My first OpenGL shader! Momma will be so proud!
This shader implements the software renderer mask semantics where the source pixel is multiplied by the color and alpha modulation values and then any pixel with non-zero alpha is fully opaque. The OpenGL renderer on Mac OS X now passes all the automated render tests! :) --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404209
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22c1e66180
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1 changed files with 53 additions and 5 deletions
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@ -175,6 +175,7 @@ typedef struct
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PFNGLPROGRAMSTRINGARBPROC glProgramStringARB;
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/* (optional) fragment programs */
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GLuint fragment_program_mask;
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GLuint fragment_program_UYVY;
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} GL_RenderData;
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@ -484,6 +485,17 @@ power_of_2(int input)
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//#define DEBUG_PROGRAM_COMPILE 1
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static void
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set_shader_error(GL_RenderData * data, const char *prefix)
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{
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GLint pos = 0;
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const GLubyte *errstr;
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data->glGetIntegerv(GL_PROGRAM_ERROR_POSITION_ARB, &pos);
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errstr = data->glGetString(GL_PROGRAM_ERROR_STRING_ARB);
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printf("%s: shader compile error at position %d: %s",
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prefix, (int) pos, (const char *) errstr);
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}
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static GLuint
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compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code)
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{
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@ -541,6 +553,18 @@ compile_shader(GL_RenderData * data, GLenum shader_type, const char *_code)
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}
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/*
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* Fragment program that implements mask semantics
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*/
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static const char *fragment_program_mask_source_code = "!!ARBfp1.0\n"
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"OUTPUT output = result.color;\n"
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"TEMP value;\n"
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"TEX value, fragment.texcoord[0], texture[0], %TEXTURETARGET%;\n"
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"MUL value, fragment.color, value;\n"
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"SGE value.a, value.a, 0.001;\n"
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"MOV output, value;\n"
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"END";
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/*
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* Fragment program that renders from UYVY textures.
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* The UYVY to RGB equasion is:
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@ -751,7 +775,7 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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compile_shader(renderdata, GL_FRAGMENT_PROGRAM_ARB,
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fragment_program_UYVY_source_code);
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if (renderdata->fragment_program_UYVY == 0) {
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SDL_SetError("Fragment program compile error");
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set_shader_error(renderdata, "UYVY");
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return -1;
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}
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}
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@ -1162,6 +1186,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
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GLuint shader = 0;
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int minx, miny, maxx, maxy;
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GLfloat minu, maxu, minv, maxv;
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@ -1215,6 +1240,23 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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GL_SetBlendMode(data, texture->blendMode, 0);
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/* Set up the shader for the copy, we have a special one for MASK */
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shader = texturedata->shader;
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if (texture->blendMode == SDL_BLENDMODE_MASK && !shader) {
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if (data->fragment_program_mask == 0) {
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data->fragment_program_mask =
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compile_shader(data, GL_FRAGMENT_PROGRAM_ARB,
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fragment_program_mask_source_code);
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if (data->fragment_program_mask == 0) {
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/* That's okay, we'll just miss some of the blend semantics */
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data->fragment_program_mask = ~0;
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}
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}
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if (data->fragment_program_mask != ~0) {
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shader = data->fragment_program_mask;
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}
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}
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if (texture->scaleMode != data->scaleMode) {
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switch (texture->scaleMode) {
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case SDL_TEXTURESCALEMODE_NONE:
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@ -1235,9 +1277,9 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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data->scaleMode = texture->scaleMode;
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}
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if (texturedata->shader != 0) {
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if (shader) {
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data->glEnable(GL_FRAGMENT_PROGRAM_ARB);
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data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, texturedata->shader);
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data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, shader);
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}
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data->glBegin(GL_TRIANGLE_STRIP);
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@ -1251,7 +1293,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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data->glVertex2f(0.5f + maxx, 0.5f + maxy);
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data->glEnd();
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if (texturedata->shader != 0) {
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if (shader) {
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data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
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}
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@ -1377,7 +1419,13 @@ GL_DestroyRenderer(SDL_Renderer * renderer)
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if (data->GL_ARB_fragment_program_supported) {
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data->glDisable(GL_FRAGMENT_PROGRAM_ARB);
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data->glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
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if (data->fragment_program_UYVY != 0) {
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if (data->fragment_program_mask &&
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data->fragment_program_mask != ~0) {
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data->glDeleteProgramsARB(1,
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&data->fragment_program_mask);
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}
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if (data->fragment_program_UYVY &&
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data->fragment_program_UYVY != ~0) {
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data->glDeleteProgramsARB(1,
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&data->fragment_program_UYVY);
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}
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