Renderer opengles2: turn color Uniform into Attribute.

all attributes are copied interleaved (based on rmg-nik initial patch+
+ minor clean up of data structure
+ add check for colorswap
This commit is contained in:
Sylvain 2021-03-14 22:32:17 +01:00 committed by Sylvain Becker
parent bfa159313b
commit 53a2608bd2
2 changed files with 160 additions and 89 deletions

View File

@ -74,7 +74,6 @@ typedef struct GLES2_ProgramCacheEntry
GLuint vertex_shader;
GLuint fragment_shader;
GLuint uniform_locations[16];
Uint32 color;
GLfloat projection[4][4];
struct GLES2_ProgramCacheEntry *prev;
struct GLES2_ProgramCacheEntry *next;
@ -90,16 +89,16 @@ typedef struct GLES2_ProgramCache
typedef enum
{
GLES2_ATTRIBUTE_POSITION = 0,
GLES2_ATTRIBUTE_TEXCOORD = 1,
GLES2_ATTRIBUTE_ANGLE = 2,
GLES2_ATTRIBUTE_CENTER = 3,
GLES2_ATTRIBUTE_COLOR = 1,
GLES2_ATTRIBUTE_TEXCOORD = 2,
GLES2_ATTRIBUTE_ANGLE = 3,
GLES2_ATTRIBUTE_CENTER = 4,
} GLES2_Attribute;
typedef enum
{
GLES2_UNIFORM_PROJECTION,
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_COLOR,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V
} GLES2_Uniform;
@ -131,7 +130,6 @@ typedef struct
SDL_Rect cliprect;
SDL_bool texturing;
SDL_bool is_copy_ex;
Uint32 color;
Uint32 clear_color;
int drawablew;
int drawableh;
@ -422,6 +420,7 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
data->glAttachShader(entry->id, vertex);
data->glAttachShader(entry->id, fragment);
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_POSITION, "a_position");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_COLOR, "a_color");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_TEXCOORD, "a_texCoord");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_ANGLE, "a_angle");
data->glBindAttribLocation(entry->id, GLES2_ATTRIBUTE_CENTER, "a_center");
@ -443,10 +442,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
data->glGetUniformLocation(entry->id, "u_texture_u");
entry->uniform_locations[GLES2_UNIFORM_TEXTURE] =
data->glGetUniformLocation(entry->id, "u_texture");
entry->uniform_locations[GLES2_UNIFORM_COLOR] =
data->glGetUniformLocation(entry->id, "u_color");
entry->color = 0;
data->glUseProgram(entry->id);
if (entry->uniform_locations[GLES2_UNIFORM_TEXTURE_V] != -1) {
@ -461,9 +456,6 @@ GLES2_CacheProgram(GLES2_RenderData *data, GLuint vertex, GLuint fragment)
if (entry->uniform_locations[GLES2_UNIFORM_PROJECTION] != -1) {
data->glUniformMatrix4fv(entry->uniform_locations[GLES2_UNIFORM_PROJECTION], 1, GL_FALSE, (GLfloat *)entry->projection);
}
if (entry->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
data->glUniform4f(entry->uniform_locations[GLES2_UNIFORM_COLOR], 0.0f, 0.0f, 0.0f, 0.0f);
}
/* Cache the linked program */
if (data->program_cache.head) {
@ -667,7 +659,12 @@ GLES2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 2 * sizeof (GLfloat), 0, &cmd->data.draw.first);
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * (2 + 4) * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
@ -678,6 +675,10 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
}
return 0;
@ -686,8 +687,13 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
static int
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
int i;
const size_t vertlen = (sizeof (GLfloat) * 2) * count;
const size_t vertlen = sizeof (GLfloat) * (2 + 4) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
if (!verts) {
return -1;
@ -698,27 +704,31 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
}
/* Make the last line segment one pixel longer, to satisfy the
diamond-exit rule. */
verts -= 4;
verts -= 2 + 4 + 2 + 4;
{
const GLfloat xstart = verts[0];
const GLfloat ystart = verts[1];
const GLfloat xend = verts[2];
const GLfloat yend = verts[3];
const GLfloat xend = verts[2 + 4];
const GLfloat yend = verts[3 + 4];
if (ystart == yend) { /* horizontal line */
verts[(xend > xstart) ? 2 : 0] += 1.0f;
verts[(xend > xstart) ? 2 + 4: 0] += 1.0f;
} else if (xstart == xend) { /* vertical line */
verts[(yend > ystart) ? 3 : 1] += 1.0f;
verts[(yend > ystart) ? 3 + 4: 1] += 1.0f;
} else { /* bump a pixel in the direction we are moving in. */
const GLfloat deltax = xend - xstart;
const GLfloat deltay = yend - ystart;
const GLfloat angle = SDL_atan2f(deltay, deltax);
verts[2] += SDL_cosf(angle);
verts[3] += SDL_sinf(angle);
verts[2 + 4] += SDL_cosf(angle);
verts[3 + 4] += SDL_sinf(angle);
}
}
@ -728,7 +738,12 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
static int
GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * (2 + 4) * sizeof (GLfloat), 0, &cmd->data.draw.first);
int i;
if (!verts) {
@ -745,12 +760,28 @@ GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
const GLfloat maxy = rect->y + rect->h;
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
