Added SDL_SCALEMODE_PIXELART
Build (All) / Create test plan (push) Waiting to run
Build (All) / level1 (push) Blocked by required conditions
Build (All) / level2 (push) Blocked by required conditions

This is based on the algorithm presented by t3ssel8r:
https://www.youtube.com/watch?v=d6tp43wZqps
This commit is contained in:
Sam Lantinga
2025-03-12 08:45:25 -07:00
parent 853375da61
commit 3e9e22f17d
63 changed files with 15968 additions and 13125 deletions
+3 -2
View File
@@ -83,8 +83,9 @@ typedef Uint32 SDL_SurfaceFlags;
typedef enum SDL_ScaleMode
{
SDL_SCALEMODE_INVALID = -1,
SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */
SDL_SCALEMODE_LINEAR /**< linear filtering */
SDL_SCALEMODE_NEAREST, /**< nearest pixel sampling */
SDL_SCALEMODE_LINEAR, /**< linear filtering */
SDL_SCALEMODE_PIXELART /**< nearest pixel sampling with improved scaling for pixel art */
} SDL_ScaleMode;
/**
+7 -3
View File
@@ -1964,8 +1964,12 @@ bool SDL_SetTextureScaleMode(SDL_Texture *texture, SDL_ScaleMode scaleMode)
{
CHECK_TEXTURE_MAGIC(texture, false);
if (scaleMode != SDL_SCALEMODE_NEAREST &&
scaleMode != SDL_SCALEMODE_LINEAR) {
switch (scaleMode) {
case SDL_SCALEMODE_NEAREST:
case SDL_SCALEMODE_LINEAR:
case SDL_SCALEMODE_PIXELART:
break;
default:
return SDL_InvalidParamError("scaleMode");
}
@@ -5707,7 +5711,7 @@ static bool CreateDebugTextAtlas(SDL_Renderer *renderer)
// Convert temp surface into texture
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, atlas);
if (texture) {
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_PIXELART);
renderer->debug_char_texture_atlas = texture;
}
SDL_DestroySurface(atlas);
+1
View File
@@ -921,6 +921,7 @@ static void UpdateTextureScaleMode(D3D_RenderData *data, SDL_ScaleMode scaleMode
{
if (scaleMode != data->scaleMode[index]) {
switch (scaleMode) {
case SDL_SCALEMODE_PIXELART:
case SDL_SCALEMODE_NEAREST:
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MINFILTER, D3DTEXF_POINT);
IDirect3DDevice9_SetSamplerState(data->device, index, D3DSAMP_MAGFILTER, D3DTEXF_POINT);
File diff suppressed because it is too large Load Diff
+222 -216
View File
@@ -3,7 +3,7 @@
// Generated by Microsoft (R) HLSL Shader Compiler 10.1
//
//
// Buffer Definitions:
// Buffer Definitions:
//
// cbuffer Constants
// {
@@ -12,14 +12,15 @@
// float texture_type; // Offset: 4 Size: 4 [unused]
// float input_type; // Offset: 8 Size: 4 [unused]
// float color_scale; // Offset: 12 Size: 4
// float tonemap_method; // Offset: 16 Size: 4 [unused]
// float tonemap_factor1; // Offset: 20 Size: 4 [unused]
// float tonemap_factor2; // Offset: 24 Size: 4 [unused]
// float sdr_white_point; // Offset: 28 Size: 4 [unused]
// float4 Yoffset; // Offset: 32 Size: 16 [unused]
// float4 Rcoeff; // Offset: 48 Size: 16 [unused]
// float4 Gcoeff; // Offset: 64 Size: 16 [unused]
// float4 Bcoeff; // Offset: 80 Size: 16 [unused]
// float4 texel_size; // Offset: 16 Size: 16 [unused]
// float tonemap_method; // Offset: 32 Size: 4 [unused]
