint32 flags) -{ - SDL_Renderer *renderer; - VITA_GLES2_RenderData *data; - GLint nFormats; - GLboolean hasCompiler; - GLint window_framebuffer; - GLint value; - Uint32 window_flags = 0; - - window_flags = SDL_GetWindowFlags(window); - - if (!(window_flags & SDL_WINDOW_OPENGL)) { - if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) { - goto error; - } - } - - /* Create the renderer struct */ - renderer = (SDL_Renderer *)SDL_calloc(1, sizeof(SDL_Renderer)); - if (!renderer) { - SDL_OutOfMemory(); - goto error; - } - - data = (VITA_GLES2_RenderData *)SDL_calloc(1, sizeof(VITA_GLES2_RenderData)); - if (!data) { - SDL_free(renderer); - SDL_OutOfMemory(); - goto error; - } - - renderer->info = VITA_GLES2_RenderDriver.info; - renderer->info.flags = (SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); - renderer->driverdata = data; - renderer->window = window; - - /* Create an OpenGL ES 2.0 context */ - data->context = SDL_GL_CreateContext(window); - if (!data->context) { - SDL_free(renderer); - SDL_free(data); - goto error; - } - if (SDL_GL_MakeCurrent(window, data->context) < 0) { - SDL_GL_DeleteContext(data->context); - SDL_free(renderer); - SDL_free(data); - goto error; - } - - if (VITA_GLES2_LoadFunctions(data) < 0) { - SDL_GL_DeleteContext(data->context); - SDL_free(renderer); - SDL_free(data); - goto error; - } - - if (flags & SDL_RENDERER_PRESENTVSYNC) { - SDL_GL_SetSwapInterval(1); - } else { - SDL_GL_SetSwapInterval(0); - } - - if (SDL_GL_GetSwapInterval() > 0) { - renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC; - } - - /* Check for debug output support */ - if (SDL_GL_GetAttribute(SDL_GL_CONTEXT_FLAGS, &value) == 0 && - (value & SDL_GL_CONTEXT_DEBUG_FLAG)) { - data->debug_enabled = SDL_TRUE; - } - - value = 0; - data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); - renderer->info.max_texture_width = value; - value = 0; - data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); - renderer->info.max_texture_height = value; - - data->glGetIntegerv(GL_NUM_SHADER_BINARY_FORMATS, &nFormats); - hasCompiler = GL_TRUE; - if (hasCompiler) { - ++nFormats; - } - - data->shader_formats = (GLenum *)SDL_calloc(nFormats, sizeof(GLenum)); - if (!data->shader_formats) { - VITA_GLES2_DestroyRenderer(renderer); - SDL_OutOfMemory(); - goto error; - } - data->shader_format_count = nFormats; - data->glGetIntegerv(GL_SHADER_BINARY_FORMATS, (GLint *)data->shader_formats); - if (hasCompiler) { - data->shader_formats[nFormats - 1] = (GLenum)-1; - } - - /* we keep a few of these and cycle through them, so data can live for a few frames. */ - data->glGenBuffers(SDL_arraysize(data->vertex_buffers), data->vertex_buffers); - - data->framebuffers = NULL; - data->glGetIntegerv(GL_FRAMEBUFFER_BINDING, &window_framebuffer); - data->window_framebuffer = (GLuint)window_framebuffer; - - /* Populate the function pointers for the module */ - renderer->WindowEvent = VITA_GLES2_WindowEvent; - renderer->GetOutputSize = VITA_GLES2_GetOutputSize; - renderer->SupportsBlendMode = VITA_GLES2_SupportsBlendMode; - renderer->CreateTexture = VITA_GLES2_CreateTexture; - renderer->UpdateTexture = VITA_GLES2_UpdateTexture; - renderer->UpdateTextureYUV = VITA_GLES2_UpdateTextureYUV; - renderer->LockTexture = VITA_GLES2_LockTexture; - renderer->UnlockTexture = VITA_GLES2_UnlockTexture; - renderer->SetTextureScaleMode = VITA_GLES2_SetTextureScaleMode; - renderer->SetRenderTarget = VITA_GLES2_SetRenderTarget; - - renderer->QueueSetViewport = VITA_GLES2_QueueSetViewport; - renderer->QueueSetDrawColor = VITA_GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */ - renderer->QueueDrawPoints = VITA_GLES2_QueueDrawPoints; - renderer->QueueDrawLines = VITA_GLES2_QueueDrawPoints; /* lines and points queue vertices the same way. */ - renderer->QueueFillRects = VITA_GLES2_QueueFillRects; - renderer->QueueCopy = VITA_GLES2_QueueCopy; - renderer->QueueCopyEx = VITA_GLES2_QueueCopyEx; - renderer->RunCommandQueue = VITA_GLES2_RunCommandQueue; - renderer->RenderReadPixels = VITA_GLES2_RenderReadPixels; - renderer->RenderPresent = VITA_GLES2_RenderPresent; - renderer->DestroyTexture = VITA_GLES2_DestroyTexture; - renderer->DestroyRenderer = VITA_GLES2_DestroyRenderer; - renderer->GL_BindTexture = VITA_GLES2_BindTexture; - renderer->GL_UnbindTexture = VITA_GLES2_UnbindTexture; - -// TODO. See shaders -// renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12; -// renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV; -// renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV12; -// renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_NV21; - - /* Set up parameters for rendering */ - data->glActiveTexture(GL_TEXTURE0); - data->glPixelStorei(GL_PACK_ALIGNMENT, 1); - data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - - data->glEnableVertexAttribArray(VITA_GLES2_ATTRIBUTE_POSITION); - data->glDisableVertexAttribArray(VITA_GLES2_ATTRIBUTE_TEXCOORD); - - data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f); - - data->drawstate.blend = SDL_BLENDMODE_INVALID; - data->drawstate.color = 0xFFFFFFFF; - data->drawstate.clear_color = 0xFFFFFFFF; - data->drawstate.projection[3][0] = -1.0f; - data->drawstate.projection[3][3] = 1.0f; - - GL_CheckError("", renderer); - - return renderer; - -error: - return NULL; -} - -SDL_RenderDriver VITA_GLES2_RenderDriver = { - VITA_GLES2_CreateRenderer, - { - "VITA gles2", - (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_TARGETTEXTURE), - 4, - { - SDL_PIXELFORMAT_ARGB8888, - SDL_PIXELFORMAT_ABGR8888, - SDL_PIXELFORMAT_RGB888, - SDL_PIXELFORMAT_BGR888 - }, - 0, - 0 - } -}; - -#endif /* SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED */ - -/* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/vitagles2/SDL_shaders_gles2vita.c b/src/render/vitagles2/SDL_shaders_gles2vita.c deleted file mode 100644 index 87ad13d50..000000000 --- a/src/render/vitagles2/SDL_shaders_gles2vita.c +++ /dev/null @@ -1,563 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2020 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "../../SDL_internal.h" - -#if SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED - -#include "SDL_video.h" -#include "SDL_opengles2.h" -#include "SDL_shaders_gles2vita.h" -#include "SDL_stdinc.h" - -/* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */ - -/************************************************************************************************* - * Vertex/fragment shader source * - *************************************************************************************************/ -/* Notes on a_angle: - * It is a vector containing sin and cos for rotation matrix - * To get correct rotation for most cases when a_angle is disabled cos - value is decremented by 1.0 to get proper output with 0.0 which is - default value -*/ -static const Uint8 VITA_GLES2_VertexSrc_Default_[] = " \ - struct _Output { \ - float2 v_texCoord : TEXCOORD0; \ - float4 position : POSITION; \ - float pointsize : PSIZE; \ - }; \ -\ - _Output main( \ - uniform float4x4 u_projection, \ - float2 a_position, \ - float2 a_texCoord, \ - float2 a_angle, \ - float2 a_center \ - ) \ - { \ - _Output OUT; \ -\ - float s = a_angle[0]; \ - float c = a_angle[1] + 1.0; \ - float2x2 rotationMatrix = float2x2(c, s, -s, c); \ - float2 position = mul((a_position - a_center) + a_center, rotationMatrix); \ -\ - OUT.v_texCoord = a_texCoord; \ - OUT.position = mul(float4(position, 0.0, 1.0), u_projection);\ - OUT.pointsize = 1.0; \ - return OUT; \ - } \ -"; - -static const Uint8 VITA_GLES2_FragmentSrc_SolidSrc_[] = " \ - float4 main(uniform float4 u_color : COLOR) : COLOR \ - { \ - return u_color; \ - } \ -"; - -static const Uint8 VITA_GLES2_FragmentSrc_TextureABGRSrc_[] = " \ - float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ - { \ - float4 color = tex2D(u_texture, v_texCoord); \ - return color * u_color; \ - } \ -"; - -/* ARGB to ABGR conversion */ -static const Uint8 VITA_GLES2_FragmentSrc_TextureARGBSrc_[] = " \ - float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ - { \ - float4 abgr = tex2D(u_texture, v_texCoord); \ - float4 color = abgr; \ - color.r = abgr.b; \ - color.b = abgr.r; \ - return color * u_color; \ - } \ -"; - -/* RGB to ABGR conversion */ -static const Uint8 VITA_GLES2_FragmentSrc_TextureRGBSrc_[] = " \ - float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ - { \ - float4 abgr = tex2D(u_texture, v_texCoord); \ - float4 color = abgr; \ - color.r = abgr.b; \ - color.b = abgr.r; \ - color.a = 1.0; \ - return color * u_color; \ - } \ -"; - -/* BGR