}
return 0;
@ -760,9 +791,14 @@ static int
GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 4 * (2 + 4 + 2) * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
@ -782,19 +818,37 @@ GLES2_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxu;
*(verts++) = maxv;
@ -806,6 +860,11 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
const float r = (colorswap ? cmd->data.draw.b : cmd->data.draw.r) * inv255f;
const float g = cmd->data.draw.g * inv255f;
const float b = (colorswap ? cmd->data.draw.r : cmd->data.draw.b) * inv255f;
const float a = cmd->data.draw.a * inv255f;
/* render expects cos value - 1 (see GLES2_Vertex_Default) */
const float radian_angle = (float)(M_PI * (360.0 - angle) / 180.0);
const GLfloat s = (GLfloat) SDL_sin(radian_angle);
@ -814,7 +873,7 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
const GLfloat centery = center->y + dstrect->y;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 32 * sizeof (GLfloat), 0, &cmd->data.draw.first);
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 4 * (2 + 4 + 2 + 2 + 2) * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
@ -846,37 +905,53 @@ GLES2_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
*(verts++) = minx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = maxx;
*(verts++) = miny;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = minx;
*(verts++) = maxy;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = maxx;
*(verts++) = maxy;
*(verts++) = minu;
*(verts++) = minv;
*(verts++) = maxu;
*(verts++) = minv;
*(verts++) = minu;
*(verts++) = maxv;
*(verts++) = r;
*(verts++) = g;
*(verts++) = b;
*(verts++) = a;
*(verts++) = maxu;
*(verts++) = maxv;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = s;
*(verts++) = c;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
*(verts++) = centerx;
*(verts++) = centery;
@ -891,6 +966,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
SDL_Texture *texture = cmd->data.draw.texture;
const SDL_BlendMode blend = cmd->data.draw.blend;
GLES2_ProgramCacheEntry *program;
int stride = sizeof (GLfloat) * (2 /* position */ + 4 /* color */);
SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
@ -960,6 +1036,13 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
data->drawstate.texture = texture;
}
if (texture) {
stride += sizeof (GLfloat) * 2; /* tex coord */
}
if (is_copy_ex) {
stride += sizeof (GLfloat) * (2 /* angle sin/cos */ + 2 /* center */);
}
if (texture) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 8)));
}
@ -977,17 +1060,6 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
}
if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
if (data->drawstate.color != program->color) {
const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
const Uint8 b = (data->drawstate.color >> 0) & 0xFF;
const Uint8 a = (data->drawstate.color >> 24) & 0xFF;
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
program->color = data->drawstate.color;
}
}
if (blend != data->drawstate.blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
@ -1004,7 +1076,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
/* all drawing commands use this */
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) cmd->data.draw.first);
data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * 2));
if (is_copy_ex != was_copy_ex) {
if (is_copy_ex) {
@ -1018,8 +1091,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
if (is_copy_ex) {
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 16)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, 0, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + (sizeof (GLfloat) * 24)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_ANGLE, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 4 + 2)));
data->glVertexAttribPointer(GLES2_ATTRIBUTE_CENTER, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 4 + 2 + 2)));
}
return 0;
@ -1175,11 +1248,6 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
const Uint8 r = colorswap ? cmd->data.color.b : cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = colorswap ? cmd->data.color.r : cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
data->drawstate.color = ((a << 24) | (r << 16) | (g << 8) | b);
break;
}
@ -2081,12 +2149,12 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
data->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
data->glEnableVertexAttribArray(GLES2_ATTRIBUTE_COLOR);
data->glDisableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
data->glClearColor(1.0f, 1.0f, 1.0f, 1.0f);
data->drawstate.blend = SDL_BLENDMODE_INVALID;
data->drawstate.color = 0xFFFFFFFF;
data->drawstate.clear_color = 0xFFFFFFFF;
data->drawstate.projection[3][0] = -1.0f;
data->drawstate.projection[3][3] = 1.0f;

