view src/render/opengl/SDL_shaders_gl.c @ 5275:7aba0406c273

Frank Zago to sdl The following patch fixes some of the bitrot for the Nintendo DS port. The support is still basic at the moment, but it allows to run the "general" test under the current head of tree (parent: 5269:11bd1585efb5 tip). Most of the patch is mine, but I integrated a couple changes that John Magnotti posted on Feb 1st.
author Sam Lantinga <slouken@libsdl.org>
date Sat, 12 Feb 2011 11:36:56 -0800
parents b530ef003506
children
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/*
    SDL - Simple DirectMedia Layer
    Copyright (C) 1997-2011 Sam Lantinga

    This library is free software; you can redistribute it and/or
    modify it under the terms of the GNU Lesser General Public
    License as published by the Free Software Foundation; either
    version 2.1 of the License, or (at your option) any later version.

    This library is distributed in the hope that it will be useful,
    but WITHOUT ANY WARRANTY; without even the implied warranty of
    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    Lesser General Public License for more details.

    You should have received a copy of the GNU Lesser General Public
    License along with this library; if not, write to the Free Software
    Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA

    Sam Lantinga
    slouken@libsdl.org
*/
#include "SDL_config.h"

#if SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED

#include "SDL_stdinc.h"
#include "SDL_log.h"
#include "SDL_opengl.h"
#include "SDL_video.h"
#include "SDL_shaders_gl.h"

/* OpenGL shader implementation */

/*#define DEBUG_SHADERS*/

typedef struct
{
    GLenum program;
    GLenum vert_shader;
    GLenum frag_shader;
} GL_ShaderData;

struct GL_ShaderContext
{
    GLenum (*glGetError)(void);

    PFNGLATTACHOBJECTARBPROC glAttachObjectARB;
    PFNGLCOMPILESHADERARBPROC glCompileShaderARB;
    PFNGLCREATEPROGRAMOBJECTARBPROC glCreateProgramObjectARB;
    PFNGLCREATESHADEROBJECTARBPROC glCreateShaderObjectARB;
    PFNGLDELETEOBJECTARBPROC glDeleteObjectARB;
    PFNGLGETINFOLOGARBPROC glGetInfoLogARB;
    PFNGLGETOBJECTPARAMETERIVARBPROC glGetObjectParameterivARB;
    PFNGLGETUNIFORMLOCATIONARBPROC glGetUniformLocationARB;
    PFNGLLINKPROGRAMARBPROC glLinkProgramARB;
    PFNGLSHADERSOURCEARBPROC glShaderSourceARB;
    PFNGLUNIFORM1IARBPROC glUniform1iARB;
    PFNGLUNIFORM1FARBPROC glUniform1fARB;
    PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;

    SDL_bool GL_ARB_texture_rectangle_supported;

    GL_Shader current_shader;
    GL_ShaderData shaders[NUM_SHADERS];
};

/*
 * NOTE: Always use sampler2D, etc here. We'll #define them to the
 *  texture_rectangle versions if we choose to use that extension.
 */
static const char *shader_source[NUM_SHADERS][2] =
{
    /* SHADER_NONE */
    { NULL, NULL },

    /* SHADER_SOLID */
    {
        /* vertex shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"    v_color = gl_Color;\n"
"}",
        /* fragment shader */
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
"    gl_FragColor = v_color;\n"
"}"
    },

    /* SHADER_RGB */
    {
        /* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"    v_color = gl_Color;\n"
"    v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
        /* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"\n"
"void main()\n"
"{\n"
"    gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
    },

