Mercurial > sdl-ios-xcode
annotate src/render/opengl/SDL_shaders_gl.c @ 5267:b530ef003506
Happy 2011! :)
author | Sam Lantinga <slouken@libsdl.org> |
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date | Fri, 11 Feb 2011 22:37:15 -0800 |
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1 /* |
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2 SDL - Simple DirectMedia Layer |
5267 | 3 Copyright (C) 1997-2011 Sam Lantinga |
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4 |
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5 This library is free software; you can redistribute it and/or |
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6 modify it under the terms of the GNU Lesser General Public |
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7 License as published by the Free Software Foundation; either |
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8 version 2.1 of the License, or (at your option) any later version. |
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9 |
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10 This library is distributed in the hope that it will be useful, |
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11 but WITHOUT ANY WARRANTY; without even the implied warranty of |
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12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU |
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13 Lesser General Public License for more details. |
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14 |
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15 You should have received a copy of the GNU Lesser General Public |
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16 License along with this library; if not, write to the Free Software |
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17 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
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18 |
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19 Sam Lantinga |
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20 slouken@libsdl.org |
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21 */ |
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22 #include "SDL_config.h" |
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23 |
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24 #if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED |
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25 |
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26 #include "SDL_stdinc.h" |
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27 #include "SDL_log.h" |
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28 #include "SDL_opengl.h" |
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29 #include "SDL_video.h" |
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30 #include "SDL_shaders_gl.h" |
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31 |
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32 /* OpenGL shader implementation */ |
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33 |
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34 /*#define DEBUG_SHADERS*/ |
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35 |
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36 typedef struct |
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37 { |
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38 GLenum program; |
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39 GLenum vert_shader; |
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40 GLenum frag_shader; |
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41 } GL_ShaderData; |
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42 |
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43 struct GL_ShaderContext |
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44 { |
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45 GLenum (*glGetError)(void); |
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46 |
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47 PFNGLATTACHOBJECTARBPROC glAttachObjectARB; |
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48 PFNGLCOMPILESHADERARBPROC glCompileShaderARB; |
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49 PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB; |
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50 PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB; |
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51 PFNGLDELETEOBJECTARBPROC glDeleteObjectARB; |
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52 PFNGLGETINFOLOGARBPROC glGetInfoLogARB; |
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53 PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB; |
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54 PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB; |
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55 PFNGLLINKPROGRAMARBPROC glLinkProgramARB; |
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56 PFNGLSHADERSOURCEARBPROC glShaderSourceARB; |
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57 PFNGLUNIFORM1IARBPROC glUniform1iARB; |
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58 PFNGLUNIFORM1FARBPROC glUniform1fARB; |
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59 PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB; |
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60 |
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61 SDL_bool GL_ARB_texture_rectangle_supported; |
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62 |
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63 GL_Shader current_shader; |
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64 GL_ShaderData shaders[NUM_SHADERS]; |
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65 }; |
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66 |
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67 /* |
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68 * NOTE: Always use sampler2D, etc here. We'll #define them to the |
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69 * texture_rectangle versions if we choose to use that extension. |
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70 */ |
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71 static const char *shader_source[NUM_SHADERS][2] = |
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72 { |
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73 /* SHADER_NONE */ |
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74 { NULL, NULL }, |
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75 |
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76 /* SHADER_SOLID */ |
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77 { |
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78 /* vertex shader */ |
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79 "varying vec4 v_color;\n" |
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80 "\n" |
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81 "void main()\n" |
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82 "{\n" |
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83 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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84 " v_color = gl_Color;\n" |
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85 "}", |
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86 /* fragment shader */ |
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87 "varying vec4 v_color;\n" |
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88 "\n" |
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89 "void main()\n" |
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90 "{\n" |
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91 " gl_FragColor = v_color;\n" |
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92 "}" |
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93 }, |
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94 |
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95 /* SHADER_RGB */ |
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96 { |
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97 /* vertex shader */ |
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98 "varying vec4 v_color;\n" |
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99 "varying vec2 v_texCoord;\n" |
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100 "\n" |
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101 "void main()\n" |
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102 "{\n" |
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103 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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104 " v_color = gl_Color;\n" |
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105 " v_texCoord = vec2(gl_MultiTexCoord0);\n" |
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106 "}", |
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107 /* fragment shader */ |
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108 "varying vec4 v_color;\n" |
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109 "varying vec2 v_texCoord;\n" |
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110 "uniform sampler2D tex0;\n" |
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111 "\n" |
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112 "void main()\n" |
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113 "{\n" |
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114 " gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n" |
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115 "}" |
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116 }, |
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117 |
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118 /* SHADER_YV12 */ |
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119 { |
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120 /* vertex shader */ |
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121 "varying vec4 v_color;\n" |
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122 "varying vec2 v_texCoord;\n" |
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123 "\n" |
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124 "void main()\n" |
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125 "{\n" |
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126 " gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n" |
