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

@ -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;