mirror of
https://github.com/love2d/megasource.git
synced 2026-08-20 20:50:52 +02:00
Added SDL 1c0f6952e65e.
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@@ -113,7 +113,7 @@ static const char *shader_source[NUM_SHADERS][2] =
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"}"
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},
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/* SHADER_YV12 */
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/* SHADER_YUV */
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{
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/* vertex shader */
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"varying vec4 v_color;\n"
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@@ -133,7 +133,7 @@ static const char *shader_source[NUM_SHADERS][2] =
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"uniform sampler2D tex2; // V \n"
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"\n"
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"// YUV offset \n"
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"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n"
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
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"\n"
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"// RGB coefficients \n"
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"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
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@@ -150,7 +150,7 @@ static const char *shader_source[NUM_SHADERS][2] =
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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"\n"
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" // Get the U and V values \n"
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" tcoord *= 0.5;\n"
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" tcoord *= UVCoordScale;\n"
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" yuv.y = texture2D(tex1, tcoord).r;\n"
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" yuv.z = texture2D(tex2, tcoord).r;\n"
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"\n"
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@@ -162,6 +162,106 @@ static const char *shader_source[NUM_SHADERS][2] =
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"\n"
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" // That was easy. :) \n"
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
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"}"
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},
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/* SHADER_NV12 */
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{
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/* vertex shader */
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"varying vec4 v_color;\n"
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"varying vec2 v_texCoord;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" v_color = gl_Color;\n"
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" v_texCoord = vec2(gl_MultiTexCoord0);\n"
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"}",
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/* fragment shader */
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"varying vec4 v_color;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex0; // Y \n"
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"uniform sampler2D tex1; // U/V \n"
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"\n"
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"// YUV offset \n"
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
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"\n"
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"// RGB coefficients \n"
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"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
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"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
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"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 tcoord;\n"
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" vec3 yuv, rgb;\n"
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"\n"
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" // Get the Y value \n"
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" tcoord = v_texCoord;\n"
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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"\n"
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" // Get the U and V values \n"
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" tcoord *= UVCoordScale;\n"
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" yuv.yz = texture2D(tex1, tcoord).ra;\n"
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"\n"
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" // Do the color transform \n"
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" yuv += offset;\n"
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" rgb.r = dot(yuv, Rcoeff);\n"
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" rgb.g = dot(yuv, Gcoeff);\n"
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" rgb.b = dot(yuv, Bcoeff);\n"
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"\n"
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" // That was easy. :) \n"
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
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"}"
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},
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/* SHADER_NV21 */
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{
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/* vertex shader */
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"varying vec4 v_color;\n"
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"varying vec2 v_texCoord;\n"
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"\n"
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"void main()\n"
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"{\n"
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" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
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" v_color = gl_Color;\n"
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" v_texCoord = vec2(gl_MultiTexCoord0);\n"
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"}",
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/* fragment shader */
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"varying vec4 v_color;\n"
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"varying vec2 v_texCoord;\n"
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"uniform sampler2D tex0; // Y \n"
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"uniform sampler2D tex1; // U/V \n"
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"\n"
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"// YUV offset \n"
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"const vec3 offset = vec3(-0.0627451017, -0.501960814, -0.501960814);\n"
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"\n"
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"// RGB coefficients \n"
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"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
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"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
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"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
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"\n"
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"void main()\n"
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"{\n"
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" vec2 tcoord;\n"
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" vec3 yuv, rgb;\n"
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"\n"
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" // Get the Y value \n"
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" tcoord = v_texCoord;\n"
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" yuv.x = texture2D(tex0, tcoord).r;\n"
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"\n"
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" // Get the U and V values \n"
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" tcoord *= UVCoordScale;\n"
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" yuv.yz = texture2D(tex1, tcoord).ar;\n"
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"\n"
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" // Do the color transform \n"
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" yuv += offset;\n"
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" rgb.r = dot(yuv, Rcoeff);\n"
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" rgb.g = dot(yuv, Gcoeff);\n"
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" rgb.b = dot(yuv, Bcoeff);\n"
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"\n"
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" // That was easy. :) \n"
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
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"}"
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},
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};
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@@ -218,7 +318,11 @@ CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
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if (ctx->GL_ARB_texture_rectangle_supported) {
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frag_defines =
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"#define sampler2D sampler2DRect\n"
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"#define texture2D texture2DRect\n";
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"#define texture2D texture2DRect\n"
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"#define UVCoordScale 0.5\n";
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} else {
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frag_defines =
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"#define UVCoordScale 1.0\n";
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}
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/* Create one program object to rule them all */
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@@ -276,8 +380,9 @@ GL_CreateShaderContext()
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return NULL;
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}
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if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
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|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
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if (!SDL_GL_ExtensionSupported("GL_ARB_texture_non_power_of_two") &&
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(SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle") ||
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SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle"))) {
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ctx->GL_ARB_texture_rectangle_supported = SDL_TRUE;
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}
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