    /* SHADER_YV12 */
    {
        /* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
"    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
"    v_color = gl_Color;\n"
"    v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
        /* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0; // Y \n"
"uniform sampler2D tex1; // U \n"
"uniform sampler2D tex2; // V \n"
"\n"
"// YUV offset \n"
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n"
"\n"
"// RGB coefficients \n"
"const vec3 Rcoeff = vec3(1.164,  0.000,  1.596);\n"
"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
"const vec3 Bcoeff = vec3(1.164,  2.018,  0.000);\n"
"\n"
"void main()\n"
"{\n"
"    vec2 tcoord;\n"
"    vec3 yuv, rgb;\n"
"\n"
"    // Get the Y value \n"
"    tcoord = v_texCoord;\n"
"    yuv.x = texture2D(tex0, tcoord).r;\n"
"\n"
"    // Get the U and V values \n"
"    tcoord *= 0.5;\n"
"    yuv.y = texture2D(tex1, tcoord).r;\n"
"    yuv.z = texture2D(tex2, tcoord).r;\n"
"\n"
"    // Do the color transform \n"
"    yuv += offset;\n"
"    rgb.r = dot(yuv, Rcoeff);\n"
"    rgb.g = dot(yuv, Gcoeff);\n"
"    rgb.b = dot(yuv, Bcoeff);\n"
"\n"
"    // That was easy. :) \n"
"    gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
"}"
    },
};

static SDL_bool
CompileShader(GL_ShaderContext *ctx, GLenum shader, const char *defines, const char *source)
{
    GLint status;
    const char *sources[2];

    sources[0] = defines;
    sources[1] = source;

    ctx->glShaderSourceARB(shader, SDL_arraysize(sources), sources, NULL);
    ctx->glCompileShaderARB(shader);
    ctx->glGetObjectParameterivARB(shader, GL_OBJECT_COMPILE_STATUS_ARB, &status);
    if (status == 0) {
        GLint length;
        char *info;

        ctx->glGetObjectParameterivARB(shader, GL_OBJECT_INFO_LOG_LENGTH_ARB, &length);
        info = SDL_stack_alloc(char, length+1);
        ctx->glGetInfoLogARB(shader, length, NULL, info);
        SDL_LogError(SDL_LOG_CATEGORY_RENDER,
            "Failed to compile shader:\n%s%s\n%s", defines, source, info);
#ifdef DEBUG_SHADERS
        fprintf(stderr,
            "Failed to compile shader:\n%s%s\n%s", defines, source, info);
#endif
        SDL_stack_free(info);

        return SDL_FALSE;
    } else {
        return SDL_TRUE;
    }
}

static SDL_bool
CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
{
    const int num_tmus_bound = 4;
    const char *vert_defines = "";
    const char *frag_defines = "";
    int i;
    GLint location;

    if (index == SHADER_NONE) {
        return SDL_TRUE;
    }

    ctx->glGetError();

    /* Make sure we use the correct sampler type for our texture type */
    if (ctx->GL_ARB_texture_rectangle_supported) {
        frag_defines = 
"#define sampler2D sampler2DRect\n"
"#define texture2D texture2DRect\n";
    }

    /* Create one program object to rule them all */
    data->program = ctx->glCreateProgramObjectARB();

    /* Create the vertex shader */
    data->vert_shader = ctx->glCreateShaderObjectARB(GL_VERTEX_SHADER_ARB);
    if (!CompileShader(ctx, data->vert_shader, vert_defines, shader_source[index][0])) {
        return SDL_FALSE;
    }

    /* Create the fragment shader */
    data->frag_shader = ctx->glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
    if (!CompileShader(ctx, data->frag_shader, frag_defines, shader_source[index][1])) {
        return SDL_FALSE;
    }

    /* ... and in the darkness bind them */
    ctx->glAttachObjectARB(data->program, data->vert_shader);
    ctx->glAttachObjectARB(data->program, data->frag_shader);
    ctx->glLinkProgramARB(data->program);

    /* Set up some uniform variables */
    ctx->glUseProgramObjectARB(data->program);
    for (i = 0; i < num_tmus_bound; ++i) {
        char tex_name[5];
        SDL_snprintf(tex_name, SDL_arraysize(tex_name), "tex%d", i);
        location = ctx->glGetUniformLocationARB(data->program, tex_name);
        if (location >= 0) {
            ctx->glUniform1iARB(location, i);
        }
    }
    ctx->glUseProgramObjectARB(0);
    
    return (ctx->glGetError() == GL_NO_ERROR);
}

static void
DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
{
    ctx->glDeleteObjectARB(data->vert_shader);
    ctx->glDeleteObjectARB(data->frag_shader);
    ctx->glDeleteObjectARB(data->program);
}

