From 8003623061ddea5ee58257f870644a46a1bbfcae Mon Sep 17 00:00:00 2001
From: Ivan Epifanov <[EMAIL REDACTED]>
Date: Mon, 2 Nov 2020 18:10:09 +0300
Subject: [PATCH] Cg shaders for vita gles2
---
src/render/opengles2/SDL_render_gles2.c | 4 +
src/render/vita/SDL_shaders_gles2_cg.c | 563 ++++++++++++++++++++++++
2 files changed, 567 insertions(+)
create mode 100644 src/render/vita/SDL_shaders_gles2_cg.c
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index f36b34f90..e9361a8af 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -23,6 +23,7 @@
#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
+#include "SDL_log.h"
#include "SDL_opengles2.h"
#include "../SDL_sysrender.h"
#include "../../video/SDL_blit.h"
@@ -978,6 +979,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
}
if (program->uniform_locations[GLES2_UNIFORM_COLOR] != -1) {
+ SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "has color uniform location");
if (data->drawstate.color != program->color) {
const Uint8 r = (data->drawstate.color >> 16) & 0xFF;
const Uint8 g = (data->drawstate.color >> 8) & 0xFF;
@@ -986,6 +988,8 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_COLOR], r * inv255f, g * inv255f, b * inv255f, a * inv255f);
program->color = data->drawstate.color;
}
+ } else {
+ SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "oops, no color uniform location");
}
if (blend != data->drawstate.blend) {
diff --git a/src/render/vita/SDL_shaders_gles2_cg.c b/src/render/vita/SDL_shaders_gles2_cg.c
new file mode 100644
index 000000000..a904d8484
--- /dev/null
+++ b/src/render/vita/SDL_shaders_gles2_cg.c
@@ -0,0 +1,563 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2020 Sam Lantinga <slouken@libsdl.org>
+
+ This software is provided 'as-is', without any express or implied
+ warranty. In no event will the authors be held liable for any damages
+ arising from the use of this software.
+
+ Permission is granted to anyone to use this software for any purpose,
+ including commercial applications, and to alter it and redistribute it
+ freely, subject to the following restrictions:
+
+ 1. The origin of this software must not be misrepresented; you must not
+ claim that you wrote the original software. If you use this software
+ in a product, an acknowledgment in the product documentation would be
+ appreciated but is not required.
+ 2. Altered source versions must be plainly marked as such, and must not be
+ misrepresented as being the original software.
+ 3. This notice may not be removed or altered from any source distribution.
+*/
+#include "../../SDL_internal.h"
+
+#if SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED
+
+#include "SDL_video.h"
+#include "SDL_opengles2.h"
+#include "../opengles2/SDL_shaders_gles2.h"
+#include "SDL_stdinc.h"
+
+/* While Vita is gles2-compliant, shaders should be in Cg format, not glsl */
+
+/*************************************************************************************************
+ * Vertex/fragment shader source *
+ *************************************************************************************************/
+/* Notes on a_angle:
+ * It is a vector containing sin and cos for rotation matrix
+ * To get correct rotation for most cases when a_angle is disabled cos
+ value is decremented by 1.0 to get proper output with 0.0 which is
+ default value
+*/
+static const Uint8 GLES2_VertexSrc_Default_[] = " \
+ struct _Output { \
+ float2 v_texCoord : TEXCOORD0; \
+ float4 position : POSITION; \
+ float pointsize : PSIZE; \
+ }; \
+\
+ _Output main( \
+ uniform float4x4 u_projection, \
+ float2 a_position, \
+ float2 a_texCoord, \
+ float2 a_angle, \
+ float2 a_center \
+ ) \
+ { \
+ _Output OUT; \
+\
+ float s = a_angle[0]; \
+ float c = a_angle[1] + 1.0; \
+ float2x2 rotationMatrix = float2x2(c, s, -s, c); \
+ float2 position = mul((a_position - a_center) + a_center, rotationMatrix); \
+\
+ OUT.v_texCoord = a_texCoord; \