View File

@ -39,10 +39,12 @@
static const Uint8 GLES2_Vertex_Default[] = " \
uniform mat4 u_projection; \
attribute vec2 a_position; \
attribute vec4 a_color; \
attribute vec2 a_texCoord; \
attribute vec2 a_angle; \
attribute vec2 a_center; \
varying vec2 v_texCoord; \
varying vec4 v_color; \
\
void main() \
{ \
@ -53,29 +55,30 @@ static const Uint8 GLES2_Vertex_Default[] = " \
v_texCoord = a_texCoord; \
gl_Position = u_projection * vec4(position, 0.0, 1.0);\
gl_PointSize = 1.0; \
v_color = a_color; \
} \
";
static const Uint8 GLES2_Fragment_Solid[] = " \
precision mediump float; \
uniform vec4 u_color; \
varying vec4 v_color; \
\
void main() \
{ \
gl_FragColor = u_color; \
gl_FragColor = v_color; \
} \
";
static const Uint8 GLES2_Fragment_TextureABGR[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = texture2D(u_texture, v_texCoord); \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@ -83,7 +86,7 @@ static const Uint8 GLES2_Fragment_TextureABGR[] = " \
static const Uint8 GLES2_Fragment_TextureARGB[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
@ -92,7 +95,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
gl_FragColor = abgr; \
gl_FragColor.r = abgr.b; \
gl_FragColor.b = abgr.r; \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@ -100,7 +103,7 @@ static const Uint8 GLES2_Fragment_TextureARGB[] = " \
static const Uint8 GLES2_Fragment_TextureRGB[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
@ -110,7 +113,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
gl_FragColor.r = abgr.b; \
gl_FragColor.b = abgr.r; \
gl_FragColor.a = 1.0; \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@ -118,7 +121,7 @@ static const Uint8 GLES2_Fragment_TextureRGB[] = " \
static const Uint8 GLES2_Fragment_TextureBGR[] = " \
precision mediump float; \
uniform sampler2D u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
@ -126,7 +129,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
vec4 abgr = texture2D(u_texture, v_texCoord); \
gl_FragColor = abgr; \
gl_FragColor.a = 1.0; \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";
@ -163,7 +166,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"uniform sampler2D u_texture;\n" \
"uniform sampler2D u_texture_u;\n" \
"uniform sampler2D u_texture_v;\n" \
"uniform vec4 u_color;\n" \
"varying vec4 v_color;\n" \
"varying vec2 v_texCoord;\n" \
"\n" \
@ -185,7 +188,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV12_SHADER_BODY \
@ -205,7 +208,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
#define NV21_SHADER_BODY \
@ -225,7 +228,7 @@ static const Uint8 GLES2_Fragment_TextureBGR[] = " \
"\n" \
" // That was easy. :) \n" \
" gl_FragColor = vec4(rgb, 1);\n" \
" gl_FragColor *= u_color;\n" \
" gl_FragColor *= v_color;\n" \
"}" \
/* YUV to ABGR conversion */
@ -284,13 +287,13 @@ static const Uint8 GLES2_Fragment_TextureExternalOES[] = " \
#extension GL_OES_EGL_image_external : require\n\
precision mediump float; \
uniform samplerExternalOES u_texture; \
uniform vec4 u_color; \
varying vec4 v_color; \
varying vec2 v_texCoord; \
\
void main() \
{ \
gl_FragColor = texture2D(u_texture, v_texCoord); \
gl_FragColor *= u_color; \
gl_FragColor *= v_color; \
} \
";