Mercurial > sdl-ios-xcode
view src/render/opengl/SDL_shaders_gl.c @ 5284:96a22141cf86 tip
Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Sat, 12 Feb 2011 21:52:30 -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: */