+ OUT.position = mul(float4(position, 0.0, 1.0), u_projection);\
+ OUT.pointsize = 1.0; \
+ return OUT; \
+ } \
+";
+
+static const Uint8 GLES2_FragmentSrc_SolidSrc_[] = " \
+ float4 main(uniform float4 u_color : COLOR) : COLOR \
+ { \
+ return u_color; \
+ } \
+";
+
+static const Uint8 GLES2_FragmentSrc_TextureABGRSrc_[] = " \
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
+ { \
+ float4 color = tex2D(u_texture, v_texCoord); \
+ return color * u_color; \
+ } \
+";
+
+/* ARGB to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureARGBSrc_[] = " \
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
+ { \
+ float4 abgr = tex2D(u_texture, v_texCoord); \
+ float4 color = abgr; \
+ color.r = abgr.b; \
+ color.b = abgr.r; \
+ return color * u_color; \
+ } \
+";
+
+/* RGB to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureRGBSrc_[] = " \
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
+ { \
+ float4 abgr = tex2D(u_texture, v_texCoord); \
+ float4 color = abgr; \
+ color.r = abgr.b; \
+ color.b = abgr.r; \
+ color.a = 1.0; \
+ return color * u_color; \
+ } \
+";
+
+/* BGR to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureBGRSrc_[] = " \
+ float4 main(sampler2D u_texture, uniform float4 u_color : COLOR, float2 v_texCoord : TEXCOORD0 ) : COLOR \
+ { \
+ float4 abgr = tex2D(u_texture, v_texCoord); \
+ float4 color = abgr; \
+ color.a = 1.0; \
+ return color * u_color; \
+ } \
+";
+
+// VITA : TODO
+
+#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" \
+
+#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" \
+
+#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" \
+
+
+#define YUV_SHADER_PROLOGUE \
+"precision mediump float;\n" \
+"uniform sampler2D u_texture;\n" \
+"uniform sampler2D u_texture_u;\n" \
+"uniform sampler2D u_texture_v;\n" \
+"uniform vec4 u_color;\n" \
+"varying vec2 v_texCoord;\n" \
+"\n" \
+
+#define YUV_SHADER_BODY \
+"\n" \
+"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.y = texture2D(u_texture_u, v_texCoord).r;\n" \
+" yuv.z = texture2D(u_texture_v, v_texCoord).r;\n" \
+"\n" \
+" // Do the color transform \n" \
+" yuv += offset;\n" \
+" rgb = matrix * yuv;\n" \
+"\n" \
+" // That was easy. :) \n" \
+" gl_FragColor = vec4(rgb, 1);\n" \
+" gl_FragColor *= u_color;\n" \
+"}" \
+
+#define NV12_SHADER_BODY \
+"\n" \
+"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).ra;\n" \
+"\n" \
+" // Do the color transform \n" \
+" yuv += offset;\n" \
+" rgb = matrix * yuv;\n" \
+"\n" \
+" // That was easy. :) \n" \
+" gl_FragColor = vec4(rgb, 1);\n" \
+" gl_FragColor *= u_color;\n" \
+"}" \
+
+#define NV21_SHADER_BODY \
+"\n" \
+"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).ar;\n" \
+"\n" \
+" // Do the color transform \n" \
+" yuv += offset;\n" \
+" rgb = matrix * yuv;\n" \
+"\n" \
+" // That was easy. :) \n" \
+" gl_FragColor = vec4(rgb, 1);\n" \
+" gl_FragColor *= u_color;\n" \
+"}" \
+
+/* YUV to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureYUVJPEGSrc_[] = \
+ YUV_SHADER_PROLOGUE \
+ JPEG_SHADER_CONSTANTS \
+ YUV_SHADER_BODY \
+;
+static const Uint8 GLES2_FragmentSrc_TextureYUVBT601Src_[] = \
+ YUV_SHADER_PROLOGUE \
+ BT601_SHADER_CONSTANTS \
+ YUV_SHADER_BODY \
+;
+static const Uint8 GLES2_FragmentSrc_TextureYUVBT709Src_[] = \
+ YUV_SHADER_PROLOGUE \
+ BT709_SHADER_CONSTANTS \
+ YUV_SHADER_BODY \
+;
+
+/* NV12 to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureNV12JPEGSrc_[] = \
+ YUV_SHADER_PROLOGUE \
+ JPEG_SHADER_CONSTANTS \
+ NV12_SHADER_BODY \
+;
+static const Uint8 GLES2_FragmentSrc_TextureNV12BT601Src_[] = \
+ YUV_SHADER_PROLOGUE \
+ BT601_SHADER_CONSTANTS \
+ NV12_SHADER_BODY \
+;
+static const Uint8 GLES2_FragmentSrc_TextureNV12BT709Src_[] = \
+ YUV_SHADER_PROLOGUE \
+ BT709_SHADER_CONSTANTS \
+ NV12_SHADER_BODY \
+;
+
+/* NV21 to ABGR conversion */
+static const Uint8 GLES2_FragmentSrc_TextureNV21JPEGSrc_[] = \
+ YUV_SHADER_PROLOGUE \
+ JPEG_SHADER_CONSTANTS \
+ NV21_SHADER_BODY \
+;
+static const Uint8 GLES2_FragmentSrc_TextureNV21BT601Src_[] = \
+ YUV_SHADER_PROLOGUE \
+ BT601_SHADER_CONSTANTS \
+ NV21_SHADER_BODY \
+;
+static const Uint8 GLES2_FragmentSrc_TextureNV21BT709Src_[] = \
+ YUV_SHADER_PROLOGUE \
+ BT709_SHADER_CONSTANTS \
+ NV21_SHADER_BODY \
+;
+
+/* Custom Android video format texture */
+static const Uint8 GLES2_FragmentSrc_TextureExternalOESSrc_[] = " \
+ #extension GL_OES_EGL_image_external : require\n\
+ precision mediump float; \
+ uniform samplerExternalOES u_texture; \
+ uniform vec4 u_color; \
+ varying vec2 v_texCoord; \
+ \
+ void main() \
+ { \
+ gl_FragColor = texture2D(u_texture, v_texCoord); \
+ gl_FragColor *= u_color; \
+ } \
+";
+
+static const GLES2_ShaderInstance GLES2_VertexSrc_Default = {
+ GL_VERTEX_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_VertexSrc_Default_),
+ GLES2_VertexSrc_Default_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_SolidSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_SolidSrc_),
+ GLES2_FragmentSrc_SolidSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureABGRSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureABGRSrc_),
+ GLES2_FragmentSrc_TextureABGRSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureARGBSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureARGBSrc_),
+ GLES2_FragmentSrc_TextureARGBSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureRGBSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureRGBSrc_),
+ GLES2_FragmentSrc_TextureRGBSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureBGRSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureBGRSrc_),
+ GLES2_FragmentSrc_TextureBGRSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVJPEGSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureYUVJPEGSrc_),
+ GLES2_FragmentSrc_TextureYUVJPEGSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT601Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureYUVBT601Src_),
+ GLES2_FragmentSrc_TextureYUVBT601Src_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureYUVBT709Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureYUVBT709Src_),
+ GLES2_FragmentSrc_TextureYUVBT709Src_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12JPEGSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV12JPEGSrc_),
+ GLES2_FragmentSrc_TextureNV12JPEGSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT601Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV12BT601Src_),
+ GLES2_FragmentSrc_TextureNV12BT601Src_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT709Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV21BT709Src_),
+ GLES2_FragmentSrc_TextureNV21BT709Src_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21JPEGSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV21JPEGSrc_),
+ GLES2_FragmentSrc_TextureNV21JPEGSrc_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV21BT601Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV21BT601Src_),
+ GLES2_FragmentSrc_TextureNV21BT601Src_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureNV12BT709Src = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureNV12BT709Src_),
+ GLES2_FragmentSrc_TextureNV12BT709Src_
+};
+
+static const GLES2_ShaderInstance GLES2_FragmentSrc_TextureExternalOESSrc = {
+ GL_FRAGMENT_SHADER,
+ GLES2_SOURCE_SHADER,
+ sizeof(GLES2_FragmentSrc_TextureExternalOESSrc_),
+ GLES2_FragmentSrc_TextureExternalOESSrc_
+};
+
+
+/*************************************************************************************************
+ * Vertex/fragment shader definitions *
+ *************************************************************************************************/
+
+static GLES2_Shader GLES2_VertexShader_Default = {
+ 1,
+ {
+ &GLES2_VertexSrc_Default
