29f4a5ba0e
There is supposedly an OpenGL ES2 target that does not support precision specifiers. However, the existing logic to detect this is currently broken in two ways: 1) There's a typo of the `#ifdef` as `#if`. 2) Checking for `GL_FRAGMENT_PRECISION_HIGH` can not be the correct way to detect this platform. Other targets, including some desktops, will also not have this defined (for various reasons). Because some of the shader code is missing precision specifiers, and because a default is ONLY provided if `GL_FRAGMENT_PRECISION_HIGH` is set, these other targets break. Instead of 'hard-coding' the prologue string into shaders in the C source, use our ability to provide a list of strings to `glShaderSource` instead, leaving the determination to run-time. This commit closes https://github.com/libsdl-org/SDL/pull/6182
73 lines
2.6 KiB
C
73 lines
2.6 KiB
C
/*
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Simple DirectMedia Layer
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Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
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This software is provided 'as-is', without any express or implied
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warranty. In no event will the authors be held liable for any damages
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arising from the use of this software.
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Permission is granted to anyone to use this software for any purpose,
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including commercial applications, and to alter it and redistribute it
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freely, subject to the following restrictions:
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1. The origin of this software must not be misrepresented; you must not
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claim that you wrote the original software. If you use this software
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in a product, an acknowledgment in the product documentation would be
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appreciated but is not required.
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2. Altered source versions must be plainly marked as such, and must not be
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misrepresented as being the original software.
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3. This notice may not be removed or altered from any source distribution.
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*/
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#include "../../SDL_internal.h"
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#ifndef SDL_shaders_gles2_h_
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#define SDL_shaders_gles2_h_
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#if SDL_VIDEO_RENDER_OGL_ES2
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typedef enum
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{
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GLES2_SHADER_FRAGMENT_INCLUDE_NONE = 0,
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GLES2_SHADER_FRAGMENT_INCLUDE_DEFAULT,
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GLES2_SHADER_FRAGMENT_INCLUDE_BEST_TEXCOORD_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_MEDIUM_TEXCOORD_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_HIGH_TEXCOORD_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_UNDEF_PRECISION,
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GLES2_SHADER_FRAGMENT_INCLUDE_COUNT
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} GLES2_ShaderIncludeType;
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typedef enum
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{
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GLES2_SHADER_VERTEX_DEFAULT = 0,
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GLES2_SHADER_FRAGMENT_SOLID,
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GLES2_SHADER_FRAGMENT_TEXTURE_ABGR,
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GLES2_SHADER_FRAGMENT_TEXTURE_ARGB,
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GLES2_SHADER_FRAGMENT_TEXTURE_BGR,
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GLES2_SHADER_FRAGMENT_TEXTURE_RGB,
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#if SDL_HAVE_YUV
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GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG,
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GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601,
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GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709,
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#endif
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GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES,
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GLES2_SHADER_COUNT
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} GLES2_ShaderType;
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const Uint8 *GLES2_GetShader(GLES2_ShaderType type);
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const Uint8 *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type);
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GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint();
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#endif /* SDL_VIDEO_RENDER_OGL_ES2 */
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#endif /* SDL_shaders_gles2_h_ */
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/* vi: set ts=4 sw=4 expandtab: */
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