// float tonemap_factor1; // Offset: 36 Size: 4 [unused]
// float tonemap_factor2; // Offset: 40 Size: 4 [unused]
// float sdr_white_point; // Offset: 44 Size: 4 [unused]
// float4 Yoffset; // Offset: 48 Size: 16 [unused]
// float4 Rcoeff; // Offset: 64 Size: 16 [unused]
// float4 Gcoeff; // Offset: 80 Size: 16 [unused]
// float4 Bcoeff; // Offset: 96 Size: 16 [unused]
//
// }
//
@@ -28,7 +29,7 @@
//
// Name Type Format Dim HLSL Bind Count
// ------------------------------ ---------- ------- ----------- -------------- ------
// Constants cbuffer NA NA cb0 1
// Constants cbuffer NA NA cb0 1
//
//
//
@@ -36,8 +37,8 @@
//
// Name Index Mask Register SysValue Format Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// SV_POSITION 0 xyzw 0 POS float
// TEXCOORD 0 xy 1 NONE float
// COLOR 0 xyzw 2 NONE float xyzw
//
//
@@ -72,213 +73,218 @@ dcl_temps 1
mov r0.x, cb0[0].w
mov r0.w, l(1.000000)
mul o0.xyzw, r0.xxxw, v2.xyzw
ret
ret
// Approximately 4 instruction slots used
#endif
const BYTE g_main[] =
{
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23, 23, 93, 184, 255, 26,
153, 0, 220, 179, 25, 194,
30, 249, 1, 0, 0, 0,
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172, 0, 0, 0, 56, 1,
0, 0, 180, 1, 0, 0,
24, 4, 0, 0, 140, 4,
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108, 0, 0, 0, 108, 0,
0, 0, 0, 2, 255, 255,
60, 0, 0, 0, 48, 0,
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255, 255, 31, 0, 0, 2,
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228, 176, 0, 0, 255, 160,
1, 0, 0, 2, 0, 0,
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255, 255, 0, 0, 83, 72,
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110, 116, 115, 0, 171, 171,
60, 0, 0, 0, 12, 0,
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184, 1, 0, 0, 12, 0,
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196, 1, 0, 0, 16, 0,
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115, 99, 82, 71, 66, 95,
111, 117, 116, 112, 117, 116,
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117, 114, 101, 95, 116, 121,
112, 101, 0, 105, 110, 112,
117, 116, 95, 116, 121, 112,
101, 0, 99, 111, 108, 111,
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109, 97, 112, 95, 109, 101,
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102, 102, 0, 77, 105, 99,
114, 111, 115, 111, 102, 116,
32, 40, 82, 41, 32, 72,
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111, 109, 112, 105, 108, 101,
114, 32, 49, 48, 46, 49,
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84, 0, 171, 171
68, 88, 66, 67, 131, 2,
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255, 255, 31, 0, 0, 2,
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1, 0, 0, 2, 0, 0,
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1, 0, 0, 2, 0, 8,
15, 128, 0, 0, 228, 128,
255, 255, 0, 0, 83, 72,
68, 82, 132, 0, 0, 0,
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197, 1, 0, 0, 8, 0,
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208, 1, 0, 0, 12, 0,