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_SolidSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_SolidSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureABGRSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureABGRSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureARGBSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureARGBSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureRGBSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureRGBSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureBGRSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureBGRSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureYUVJPEGSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureYUVJPEGSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureYUVBT601Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureYUVBT601Src
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureYUVBT709Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureYUVBT709Src
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureNV12JPEGSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV12JPEGSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureNV12BT601Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV12BT601Src
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureNV12BT709Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV12BT709Src
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureNV21JPEGSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV21JPEGSrc
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureNV21BT601Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV21BT601Src
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureNV21BT709Src = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureNV21BT709Src
+ }
+};
+
+static GLES2_Shader GLES2_FragmentShader_TextureExternalOESSrc = {
+ 1,
+ {
+ &GLES2_FragmentSrc_TextureExternalOESSrc
+ }
+};
+
+
+/*************************************************************************************************
+ * Shader selector *
+ *************************************************************************************************/
+
+const GLES2_Shader *GLES2_GetShader(GLES2_ShaderType type)
+{
+ switch (type) {
+ case GLES2_SHADER_VERTEX_DEFAULT:
+ return &GLES2_VertexShader_Default;
+ case GLES2_SHADER_FRAGMENT_SOLID_SRC:
+ return &GLES2_FragmentShader_SolidSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_SRC:
+ return &GLES2_FragmentShader_TextureABGRSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_SRC:
+ return &GLES2_FragmentShader_TextureARGBSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_SRC:
+ return &GLES2_FragmentShader_TextureRGBSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_SRC:
+ return &GLES2_FragmentShader_TextureBGRSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_JPEG_SRC:
+ return &GLES2_FragmentShader_TextureYUVJPEGSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT601_SRC:
+ return &GLES2_FragmentShader_TextureYUVBT601Src;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_YUV_BT709_SRC:
+ return &GLES2_FragmentShader_TextureYUVBT709Src;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_JPEG_SRC:
+ return &GLES2_FragmentShader_TextureNV12JPEGSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT601_SRC:
+ return &GLES2_FragmentShader_TextureNV12BT601Src;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV12_BT709_SRC:
+ return &GLES2_FragmentShader_TextureNV12BT709Src;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_JPEG_SRC:
+ return &GLES2_FragmentShader_TextureNV21JPEGSrc;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT601_SRC:
+ return &GLES2_FragmentShader_TextureNV21BT601Src;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_NV21_BT709_SRC:
+ return &GLES2_FragmentShader_TextureNV21BT709Src;
+ case GLES2_SHADER_FRAGMENT_TEXTURE_EXTERNAL_OES_SRC:
+ return &GLES2_FragmentShader_TextureExternalOESSrc;
+ default:
+ return NULL;
+ }
+}
+
+#endif /* SDL_VIDEO_RENDER_OGL_ES2 && !SDL_RENDER_DISABLED */
+
+/* vi: set ts=4 sw=4 expandtab: */