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https://github.com/libsdl-org/SDL.git
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Added support for SDL_COLORSPACE_BT709_FULL to the hardware renderers
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parent
ec322bee1c
commit
dab77fe29b
55 changed files with 8405 additions and 9470 deletions
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@ -26,6 +26,7 @@
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#include <SDL3/SDL_opengles2.h>
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#include "../SDL_sysrender.h"
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#include "../../video/SDL_blit.h"
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#include "../../video/SDL_pixels_c.h"
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#include "SDL_shaders_gles2.h"
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/* WebGL doesn't offer client-side arrays, so use Vertex Buffer Objects
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@ -79,24 +80,6 @@ typedef struct GLES2_TextureData
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GLES2_FBOList *fbo;
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} GLES2_TextureData;
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint uniform_locations[16];
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GLfloat projection[4][4];
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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typedef struct GLES2_ProgramCache
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{
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int count;
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GLES2_ProgramCacheEntry *head;
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GLES2_ProgramCacheEntry *tail;
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} GLES2_ProgramCache;
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typedef enum
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{
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GLES2_ATTRIBUTE_POSITION = 0,
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@ -109,9 +92,41 @@ typedef enum
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GLES2_UNIFORM_PROJECTION,
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GLES2_UNIFORM_TEXTURE,
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GLES2_UNIFORM_TEXTURE_U,
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GLES2_UNIFORM_TEXTURE_V
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GLES2_UNIFORM_TEXTURE_V,
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GLES2_UNIFORM_OFFSET,
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GLES2_UNIFORM_MATRIX,
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NUM_GLES2_UNIFORMS
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} GLES2_Uniform;
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static const char *GLES2_UniformNames[] = {
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"u_projection",
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"u_texture",
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"u_texture_u",
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"u_texture_v",
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"u_offset",
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"u_matrix"
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};
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SDL_COMPILE_TIME_ASSERT(GLES2_UniformNames, SDL_arraysize(GLES2_UniformNames) == NUM_GLES2_UNIFORMS);
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typedef struct GLES2_ProgramCacheEntry
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{
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GLuint id;
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GLuint vertex_shader;
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GLuint fragment_shader;
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GLuint uniform_locations[NUM_GLES2_UNIFORMS];
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GLfloat projection[4][4];
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const float *shader_params;
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struct GLES2_ProgramCacheEntry *prev;
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struct GLES2_ProgramCacheEntry *next;
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} GLES2_ProgramCacheEntry;
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typedef struct GLES2_ProgramCache
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{
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int count;
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GLES2_ProgramCacheEntry *head;
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GLES2_ProgramCacheEntry *tail;
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} GLES2_ProgramCache;
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typedef enum
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{
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GLES2_IMAGESOURCE_INVALID,
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@ -144,6 +159,7 @@ typedef struct
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int drawablew;
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int drawableh;
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GLES2_ProgramCacheEntry *program;
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const float *shader_params;
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GLfloat projection[4][4];
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} GLES2_DrawStateCache;
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@ -391,6 +407,7 @@ static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuin
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{
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GLES2_ProgramCacheEntry *entry;
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GLint linkSuccessful;
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int i;
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/* Check if we've already cached this program */
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entry = data->program_cache.head;
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@ -441,14 +458,9 @@ static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuin
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}
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/* Predetermine locations of uniform variables */
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entry->uniform_locations[GLES2_UNIFORM_PROJECTION] =
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data->glGetUniformLocation(entry->id, "u_projection");
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entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] =
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data->glGetUniformLocation(entry->id, "u_texture_v");
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entry->uniform_locations[GLES2_UNIFORM_TEXTURE_U] =
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data->glGetUniformLocation(entry->id, "u_texture_u");
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entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
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data->glGetUniformLocation(entry->id, "u_texture");
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for (i = 0; i < NUM_GLES2_UNIFORMS; ++i) {
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entry->uniform_locations[i] = data->glGetUniformLocation(entry->id, GLES2_UniformNames[i]);
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}
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data->glUseProgram(entry->id);
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if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
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@ -594,6 +606,7 @@ static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source,
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GLuint fragment;
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GLES2_ShaderType vtype, ftype;
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GLES2_ProgramCacheEntry *program;
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const float *shader_params = NULL;
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/* Select an appropriate shader pair for the specified modes */
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vtype = GLES2_SHADER_VERTEX_DEFAULT;
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@ -615,67 +628,34 @@ static int GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source,
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break;
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#if SDL_HAVE_YUV
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case GLES2_IMAGESOURCE_TEXTURE_YUV:
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if (SDL_ISCOLORSPACE_YUV_BT601(colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601;
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} else {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG;
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}
