Remove gles2 vita render

This commit is contained in:
Ivan Epifanov 2021-04-24 10:29:52 +03:00 committed by Sam Lantinga
parent 058bbe0286
commit ca969eb2be
6 changed files with 0 additions and 2819 deletions

View file

@ -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
)

View file

@ -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 */

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@ -1,77 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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 *))

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@ -1,563 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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: */

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@ -1,70 +0,0 @@
/*
Simple DirectMedia Layer
Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
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: */