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220, 1, 0, 0, 16, 0,
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0, 0, 0, 0, 0, 0,
7, 2, 0, 0, 36, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 168, 1,
0, 0, 0, 0, 0, 0,
23, 2, 0, 0, 40, 0,
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0, 0, 0, 0, 168, 1,
0, 0, 0, 0, 0, 0,
39, 2, 0, 0, 44, 0,
0, 0, 4, 0, 0, 0,
0, 0, 0, 0, 168, 1,
0, 0, 0, 0, 0, 0,
55, 2, 0, 0, 48, 0,
0, 0, 16, 0, 0, 0,
0, 0, 0, 0, 232, 1,
0, 0, 0, 0, 0, 0,
63, 2, 0, 0, 64, 0,
0, 0, 16, 0, 0, 0,
0, 0, 0, 0, 232, 1,
0, 0, 0, 0, 0, 0,
70, 2, 0, 0, 80, 0,
0, 0, 16, 0, 0, 0,
0, 0, 0, 0, 232, 1,
0, 0, 0, 0, 0, 0,
77, 2, 0, 0, 96, 0,
0, 0, 16, 0, 0, 0,
0, 0, 0, 0, 232, 1,
0, 0, 0, 0, 0, 0,
115, 99, 82, 71, 66, 95,
111, 117, 116, 112, 117, 116,
0, 171, 171, 171, 0, 0,
3, 0, 1, 0, 1, 0,
0, 0, 0, 0, 0, 0,
0, 0, 116, 101, 120, 116,
117, 114, 101, 95, 116, 121,
112, 101, 0, 105, 110, 112,
117, 116, 95, 116, 121, 112,
101, 0, 99, 111, 108, 111,
114, 95, 115, 99, 97, 108,
101, 0, 116, 101, 120, 101,
108, 95, 115, 105, 122, 101,
0, 171, 1, 0, 3, 0,
1, 0, 4, 0, 0, 0,
0, 0, 0, 0, 0, 0,
116, 111, 110, 101, 109, 97,
112, 95, 109, 101, 116, 104,
111, 100, 0, 116, 111, 110,
101, 109, 97, 112, 95, 102,
97, 99, 116, 111, 114, 49,
0, 116, 111, 110, 101, 109,
97, 112, 95, 102, 97, 99,
116, 111, 114, 50, 0, 115,
100, 114, 95, 119, 104, 105,
116, 101, 95, 112, 111, 105,
110, 116, 0, 89, 111, 102,
102, 115, 101, 116, 0, 82,
99, 111, 101, 102, 102, 0,
71, 99, 111, 101, 102, 102,
0, 66, 99, 111, 101, 102,
102, 0, 77, 105, 99, 114,
111, 115, 111, 102, 116, 32,
40, 82, 41, 32, 72, 76,
83, 76, 32, 83, 104, 97,
100, 101, 114, 32, 67, 111,
109, 112, 105, 108, 101, 114,
32, 49, 48, 46, 49, 0,
73, 83, 71, 78, 108, 0,
0, 0, 3, 0, 0, 0,
8, 0, 0, 0, 80, 0,
0, 0, 0, 0, 0, 0,
1, 0, 0, 0, 3, 0,
0, 0, 0, 0, 0, 0,
15, 0, 0, 0, 92, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 1, 0, 0, 0,
3, 0, 0, 0, 101, 0,
0, 0, 0, 0, 0, 0,
0, 0, 0, 0, 3, 0,
0, 0, 2, 0, 0, 0,
15, 15, 0, 0, 83, 86,
95, 80, 79, 83, 73, 84,
73, 79, 78, 0, 84, 69,
88, 67, 79, 79, 82, 68,
0, 67, 79, 76, 79, 82,
0, 171, 79, 83, 71, 78,
44, 0, 0, 0, 1, 0,
0, 0, 8, 0, 0, 0,
32, 0, 0, 0, 0, 0,
0, 0, 0, 0, 0, 0,
3, 0, 0, 0, 0, 0,
0, 0, 15, 0, 0, 0,
83, 86, 95, 84, 65, 82,
71, 69, 84, 0, 171, 171
};
@@ -18,9 +18,10 @@ static const float TONEMAP_CHROME = 2;
static const float TEXTURETYPE_NONE = 0;
static const float TEXTURETYPE_RGB = 1;
static const float TEXTURETYPE_NV12 = 2;
static const float TEXTURETYPE_NV21 = 3;
static const float TEXTURETYPE_YUV = 4;
static const float TEXTURETYPE_RGB_PIXELART = 2;
static const float TEXTURETYPE_NV12 = 3;
static const float TEXTURETYPE_NV21 = 4;
static const float TEXTURETYPE_YUV = 5;
static const float INPUTTYPE_UNSPECIFIED = 0;
static const float INPUTTYPE_SRGB = 1;
@@ -33,6 +34,7 @@ cbuffer Constants : register(b0)
float texture_type;
float input_type;
float color_scale;
float4 texel_size;
float tonemap_method;
float tonemap_factor1;