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} else if (SDL_ISCOLORSPACE_YUV_BT709(colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709;
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} else {
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SDL_SetError("Unsupported YUV conversion mode");
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goto fault;
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}
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} else {
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SDL_SetError("Unsupported YUV conversion mode");
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_YUV;
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shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace);
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if (!shader_params) {
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SDL_SetError("Unsupported YUV colorspace");
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goto fault;
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}
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break;
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case GLES2_IMAGESOURCE_TEXTURE_NV12:
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if (SDL_ISCOLORSPACE_YUV_BT601(colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT601;
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} else {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT601;
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}
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} else {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG;
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}
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} else if (SDL_ISCOLORSPACE_YUV_BT709(colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG_BT709;
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} else {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA_BT709;
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}
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} else {
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SDL_SetError("Unsupported YUV conversion mode");
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goto fault;
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}
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RG;
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} else {
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SDL_SetError("Unsupported YUV conversion mode");
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA;
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}
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shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace);
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if (!shader_params) {
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SDL_SetError("Unsupported YUV colorspace");
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goto fault;
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}
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break;
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case GLES2_IMAGESOURCE_TEXTURE_NV21:
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if (SDL_ISCOLORSPACE_YUV_BT601(colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601;
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} else {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG;
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}
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} else if (SDL_ISCOLORSPACE_YUV_BT709(colorspace)) {
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if (SDL_ISCOLORSPACE_LIMITED_RANGE(colorspace)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709;
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} else {
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SDL_SetError("Unsupported YUV conversion mode");
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goto fault;
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}
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RG;
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} else {
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SDL_SetError("Unsupported YUV conversion mode");
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ftype = GLES2_SHADER_FRAGMENT_TEXTURE_NV21_RA;
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}
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shader_params = SDL_GetYCbCRtoRGBConversionMatrix(colorspace);
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if (!shader_params) {
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SDL_SetError("Unsupported YUV colorspace");
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goto fault;
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}
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break;
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/* Check if we need to change programs at all */
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if (data->drawstate.program &&
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data->drawstate.program->vertex_shader == vertex &&
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data->drawstate.program->fragment_shader == fragment) {
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data->drawstate.program->fragment_shader == fragment &&
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data->drawstate.program->shader_params == shader_params) {
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return 0;
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}
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/* Select that program in OpenGL */
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data->glUseProgram(program->id);
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if (shader_params && shader_params != program->shader_params) {
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/* YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0 */
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if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) {
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data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]);
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}
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if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) {
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GLfloat matrix[3 * 3];
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matrix[0 * 3 + 0] = shader_params[4];
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matrix[0 * 3 + 1] = shader_params[5];
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matrix[0 * 3 + 2] = shader_params[6];
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matrix[1 * 3 + 0] = shader_params[8];
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matrix[1 * 3 + 1] = shader_params[9];
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matrix[1 * 3 + 2] = shader_params[10];
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matrix[2 * 3 + 0] = shader_params[12];
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matrix[2 * 3 + 1] = shader_params[13];
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matrix[2 * 3 + 2] = shader_params[14];
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data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix);
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}
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program->shader_params = shader_params;
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}
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/* Set the current program */
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data->drawstate.program = program;
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}
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_U_NUMBER, data->texture_u);
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if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace)) {
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return SDL_SetError("Unsupported YUV colorspace");
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}
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} else if (data->nv12) {
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data->texture_u = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_UV_NUMBER, 0);
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if (data->texture_u) {
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return -1;
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}
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SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_UV_NUMBER, data->texture_u);
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if (!SDL_GetYCbCRtoRGBConversionMatrix(texture->colorspace)) {
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return SDL_SetError("Unsupported YUV colorspace");
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}
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}
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#endif
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