Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers

This commit is contained in:
Sam Lantinga 2024-02-04 00:13:11 -08:00
parent ec322bee1c
commit dab77fe29b
55 changed files with 8405 additions and 9470 deletions

View file

@ -58,7 +58,9 @@ SDL_PROC(void, glTexImage2D, (GLenum, GLint, GLint, GLsizei, GLsizei, GLint, GLe
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, glUniform3f, (GLint, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glUniform4f, (GLint, GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC(void, glUniformMatrix3fv, (GLint, GLsizei, GLboolean, const 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 *))

View file

@ -26,6 +26,7 @@
#include <SDL3/SDL_opengles2.h>
#include "../SDL_sysrender.h"
#include "../../video/SDL_blit.h"
#include "../../video/SDL_pixels_c.h"
#include "SDL_shaders_gles2.h"
/* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects
@ -79,24 +80,6 @@ typedef struct GLES2_TextureData
GLES2_FBOList *fbo;
} GLES2_TextureData;
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
GLuint vertex_shader;
GLuint fragment_shader;
GLuint uniform_locations[16];
GLfloat projection[4][4];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
@ -109,9 +92,41 @@ typedef enum
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V
GLES2_UNIFORM_TEXTURE_V,
GLES2_UNIFORM_OFFSET,
GLES2_UNIFORM_MATRIX,
NUM_GLES2_UNIFORMS
} GLES2_Uniform;
static const char *GLES2_UniformNames[] = {
"u_projection",
"u_texture",
"u_texture_u",
"u_texture_v",
"u_offset",
"u_matrix"
};
SDL_COMPILE_TIME_ASSERT(GLES2_UniformNames, SDL_arraysize(GLES2_UniformNames) == NUM_GLES2_UNIFORMS);
typedef struct GLES2_ProgramCacheEntry
{
GLuint id;
GLuint vertex_shader;
GLuint fragment_shader;
GLuint uniform_locations[NUM_GLES2_UNIFORMS];
GLfloat projection[4][4];
const float *shader_params;
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
} GLES2_ProgramCacheEntry;
typedef struct GLES2_ProgramCache
{
int count;
GLES2_ProgramCacheEntry *head;
GLES2_ProgramCacheEntry *tail;
} GLES2_ProgramCache;
typedef enum
{
GLES2_IMAGESOURCE_INVALID,
@ -144,6 +159,7 @@ typedef struct
int drawablew;
int drawableh;
GLES2_ProgramCacheEntry *program;
const float *shader_params;
GLfloat projection[4][4];
} GLES2_DrawStateCache;
@ -391,6 +407,7 @@ static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuin
{
GLES2_ProgramCacheEntry *entry;
GLint linkSuccessful;
int i;
/* Check if we've already cached this program */
entry = data->program_cache.head;
@ -441,14 +458,9 @@ static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuin
}
/* Predetermine locations of uniform variables */
entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
data->glGetUniformLocation(entry->id, "u_projection");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
data->glGetUniformLocation(entry->id, "u_texture_v");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
data->glGetUniformLocation(entry->id, "u_texture_u");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
data->glGetUniformLocation(entry->id, "u_texture");
for (i = 0; i < NUM_GLES2_UNIFORMS; ++i) {
entry->uniform_locations[i] = data->glGetUniformLocation(entry->id, GLES2_UniformNames[i]);
}
data->glUseProgram(entry->id);
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
@ -594,6 +606,7 @@ static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source,
GLuint fragment;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
const float *shader_params = NULL;
/* Select an appropriate shader pair for the specified modes */
vtype = GLES2_SHADER_VERTEX_DEFAULT;
@ -615,67 +628,34 @@ static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source,
break;
#if SDL_HAVE_YUV
case GLES2_IMAGESOURCE_TEXTURE_YUV:
if (SDL_ISCOLORSPACE_YUV_BT601(colorspace)) {