@@ -122,6 +124,21 @@ float4 GetInputColor(PixelShaderInput input)
rgba = 1.0;
} else if (texture_type == TEXTURETYPE_RGB) {
rgba = texture0.Sample(sampler0, input.tex);
} else if (texture_type == TEXTURETYPE_RGB_PIXELART) {
// box filter size in texel units
float2 boxSize = clamp(fwidth(input.tex) * texel_size.zw, 1e-5, 1);
// scale uv by texture size to get texel coordinate
float2 tx = input.tex * texel_size.zw - 0.5 * boxSize;
// compute offset for pixel-sized box filter
float2 txOffset = smoothstep(1 - boxSize, 1, frac(tx));
// compute bilinear sample uv coordinates
float2 uv = (floor(tx) + 0.5 + txOffset) * texel_size.xy;
// sample the texture
rgba = texture0.SampleGrad(sampler0, uv, ddx(input.tex), ddy(input.tex));
} else if (texture_type == TEXTURETYPE_NV12) {
float3 yuv;
yuv.x = texture0.Sample(sampler0, input.tex).r;
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+19 -4
View File
@@ -74,9 +74,10 @@ static const float TONEMAP_CHROME = 2;
//static const float TEXTURETYPE_NONE = 0;
static const float TEXTURETYPE_RGB = 1;
static const float TEXTURETYPE_NV12 = 2;
static const float TEXTURETYPE_NV21 = 3;
static const float TEXTURETYPE_YUV = 4;
static const float TEXTURETYPE_RGB_PIXELART = 2;
static const float TEXTURETYPE_NV12 = 3;
static const float TEXTURETYPE_NV21 = 4;
static const float TEXTURETYPE_YUV = 5;
static const float INPUTTYPE_UNSPECIFIED = 0;
static const float INPUTTYPE_SRGB = 1;
@@ -90,6 +91,11 @@ typedef struct
float input_type;
float color_scale;
float texel_width;
float texel_height;
float texture_width;
float texture_height;
float tonemap_method;
float tonemap_factor1;
float tonemap_factor2;
@@ -2106,7 +2112,15 @@ static void D3D11_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
constants->input_type = INPUTTYPE_HDR10;
break;
default:
constants->texture_type = TEXTURETYPE_RGB;
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
constants->texture_type = TEXTURETYPE_RGB_PIXELART;
constants->texture_width = texture->w;
constants->texture_height = texture->h;
constants->texel_width = 1.0f / constants->texture_width;
constants->texel_height = 1.0f / constants->texture_height;
} else {
constants->texture_type = TEXTURETYPE_RGB;
}
if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
constants->input_type = INPUTTYPE_SCRGB;
} else if (texture->colorspace == SDL_COLORSPACE_HDR10) {
@@ -2318,6 +2332,7 @@ static bool D3D11_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode);
}
break;
case SDL_SCALEMODE_PIXELART: // Uses linear sampling
case SDL_SCALEMODE_LINEAR:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -19,9 +19,10 @@ static const float TONEMAP_CHROME = 2;
static const float TEXTURETYPE_NONE = 0;
static const float TEXTURETYPE_RGB = 1;
static const float TEXTURETYPE_NV12 = 2;
static const float TEXTURETYPE_NV21 = 3;
static const float TEXTURETYPE_YUV = 4;
static const float TEXTURETYPE_RGB_PIXELART = 2;
static const float TEXTURETYPE_NV12 = 3;
static const float TEXTURETYPE_NV21 = 4;