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127 " v_color = gl_Color;\n" |
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128 " v_texCoord = vec2(gl_MultiTexCoord0);\n" |
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129 "}", |
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130 /* fragment shader */ |
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131 "varying vec4 v_color;\n" |
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132 "varying vec2 v_texCoord;\n" |
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133 "uniform sampler2D tex0; // Y \n" |
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134 "uniform sampler2D tex1; // U \n" |
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135 "uniform sampler2D tex2; // V \n" |
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136 "\n" |
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137 "// YUV offset \n" |
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138 "const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n" |
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139 "\n" |
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140 "// RGB coefficients \n" |
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141 "const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n" |
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142 "const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n" |
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143 "const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n" |
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144 "\n" |
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145 "void main()\n" |
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146 "{\n" |
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147 " vec2 tcoord;\n" |
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148 " vec3 yuv, rgb;\n" |
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149 "\n" |
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150 " // Get the Y value \n" |
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151 " tcoord = v_texCoord;\n" |
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152 " yuv.x = texture2D(tex0, tcoord).r;\n" |
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153 "\n" |
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154 " // Get the U and V values \n" |
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155 " tcoord *= 0.5;\n" |
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156 " yuv.y = texture2D(tex1, tcoord).r;\n" |
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157 " yuv.z = texture2D(tex2, tcoord).r;\n" |
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158 "\n" |
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159 " // Do the color transform \n" |
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160 " yuv += offset;\n" |
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161 " rgb.r = dot(yuv, Rcoeff);\n" |
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162 " rgb.g = dot(yuv, Gcoeff);\n" |
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163 " rgb.b = dot(yuv, Bcoeff);\n" |
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164 "\n" |
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165 " // That was easy. :) \n" |
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166 " gl_FragColor = vec4(rgb, 1.0) * v_color;\n" |
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167 "}" |
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168 }, |
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169 }; |
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170 |
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171 static SDL_bool |
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172 CompileShader(GL_ShaderContext *ctx, GLenum shader, const char *defines, const char *source) |
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173 { |
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174 GLint status; |
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175 const char *sources[2]; |
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176 |
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177 sources[0] = defines; |
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178 sources[1] = source; |
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179 |
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180 ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL); |
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181 ctx->glCompileShaderARB(shader); |
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182 ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status); |
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183 if (status == 0) { |
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184 GLint length; |
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185 char *info; |
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186 |
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187 ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length); |
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188 info = SDL_stack_alloc(char, length+1); |
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189 ctx->glGetInfoLogARB(shader, length, NULL, info); |
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190 SDL_LogError(SDL_LOG_CATEGORY_RENDER, |
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191 "Failed to compile shader:\n%s%s\n%s", defines, source, info); |
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192 #ifdef DEBUG_SHADERS |
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193 fprintf(stderr, |
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194 "Failed to compile shader:\n%s%s\n%s", defines, source, info); |
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195 #endif |
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196 SDL_stack_free(info); |
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197 |
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198 return SDL_FALSE; |
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199 } else { |
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200 return SDL_TRUE; |
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201 } |
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202 } |
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203 |
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204 static SDL_bool |
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205 CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data) |
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206 { |
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207 const int num_tmus_bound = 4; |
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208 const char *vert_defines = ""; |
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209 const char *frag_defines = ""; |
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210 int i; |
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211 GLint location; |
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212 |
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213 if (index == SHADER_NONE) { |
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214 return SDL_TRUE; |
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215 } |
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216 |
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217 ctx->glGetError(); |
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218 |
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219 /* Make sure we use the correct sampler type for our texture type */ |
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220 if (ctx->GL_ARB_texture_rectangle_supported) { |
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221 frag_defines = |
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222 "#define sampler2D sampler2DRect\n" |
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223 "#define texture2D texture2DRect\n"; |
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224 } |
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225 |
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226 /* Create one program object to rule them all */ |
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227 data->program = ctx->glCreateProgramObjectARB(); |
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228 |
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229 /* Create the vertex shader */ |
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230 data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); |
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231 if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) { |
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232 return SDL_FALSE; |
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233 } |
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234 |
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235 /* Create the fragment shader */ |
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236 data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB); |
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237 if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) { |
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238 return SDL_FALSE; |
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239 } |
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240 |
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241 /* ... and in the darkness bind them */ |
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242 ctx->glAttachObjectARB(data->program, data->vert_shader); |
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243 ctx->glAttachObjectARB(data->program, data->frag_shader); |
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244 ctx->glLinkProgramARB(data->program); |
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245 |
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246 /* Set up some uniform variables */ |
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247 ctx->glUseProgramObjectARB(data->program); |
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248 for (i = 0; i < num_tmus_bound; ++i) { |
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249 char tex_name[5]; |
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250 SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i); |