if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG;
}
} else if (SDL_ISCOLORSPACE_YUV_BT709(colorspace)) {
if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709;
} else {
SDL_SetError("Unsupported YUV conversion mode");
goto fault;
}
} else {
SDL_SetError("Unsupported YUV conversion mode");
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV;
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace);
if (!shader_params) {
SDL_SetError("Unsupported YUV colorspace");
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV12:
if (SDL_ISCOLORSPACE_YUV_BT601(colorspace)) {
if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601;
}
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
}
} else if (SDL_ISCOLORSPACE_YUV_BT709(colorspace)) {
if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709;
}
} else {
SDL_SetError("Unsupported YUV conversion mode");
goto fault;
}
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG;
} else {
SDL_SetError("Unsupported YUV conversion mode");
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA;
}
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace);
if (!shader_params) {
SDL_SetError("Unsupported YUV colorspace");
goto fault;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_NV21:
if (SDL_ISCOLORSPACE_YUV_BT601(colorspace)) {
if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG;
}
} else if (SDL_ISCOLORSPACE_YUV_BT709(colorspace)) {
if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709;
} else {
SDL_SetError("Unsupported YUV conversion mode");
goto fault;
}
if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG;
} else {
SDL_SetError("Unsupported YUV conversion mode");
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA;
}
shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace);
if (!shader_params) {
SDL_SetError("Unsupported YUV colorspace");
goto fault;
}
break;
@ -707,7 +687,8 @@ static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source,
/* Check if we need to change programs at all */
if (data->drawstate.program &&
data->drawstate.program->vertex_shader == vertex &&
data->drawstate.program->fragment_shader == fragment) {
data->drawstate.program->fragment_shader == fragment &&
data->drawstate.program->shader_params == shader_params) {
return 0;
}
@ -720,6 +701,28 @@ static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source,
/* Select that program in OpenGL */
data->glUseProgram(program->id);
if (shader_params && shader_params != program->shader_params) {
/* YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 */
if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) {
data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]);
}
if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) {
GLfloat matrix[3 * 3];
matrix[0 * 3 + 0] = shader_params[4];
matrix[0 * 3 + 1] = shader_params[5];
matrix[0 * 3 + 2] = shader_params[6];
matrix[1 * 3 + 0] = shader_params[8];
matrix[1 * 3 + 1] = shader_params[9];
matrix[1 * 3 + 2] = shader_params[10];
matrix[2 * 3 + 0] = shader_params[12];
matrix[2 * 3 + 1] = shader_params[13];
matrix[2 * 3 + 2] = shader_params[14];
data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix);
}
program->shader_params = shader_params;
}
/* Set the current program */
data->drawstate.program = program;
@ -1545,6 +1548,9 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
}
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace)) {
return SDL_SetError("Unsupported YUV colorspace");
}
} else if (data->nv12) {
data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
if (data->texture_u) {
@ -1566,6 +1572,10 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
return -1;
}
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace)) {
return SDL_SetError("Unsupported YUV colorspace");
}
}
#endif

