mirror of https://github.com/encounter/SDL.git
Added a hint for alternate OpenGL NV12 data format
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6c134cf148
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@ -123,6 +123,7 @@ typedef struct
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GLfloat texh;
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GLenum format;
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GLenum formattype;
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GL_Shader shader;
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void *pixels;
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int pitch;
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SDL_Rect locked_rect;
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@ -630,6 +631,57 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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#endif
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if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
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data->shader = SHADER_RGBA;
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} else {
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data->shader = SHADER_RGB;
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}
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#if SDL_HAVE_YUV
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if (data->yuv || data->nv12) {
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switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
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case SDL_YUV_CONVERSION_JPEG:
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if (data->yuv) {
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data->shader = SHADER_YUV_JPEG;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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data->shader = SHADER_NV12_JPEG;
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} else {
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data->shader = SHADER_NV21_JPEG;
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}
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break;
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case SDL_YUV_CONVERSION_BT601:
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if (data->yuv) {
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data->shader = SHADER_YUV_BT601;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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data->shader = SHADER_NV12_RG_BT601;
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} else {
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data->shader = SHADER_NV12_RA_BT601;
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}
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} else {
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data->shader = SHADER_NV21_BT601;
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}
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break;
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case SDL_YUV_CONVERSION_BT709:
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if (data->yuv) {
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data->shader = SHADER_YUV_BT709;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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if (SDL_GetHintBoolean("SDL_RENDER_OPENGL_NV12_RG_SHADER", SDL_FALSE)) {
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data->shader = SHADER_NV12_RG_BT709;
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} else {
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data->shader = SHADER_NV12_RA_BT709;
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}
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} else {
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data->shader = SHADER_NV21_BT709;
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}
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break;
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default:
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SDL_assert(!"unsupported YUV conversion mode");
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break;
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}
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}
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#endif /* SDL_HAVE_YUV */
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return GL_CheckError("", renderer);
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}
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@ -1186,54 +1238,8 @@ SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
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{
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SDL_Texture *texture = cmd->data.draw.texture;
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const GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
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GL_Shader shader;
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if (texture->format == SDL_PIXELFORMAT_ABGR8888 || texture->format == SDL_PIXELFORMAT_ARGB8888) {
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shader = SHADER_RGBA;
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} else {
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shader = SHADER_RGB;
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}
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#if SDL_HAVE_YUV
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if (data->shaders) {
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if (texturedata->yuv || texturedata->nv12) {
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switch (SDL_GetYUVConversionModeForResolution(texture->w, texture->h)) {
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case SDL_YUV_CONVERSION_JPEG:
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if (texturedata->yuv) {
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shader = SHADER_YUV_JPEG;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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shader = SHADER_NV12_JPEG;
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} else {
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shader = SHADER_NV21_JPEG;
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}
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break;
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case SDL_YUV_CONVERSION_BT601:
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if (texturedata->yuv) {
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shader = SHADER_YUV_BT601;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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shader = SHADER_NV12_BT601;
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} else {
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shader = SHADER_NV21_BT601;
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}
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break;
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case SDL_YUV_CONVERSION_BT709:
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if (texturedata->yuv) {
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shader = SHADER_YUV_BT709;
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} else if (texture->format == SDL_PIXELFORMAT_NV12) {
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shader = SHADER_NV12_BT709;
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} else {
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shader = SHADER_NV21_BT709;
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}
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break;
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default:
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SDL_assert(!"unsupported YUV conversion mode");
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break;
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}
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}
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}
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#endif
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SetDrawState(data, cmd, shader);
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SetDrawState(data, cmd, texturedata->shader);
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if (texture != data->drawstate.texture) {
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const GLenum textype = data->textype;
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@ -149,7 +149,7 @@ struct GL_ShaderContext
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"uniform sampler2D tex1; // U/V \n" \
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"\n" \
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#define NV12_SHADER_BODY \
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#define NV12_RA_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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@ -174,6 +174,31 @@ struct GL_ShaderContext
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
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"}" \
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#define NV12_RG_SHADER_BODY \
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"\n" \
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"void main()\n" \
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"{\n" \
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" vec2 tcoord;\n" \
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" vec3 yuv, rgb;\n" \
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"\n" \
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" // Get the Y value \n" \
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" tcoord = v_texCoord;\n" \
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" yuv.x = texture2D(tex0, tcoord).r;\n" \
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"\n" \
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" // Get the U and V values \n" \
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" tcoord *= UVCoordScale;\n" \
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" yuv.yz = texture2D(tex1, tcoord).rg;\n" \
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"\n" \
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" // Do the color transform \n" \
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" yuv += offset;\n" \
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" rgb.r = dot(yuv, Rcoeff);\n" \
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" rgb.g = dot(yuv, Gcoeff);\n" \
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" rgb.b = dot(yuv, Bcoeff);\n" \
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"\n" \
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" // That was easy. :) \n" \
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" gl_FragColor = vec4(rgb, 1.0) * v_color;\n" \
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"}" \
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#define NV21_SHADER_PROLOGUE \
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"varying vec4 v_color;\n" \
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"varying vec2 v_texCoord;\n" \
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@ -294,25 +319,43 @@ static const char *shader_source[NUM_SHADERS][2] =
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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JPEG_SHADER_CONSTANTS
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NV12_SHADER_BODY
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NV12_RA_SHADER_BODY
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},
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/* SHADER_NV12_BT601 */
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/* SHADER_NV12_RA_BT601 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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BT601_SHADER_CONSTANTS
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NV12_SHADER_BODY
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NV12_RA_SHADER_BODY
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},
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/* SHADER_NV12_BT709 */
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/* SHADER_NV12_RG_BT601 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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BT601_SHADER_CONSTANTS
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NV12_RG_SHADER_BODY
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},
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/* SHADER_NV12_RA_BT709 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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BT709_SHADER_CONSTANTS
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NV12_SHADER_BODY
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NV12_RA_SHADER_BODY
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},
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/* SHADER_NV12_RG_BT709 */
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{
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/* vertex shader */
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TEXTURE_VERTEX_SHADER,
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/* fragment shader */
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NV12_SHADER_PROLOGUE
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BT709_SHADER_CONSTANTS
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NV12_RG_SHADER_BODY
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},
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/* SHADER_NV21_JPEG */
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{
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@ -36,8 +36,10 @@ typedef enum {
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SHADER_YUV_BT601,
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SHADER_YUV_BT709,
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SHADER_NV12_JPEG,
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SHADER_NV12_BT601,
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SHADER_NV12_BT709,
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SHADER_NV12_RA_BT601,
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SHADER_NV12_RG_BT601,
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SHADER_NV12_RA_BT709,
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SHADER_NV12_RG_BT709,
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SHADER_NV21_JPEG,
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SHADER_NV21_BT601,
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SHADER_NV21_BT709,
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