Commit 0f1080b5 authored by Sam Lantinga's avatar Sam Lantinga

Fixed compiling on Windows

Added an untested shader for YV12 textures
parent 85a93efa
......@@ -1054,6 +1054,14 @@
RelativePath="..\..\src\file\SDL_rwops.c"
>
</File>
<File
RelativePath="..\..\src\render\opengl\SDL_shaders_gl.c"
>
</File>
<File
RelativePath="..\..\src\render\opengl\SDL_shaders_gl.h"
>
</File>
<File
RelativePath="..\..\src\video\SDL_shape.c"
>
......
......@@ -285,6 +285,7 @@ echo #define SDL_REVISION "hg-0:baadf00d" &gt;"$(ProjectDir)\..\..\include\SDL_r
<ClInclude Include="..\..\src\libm\math.h" />
<ClInclude Include="..\..\src\libm\math_private.h" />
<ClInclude Include="..\..\src\render\mmx.h" />
<ClInclude Include="..\..\src\render\opengl\SDL_shaders_gl.h" />
<ClInclude Include="..\..\src\render\SDL_sysrender.h" />
<ClInclude Include="..\..\src\render\SDL_yuv_sw_c.h" />
<ClInclude Include="..\..\src\audio\SDL_audio_c.h" />
......@@ -373,6 +374,7 @@ echo #define SDL_REVISION "hg-0:baadf00d" &gt;"$(ProjectDir)\..\..\include\SDL_r
<ClCompile Include="..\..\src\libm\s_sin.c" />
<ClCompile Include="..\..\src\render\direct3d\SDL_render_d3d.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_render_gl.c" />
<ClCompile Include="..\..\src\render\opengl\SDL_shaders_gl.c" />
<ClCompile Include="..\..\src\render\SDL_render.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_mmx.c" />
<ClCompile Include="..\..\src\render\SDL_yuv_sw.c" />
......
......@@ -112,6 +112,58 @@ static const char *shader_source[NUM_SHADERS][2] =
"void main()\n"
"{\n"
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
},
/* SHADER_YV12 */
{
/* vertex shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\n"
" v_color = gl_Color;\n"
" v_texCoord = vec2(gl_MultiTexCoord0);\n"
"}",
/* fragment shader */
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0; // Y \n"
"uniform sampler2D tex1; // U \n"
"uniform sampler2D tex2; // V \n"
"\n"
"// YUV offset \n"
"const vec3 offset = vec3(-0.0625, -0.5, -0.5);\n"
"\n"
"// RGB coefficients \n"
"const vec3 Rcoeff = vec3(1.164, 0.000, 1.596);\n"
"const vec3 Gcoeff = vec3(1.164, -0.391, -0.813);\n"
"const vec3 Bcoeff = vec3(1.164, 2.018, 0.000);\n"
"\n"
"void main()\n"
"{\n"
" vec2 tcoord;\n"
" vec3 yuv, rgb;\n"
"\n"
" // Get the Y value \n"
" tcoord = v_texCoord;\n"
" yuv.x = texture2D(tex0, tcoord).r;\n"
"\n"
" // Get the U and V values \n"
" tcoord *= 0.5;\n"
" yuv.y = texture2D(tex1, tcoord).r;\n"
" yuv.z = texture2D(tex2, tcoord).r;\n"
"\n"
" // Do the color transform \n"
" yuv += offset;\n"
" rgb.r = dot(yuv, Rcoeff);\n"
" rgb.g = dot(yuv, Gcoeff);\n"
" rgb.b = dot(yuv, Bcoeff);\n"
"\n"
" // That was easy. :) \n"
" gl_FragColor = vec4(rgb, 1.0) * v_color;\n"
"}"
},
};
......@@ -209,10 +261,6 @@ CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData *data)
static void
DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
{
if (index == SHADER_NONE) {
return;
}
ctx->glDeleteObjectARB(data->vert_shader);
ctx->glDeleteObjectARB(data->frag_shader);
ctx->glDeleteObjectARB(data->program);
......@@ -281,7 +329,6 @@ GL_CreateShaderContext()
/* Compile all the shaders */
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
fprintf(stderr, "Unable to compile shader!\n");
GL_DestroyShaderContext(ctx);
return NULL;
}
......
......@@ -27,7 +27,7 @@ typedef enum {
SHADER_NONE,
SHADER_SOLID,
SHADER_RGB,
//SHADER_YV12,
SHADER_YV12,
NUM_SHADERS
} GL_Shader;
......
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