View file

@ -150,41 +150,12 @@ static const char GLES2_Fragment_TextureBGR[] = \
#if SDL_HAVE_YUV
#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" \
"\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" \
"\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" \
"\n" \
#define YUV_SHADER_PROLOGUE \
"uniform sampler2D u_texture;\n" \
"uniform sampler2D u_texture_u;\n" \
"uniform sampler2D u_texture_v;\n" \
"uniform vec3 u_offset;\n" \
"uniform mat3 u_matrix;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
"\n" \
@ -201,8 +172,8 @@ static const char GLES2_Fragment_TextureBGR[] = \
" yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
" yuv += u_offset;\n" \
" rgb = yuv * u_matrix;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
@ -220,8 +191,8 @@ static const char GLES2_Fragment_TextureBGR[] = \
" yuv.yz = texture2D(u_texture_u, v_texCoord).ra;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
" yuv += u_offset;\n" \
" rgb = yuv * u_matrix;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
@ -239,15 +210,15 @@ static const char GLES2_Fragment_TextureBGR[] = \
" yuv.yz = texture2D(u_texture_u, v_texCoord).rg;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
" yuv += u_offset;\n" \
" rgb = yuv * u_matrix;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV21_SHADER_BODY \
#define NV21_RA_SHADER_BODY \
"void main()\n" \
"{\n" \
" mediump vec3 yuv;\n" \
@ -258,8 +229,27 @@ static const char GLES2_Fragment_TextureBGR[] = \
" yuv.yz = texture2D(u_texture_u, v_texCoord).ar;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += offset;\n" \
" rgb = matrix * yuv;\n" \
" yuv += u_offset;\n" \
" rgb = yuv * u_matrix;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV21_RG_SHADER_BODY \
"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).gr;\n" \
"\n" \
" // Do the color transform \n" \
" yuv += u_offset;\n" \
" rgb = yuv * u_matrix;\n" \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
@ -267,64 +257,29 @@ static const char GLES2_Fragment_TextureBGR[] = \
"}" \
/* YUV to ABGR conversion */
static const char GLES2_Fragment_TextureYUVJPEG[] = \
static const char GLES2_Fragment_TextureYUV[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
static const char GLES2_Fragment_TextureYUVBT601[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
static const char GLES2_Fragment_TextureYUVBT709[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
YUV_SHADER_BODY \
;
/* NV12 to ABGR conversion */
static const char GLES2_Fragment_TextureNV12JPEG[] = \
static const char GLES2_Fragment_TextureNV12_RA[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV12_RA_SHADER_BODY \
;
static const char GLES2_Fragment_TextureNV12BT601_RA[] = \
static const char GLES2_Fragment_TextureNV12_RG[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_RA_SHADER_BODY \
;
static const char GLES2_Fragment_TextureNV12BT601_RG[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
static const char GLES2_Fragment_TextureNV12BT709_RA[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_RA_SHADER_BODY \
;
static const char GLES2_Fragment_TextureNV12BT709_RG[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV12_RG_SHADER_BODY \
;
/* NV21 to ABGR conversion */
static const char GLES2_Fragment_TextureNV21JPEG[] = \
static const char GLES2_Fragment_TextureNV21_RA[] = \
YUV_SHADER_PROLOGUE \
JPEG_SHADER_CONSTANTS \
NV21_SHADER_BODY \
NV21_RA_SHADER_BODY \
;
static const char GLES2_Fragment_TextureNV21BT601[] = \
static const char GLES2_Fragment_TextureNV21_RG[] = \
YUV_SHADER_PROLOGUE \
BT601_SHADER_CONSTANTS \
NV21_SHADER_BODY \
;
static const char GLES2_Fragment_TextureNV21BT709[] = \
YUV_SHADER_PROLOGUE \
BT709_SHADER_CONSTANTS \
NV21_SHADER_BODY \
NV21_RG_SHADER_BODY \
;
#endif
@ -411,28 +366,16 @@ const char *GLES2_GetShader(GLES2_ShaderType type)
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR:
return GLES2_Fragment_TextureBGR;
#if SDL_HAVE_YUV
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG:
return GLES2_Fragment_TextureYUVJPEG;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601:
return GLES2_Fragment_TextureYUVBT601;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709:
return GLES2_Fragment_TextureYUVBT709;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG:
return GLES2_Fragment_TextureNV12JPEG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601:
return GLES2_Fragment_TextureNV12BT601_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601:
return GLES2_Fragment_TextureNV12BT601_RG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709:
return GLES2_Fragment_TextureNV12BT709_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709:
return GLES2_Fragment_TextureNV12BT709_RG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG:
return GLES2_Fragment_TextureNV21JPEG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601:
return GLES2_Fragment_TextureNV21BT601;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709:
return GLES2_Fragment_TextureNV21BT709;
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV:
return GLES2_Fragment_TextureYUV;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA:
return GLES2_Fragment_TextureNV12_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG:
return GLES2_Fragment_TextureNV12_RG;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA:
return GLES2_Fragment_TextureNV21_RA;
case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG:
return GLES2_Fragment_TextureNV21_RG;
#endif
case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES:
return GLES2_Fragment_TextureExternalOES;

View file

@ -44,17 +44,11 @@ typedef enum
GLES2_SHADER_FRAGMENT_TEXTURE_BGR,
GLES2_SHADER_FRAGMENT_TEXTURE_RGB,
#if SDL_HAVE_YUV
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG,
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709,
GLES2_SHADER_FRAGMENT_TEXTURE_YUV,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA,
GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG,
#endif
/* Shaders beyond this point are optional and not cached at render creation */
GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES,