b5102a551b
Cache all the shaders up front, so we can verify that they won't silently fail at runtime. If compiling the fragment shaders with the precision hint fails, try again without specifying precision. Fixes https://github.com/libsdl-org/SDL/issues/6166 Fixes https://github.com/libsdl-org/SDL/issues/6174
72 lines
2.5 KiB
C
72 lines
2.5 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_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 char *GLES2_GetShader(GLES2_ShaderType type);
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const char *GLES2_GetShaderInclude(GLES2_ShaderIncludeType type);
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GLES2_ShaderIncludeType GLES2_GetTexCoordPrecisionEnumFromHint(void);
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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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