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251 location = ctx->glGetUniformLocationARB(data->program, tex_name); |
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252 if (location >= 0) { |
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253 ctx->glUniform1iARB(location, i); |
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254 } |
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255 } |
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256 ctx->glUseProgramObjectARB(0); |
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257 |
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258 return (ctx->glGetError() == GL_NO_ERROR); |
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259 } |
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260 |
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261 static void |
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262 DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data) |
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263 { |
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264 ctx->glDeleteObjectARB(data->vert_shader); |
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265 ctx->glDeleteObjectARB(data->frag_shader); |
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266 ctx->glDeleteObjectARB(data->program); |
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267 } |
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268 |
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269 GL_ShaderContext * |
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270 GL_CreateShaderContext() |
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271 { |
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272 GL_ShaderContext *ctx; |
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273 SDL_bool shaders_supported; |
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274 int i; |
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275 |
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276 ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx)); |
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277 if (!ctx) { |
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278 return NULL; |
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279 } |
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280 |
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281 if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") |
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282 || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) { |
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283 ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE; |
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284 } |
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285 |
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286 /* Check for shader support */ |
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287 shaders_supported = SDL_FALSE; |
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288 if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") && |
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289 SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") && |
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290 SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") && |
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291 SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) { |
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292 ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError"); |
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293 ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB"); |
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294 ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB"); |
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295 ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB"); |
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296 ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB"); |
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297 ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB"); |
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298 ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB"); |
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299 ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB"); |
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300 ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB"); |
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301 ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB"); |
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302 ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB"); |
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303 ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB"); |
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304 ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB"); |
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305 ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB"); |
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306 if (ctx->glGetError && |
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307 ctx->glAttachObjectARB && |
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308 ctx->glCompileShaderARB && |
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309 ctx->glCreateProgramObjectARB && |
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310 ctx->glCreateShaderObjectARB && |
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311 ctx->glDeleteObjectARB && |
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312 ctx->glGetInfoLogARB && |
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313 ctx->glGetObjectParameterivARB && |
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314 ctx->glGetUniformLocationARB && |
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315 ctx->glLinkProgramARB && |
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316 ctx->glShaderSourceARB && |
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317 ctx->glUniform1iARB && |
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318 ctx->glUniform1fARB && |
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319 ctx->glUseProgramObjectARB) { |
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320 shaders_supported = SDL_TRUE; |
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321 } |
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322 } |
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323 |
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324 if (!shaders_supported) { |
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Fixed crash when shaders aren't available.
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325 SDL_free(ctx); |
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326 return NULL; |
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327 } |
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328 |
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329 /* Compile all the shaders */ |
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330 for (i = 0; i < NUM_SHADERS; ++i) { |
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331 if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) { |
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332 GL_DestroyShaderContext(ctx); |
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333 return NULL; |
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334 } |
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335 } |
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336 |
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337 /* We're done! */ |
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338 return ctx; |
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339 } |
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340 |
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341 void |
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342 GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader) |
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343 { |
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344 /* Nothing to do if there's no shader support */ |
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345 if (!ctx) { |
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346 return; |
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347 } |
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348 |
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349 /* Nothing to do if there's no shader change */ |
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350 if (shader == ctx->current_shader) { |
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351 return; |
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352 } |
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353 |
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354 ctx->glUseProgramObjectARB(ctx->shaders[shader].program); |
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355 ctx->current_shader = shader; |
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356 } |
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357 |
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358 void |
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359 GL_DestroyShaderContext(GL_ShaderContext *ctx) |
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360 { |
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361 int i; |
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362 |
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363 for (i = 0; i < NUM_SHADERS; ++i) { |
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364 DestroyShaderProgram(ctx, &ctx->shaders[i]); |
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365 } |
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366 SDL_free(ctx); |
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367 } |
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368 |
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369 #endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */ |
811beeb698f9
Beginning of a framework for OpenGL shaders
Sam Lantinga <slouken@libsdl.org>
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370 |
811beeb698f9
Beginning of a framework for OpenGL shaders
Sam Lantinga <slouken@libsdl.org>
parents:
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371 /* vi: set ts=4 sw=4 expandtab: */ |