GL_ShaderContext *
GL_CreateShaderContext()
{
    GL_ShaderContext *ctx;
    SDL_bool shaders_supported;
    int i;

    ctx = (GL_ShaderContext *)SDL_calloc(1, sizeof(*ctx));
    if (!ctx) {
        return NULL;
    }

    if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
        || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
        ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
    }

    /* Check for shader support */
    shaders_supported = SDL_FALSE;
    if (SDL_GL_ExtensionSupported("GL_ARB_shader_objects") &&
        SDL_GL_ExtensionSupported("GL_ARB_shading_language_100") &&
        SDL_GL_ExtensionSupported("GL_ARB_vertex_shader") &&
        SDL_GL_ExtensionSupported("GL_ARB_fragment_shader")) {
        ctx->glGetError = (GLenum (*)(void)) SDL_GL_GetProcAddress("glGetError");
        ctx->glAttachObjectARB = (PFNGLATTACHOBJECTARBPROC) SDL_GL_GetProcAddress("glAttachObjectARB");
        ctx->glCompileShaderARB = (PFNGLCOMPILESHADERARBPROC) SDL_GL_GetProcAddress("glCompileShaderARB");
        ctx->glCreateProgramObjectARB = (PFNGLCREATEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glCreateProgramObjectARB");
        ctx->glCreateShaderObjectARB = (PFNGLCREATESHADEROBJECTARBPROC) SDL_GL_GetProcAddress("glCreateShaderObjectARB");
        ctx->glDeleteObjectARB = (PFNGLDELETEOBJECTARBPROC) SDL_GL_GetProcAddress("glDeleteObjectARB");
        ctx->glGetInfoLogARB = (PFNGLGETINFOLOGARBPROC) SDL_GL_GetProcAddress("glGetInfoLogARB");
        ctx->glGetObjectParameterivARB = (PFNGLGETOBJECTPARAMETERIVARBPROC) SDL_GL_GetProcAddress("glGetObjectParameterivARB");
        ctx->glGetUniformLocationARB = (PFNGLGETUNIFORMLOCATIONARBPROC) SDL_GL_GetProcAddress("glGetUniformLocationARB");
        ctx->glLinkProgramARB = (PFNGLLINKPROGRAMARBPROC) SDL_GL_GetProcAddress("glLinkProgramARB");
        ctx->glShaderSourceARB = (PFNGLSHADERSOURCEARBPROC) SDL_GL_GetProcAddress("glShaderSourceARB");
        ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC) SDL_GL_GetProcAddress("glUniform1iARB");
        ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC) SDL_GL_GetProcAddress("glUniform1fARB");
        ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC) SDL_GL_GetProcAddress("glUseProgramObjectARB");
        if (ctx->glGetError &&
            ctx->glAttachObjectARB &&
            ctx->glCompileShaderARB &&
            ctx->glCreateProgramObjectARB &&
            ctx->glCreateShaderObjectARB &&
            ctx->glDeleteObjectARB &&
            ctx->glGetInfoLogARB &&
            ctx->glGetObjectParameterivARB &&
            ctx->glGetUniformLocationARB &&
            ctx->glLinkProgramARB &&
            ctx->glShaderSourceARB &&
            ctx->glUniform1iARB &&
            ctx->glUniform1fARB &&
            ctx->glUseProgramObjectARB) {
            shaders_supported = SDL_TRUE;
        }
    }

    if (!shaders_supported) {
        SDL_free(ctx);
        return NULL;
    }

    /* Compile all the shaders */
    for (i = 0; i < NUM_SHADERS; ++i) {
        if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
            GL_DestroyShaderContext(ctx);
            return NULL;
        }
    }

    /* We're done! */
    return ctx;
}

void
GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader)
{
    /* Nothing to do if there's no shader support */
    if (!ctx) {
        return;
    }

    /* Nothing to do if there's no shader change */
    if (shader == ctx->current_shader) {
        return;
    }

    ctx->glUseProgramObjectARB(ctx->shaders[shader].program);
    ctx->current_shader = shader;
}

void
GL_DestroyShaderContext(GL_ShaderContext *ctx)
{
    int i;

    for (i = 0; i < NUM_SHADERS; ++i) {
        DestroyShaderProgram(ctx, &ctx->shaders[i]);
    }
    SDL_free(ctx);
}

#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */

/* vi: set ts=4 sw=4 expandtab: */