to ABGR conversion */ -static const Uint8 VITA_GLES2_FragmentSrc_TextureBGRSrc_[] = " \ - float4 main(uniform sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \ - { \ - float4 abgr = tex2D(u_texture, v_texCoord); \ - float4 color = abgr; \ - color.a = 1.0; \ - return color * u_color; \ - } \ -"; - -// VITA : TODO - -#define JPEG_SHADER_CONSTANTS \ -"// YUV offset \n" \ -"const vec3 offset = vec3(0, -0.501960814, -0.501960814);\n" \ -"\n" \ -"// RGB coefficients \n" \ -"const mat3 matrix = mat3( 1, 1, 1,\n" \ -" 0, -0.3441, 1.772,\n" \ -" 1.402, -0.7141, 0);\n" \ - -#define BT601_SHADER_CONSTANTS \ -"// YUV offset \n" \ -"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \ -"\n" \ -"// RGB coefficients \n" \ -"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \ -" 0, -0.3918, 2.0172,\n" \ -" 1.596, -0.813, 0);\n" \ - -#define BT709_SHADER_CONSTANTS \ -"// YUV offset \n" \ -"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n" \ -"\n" \ -"// RGB coefficients \n" \ -"const mat3 matrix = mat3( 1.1644, 1.1644, 1.1644,\n" \ -" 0, -0.2132, 2.1124,\n" \ -" 1.7927, -0.5329, 0);\n" \ - - -#define YUV_SHADER_PROLOGUE \ -"precision mediump float;\n" \ -"uniform sampler2D u_texture;\n" \ -"uniform sampler2D u_texture_u;\n" \ -"uniform sampler2D u_texture_v;\n" \ -"uniform vec4 u_color;\n" \ -"varying vec2 v_texCoord;\n" \ -"\n" \ - -#define YUV_SHADER_BODY \ -"\n" \ -"void main()\n" \ -"{\n" \ -" mediump vec3 yuv;\n" \ -" lowp vec3 rgb;\n" \ -"\n" \ -" // Get the YUV values \n" \ -" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ -" yuv.y = texture2D(u_texture_u, v_texCoord).r;\n" \ -" yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \ -"\n" \ -" // Do the color transform \n" \ -" yuv += offset;\n" \ -" rgb = matrix * yuv;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= u_color;\n" \ -"}" \ - -#define NV12_SHADER_BODY \ -"\n" \ -"void main()\n" \ -"{\n" \ -" mediump vec3 yuv;\n" \ -" lowp vec3 rgb;\n" \ -"\n" \ -" // Get the YUV values \n" \ -" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ -" yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \ -"\n" \ -" // Do the color transform \n" \ -" yuv += offset;\n" \ -" rgb = matrix * yuv;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= u_color;\n" \ -"}" \ - -#define NV21_SHADER_BODY \ -"\n" \ -"void main()\n" \ -"{\n" \ -" mediump vec3 yuv;\n" \ -" lowp vec3 rgb;\n" \ -"\n" \ -" // Get the YUV values \n" \ -" yuv.x = texture2D(u_texture, v_texCoord).r;\n" \ -" yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \ -"\n" \ -" // Do the color transform \n" \ -" yuv += offset;\n" \ -" rgb = matrix * yuv;\n" \ -"\n" \ -" // That was easy. :) \n" \ -" gl_FragColor = vec4(rgb, 1);\n" \ -" gl_FragColor *= u_color;\n" \ -"}" \ - -/* YUV to ABGR conversion */ -static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \ - YUV_SHADER_PROLOGUE \ - JPEG_SHADER_CONSTANTS \ - YUV_SHADER_BODY \ -; -static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT601Src_[] = \ - YUV_SHADER_PROLOGUE \ - BT601_SHADER_CONSTANTS \ - YUV_SHADER_BODY \ -; -static const Uint8 VITA_GLES2_FragmentSrc_TextureYUVBT709Src_[] = \ - YUV_SHADER_PROLOGUE \ - BT709_SHADER_CONSTANTS \ - YUV_SHADER_BODY \ -; - -/* NV12 to ABGR conversion */ -static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \ - YUV_SHADER_PROLOGUE \ - JPEG_SHADER_CONSTANTS \ - NV12_SHADER_BODY \ -; -static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT601Src_[] = \ - YUV_SHADER_PROLOGUE \ - BT601_SHADER_CONSTANTS \ - NV12_SHADER_BODY \ -; -static const Uint8 VITA_GLES2_FragmentSrc_TextureNV12BT709Src_[] = \ - YUV_SHADER_PROLOGUE \ - BT709_SHADER_CONSTANTS \ - NV12_SHADER_BODY \ -; - -/* NV21 to ABGR conversion */ -static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \ - YUV_SHADER_PROLOGUE \ - JPEG_SHADER_CONSTANTS \ - NV21_SHADER_BODY \ -; -static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT601Src_[] = \ - YUV_SHADER_PROLOGUE \ - BT601_SHADER_CONSTANTS \ - NV21_SHADER_BODY \ -; -static const Uint8 VITA_GLES2_FragmentSrc_TextureNV21BT709Src_[] = \ - YUV_SHADER_PROLOGUE \ - BT709_SHADER_CONSTANTS \ - NV21_SHADER_BODY \ -; - -/* Custom Android video format texture */ -static const Uint8 VITA_GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \ - #extension GL_OES_EGL_image_external : require\n\ - precision mediump float; \ - uniform samplerExternalOES u_texture; \ - uniform vec4 u_color; \ - varying vec2 v_texCoord; \ - \ - void main() \ - { \ - gl_FragColor = texture2D(u_texture, v_texCoord); \ - gl_FragColor *= u_color; \ - } \ -"; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_VertexSrc_Default = { - GL_VERTEX_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_VertexSrc_Default_), - VITA_GLES2_VertexSrc_Default_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_SolidSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_SolidSrc_), - VITA_GLES2_FragmentSrc_SolidSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureABGRSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureABGRSrc_), - VITA_GLES2_FragmentSrc_TextureABGRSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureARGBSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureARGBSrc_), - VITA_GLES2_FragmentSrc_TextureARGBSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureRGBSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureRGBSrc_), - VITA_GLES2_FragmentSrc_TextureRGBSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureBGRSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureBGRSrc_), - VITA_GLES2_FragmentSrc_TextureBGRSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_), - VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT601Src = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT601Src_), - VITA_GLES2_FragmentSrc_TextureYUVBT601Src_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureYUVBT709Src = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureYUVBT709Src_), - VITA_GLES2_FragmentSrc_TextureYUVBT709Src_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_), - VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT601Src = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT601Src_), - VITA_GLES2_FragmentSrc_TextureNV12BT601Src_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT709Src = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT709Src_), - VITA_GLES2_FragmentSrc_TextureNV21BT709Src_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_), - VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV21BT601Src = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureNV21BT601Src_), - VITA_GLES2_FragmentSrc_TextureNV21BT601Src_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureNV12BT709Src = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureNV12BT709Src_), - VITA_GLES2_FragmentSrc_TextureNV12BT709Src_ -}; - -static const VITA_GLES2_ShaderInstance VITA_GLES2_FragmentSrc_TextureExternalOESSrc = { - GL_FRAGMENT_SHADER, - VITA_GLES2_SOURCE_SHADER, - sizeof(VITA_GLES2_FragmentSrc_TextureExternalOESSrc_), - VITA_GLES2_FragmentSrc_TextureExternalOESSrc_ -}; - - -/************************************************************************************************* - * Vertex/fragment shader definitions * - *************************************************************************************************/ - -static VITA_GLES2_Shader VITA_GLES2_VertexShader_Default = { - 1, - { - &VITA_GLES2_VertexSrc_Default - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_SolidSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_SolidSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureABGRSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureABGRSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureARGBSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureARGBSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureRGBSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureRGBSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureBGRSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureBGRSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVJPEGSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureYUVJPEGSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT601Src = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureYUVBT601Src - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureYUVBT709Src = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureYUVBT709Src - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12JPEGSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureNV12JPEGSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT601Src = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureNV12BT601Src - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV12BT709Src = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureNV12BT709Src - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21JPEGSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureNV21JPEGSrc - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT601Src = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureNV21BT601Src - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureNV21BT709Src = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureNV21BT709Src - } -}; - -static VITA_GLES2_Shader VITA_GLES2_FragmentShader_TextureExternalOESSrc = { - 1, - { - &VITA_GLES2_FragmentSrc_TextureExternalOESSrc - } -}; - - -/************************************************************************************************* - * Shader selector * - *************************************************************************************************/ - -const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type) -{ - switch (type) { - case VITA_GLES2_SHADER_VERTEX_DEFAULT: - return &VITA_GLES2_VertexShader_Default; - case VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC: - return &VITA_GLES2_FragmentShader_SolidSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC: - return &VITA_GLES2_FragmentShader_TextureABGRSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC: - return &VITA_GLES2_FragmentShader_TextureARGBSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC: - return &VITA_GLES2_FragmentShader_TextureRGBSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC: - return &VITA_GLES2_FragmentShader_TextureBGRSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC: - return &VITA_GLES2_FragmentShader_TextureYUVJPEGSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC: - return &VITA_GLES2_FragmentShader_TextureYUVBT601Src; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC: - return &VITA_GLES2_FragmentShader_TextureYUVBT709Src; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC: - return &VITA_GLES2_FragmentShader_TextureNV12JPEGSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC: - return &VITA_GLES2_FragmentShader_TextureNV12BT601Src; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC: - return &VITA_GLES2_FragmentShader_TextureNV12BT709Src; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC: - return &VITA_GLES2_FragmentShader_TextureNV21JPEGSrc; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC: - return &VITA_GLES2_FragmentShader_TextureNV21BT601Src; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC: - return &VITA_GLES2_FragmentShader_TextureNV21BT709Src; - case VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC: - return &VITA_GLES2_FragmentShader_TextureExternalOESSrc; - default: - return NULL; - } -} - -#endif /* SDL_VIDEO_RENDER_VITA_GLES2 && !SDL_RENDER_DISABLED */ - -/* vi: set ts=4 sw=4 expandtab: */ diff --git a/src/render/vitagles2/SDL_shaders_gles2vita.h b/src/render/vitagles2/SDL_shaders_gles2vita.h deleted file mode 100644 index dd7091591..000000000 --- a/src/render/vitagles2/SDL_shaders_gles2vita.h +++ /dev/null @@ -1,70 +0,0 @@ -/* - Simple DirectMedia Layer - Copyright (C) 1997-2020 Sam Lantinga - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. -*/ -#include "../../SDL_internal.h" - -#ifndef SDL_shaders_gles2vita_h_ -#define SDL_shaders_gles2vita_h_ - -#if SDL_VIDEO_RENDER_VITA_GLES2 - -typedef struct VITA_GLES2_ShaderInstance -{ - GLenum type; - GLenum format; - int length; - const void *data; -} VITA_GLES2_ShaderInstance; - -typedef struct VITA_GLES2_Shader -{ - int instance_count; - const VITA_GLES2_ShaderInstance *instances[4]; -} VITA_GLES2_Shader; - -typedef enum -{ - VITA_GLES2_SHADER_VERTEX_DEFAULT, - VITA_GLES2_SHADER_FRAGMENT_SOLID_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC, - VITA_GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC -} VITA_GLES2_ShaderType; - -#define VITA_GLES2_SOURCE_SHADER (GLenum)-1 - -const VITA_GLES2_Shader *VITA_GLES2_GetShader(VITA_GLES2_ShaderType type); - -#endif /* SDL_VIDEO_RENDER_VITA_GLES2 */ - -#endif /* SDL_shaders_gles2vita_h_ */ - -/* vi: set ts=4 sw=4 expandtab: */