static const float TEXTURETYPE_YUV = 5;
static const float INPUTTYPE_UNSPECIFIED = 0;
static const float INPUTTYPE_SRGB = 1;
@@ -34,6 +35,7 @@ cbuffer Constants : register(b1)
float texture_type;
float input_type;
float color_scale;
float4 texel_size;
float tonemap_method;
float tonemap_factor1;
@@ -123,6 +125,21 @@ float4 GetInputColor(PixelShaderInput input)
rgba = 1.0;
} else if (texture_type == TEXTURETYPE_RGB) {
rgba = texture0.Sample(sampler0, input.tex);
} else if (texture_type == TEXTURETYPE_RGB_PIXELART) {
// box filter size in texel units
float2 boxSize = clamp(fwidth(input.tex) * texel_size.zw, 1e-5, 1);
// scale uv by texture size to get texel coordinate
float2 tx = input.tex * texel_size.zw - 0.5 * boxSize;
// compute offset for pixel-sized box filter
float2 txOffset = smoothstep(1 - boxSize, 1, frac(tx));
// compute bilinear sample uv coordinates
float2 uv = (floor(tx) + 0.5 + txOffset) * texel_size.xy;
// sample the texture
rgba = texture0.SampleGrad(sampler0, uv, ddx(input.tex), ddy(input.tex));
} else if (texture_type == TEXTURETYPE_NV12) {
float3 yuv;
yuv.x = texture0.Sample(sampler0, input.tex).r;
File diff suppressed because it is too large Load Diff
@@ -3,8 +3,8 @@ Disassembly failed
#endif
const unsigned char g_AdvancedRS[] = {
0x44, 0x58, 0x42, 0x43, 0x61, 0xd8, 0x65, 0x6e, 0x1d, 0x30, 0x64, 0x8a,
0x54, 0x75, 0xb7, 0x59, 0xea, 0x11, 0x73, 0xec, 0x01, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0x85, 0x5c, 0x53, 0xa5, 0xbb, 0xd0, 0x20, 0x6e,
0x30, 0x9a, 0xfe, 0xb0, 0x85, 0x44, 0x08, 0x30, 0x01, 0x00, 0x00, 0x00,
0x24, 0x01, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00,
0x52, 0x54, 0x53, 0x30, 0xf8, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x06, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
@@ -16,7 +16,7 @@ const unsigned char g_AdvancedRS[] = {
0x05, 0x00, 0x00, 0x00, 0xb8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0xd8, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, 0xa0, 0x00, 0x00, 0x00,
+3 -3
View File
@@ -3,8 +3,8 @@ Disassembly failed
#endif
const unsigned char g_ColorRS[] = {
0x44, 0x58, 0x42, 0x43, 0x1a, 0x67, 0x3b, 0x20, 0xac, 0xdc, 0xbb, 0xa0,
0x3c, 0x72, 0xa7, 0xdf, 0x14, 0xa5, 0x3a, 0x2e, 0x01, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0x7e, 0x46, 0xa0, 0x92, 0xc6, 0x80, 0xfa, 0x5c,
0x26, 0x9e, 0x8f, 0x06, 0x1f, 0x7e, 0x05, 0x4c, 0x01, 0x00, 0x00, 0x00,
0x74, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00,
0x52, 0x54, 0x53, 0x30, 0x48, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
@@ -12,5 +12,5 @@ const unsigned char g_ColorRS[] = {
0x00, 0x00, 0x00, 0x00, 0x30, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00
0x00, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00
};
@@ -3,8 +3,8 @@ Disassembly failed
#endif
const unsigned char g_TextureRS[] = {
0x44, 0x58, 0x42, 0x43, 0xbc, 0x46, 0x63, 0x56, 0xe3, 0xea, 0x41, 0x4c,
0xf7, 0x90, 0x24, 0xc2, 0x14, 0x4d, 0x79, 0xdd, 0x01, 0x00, 0x00, 0x00,
0x44, 0x58, 0x42, 0x43, 0x6b, 0xa0, 0x2b, 0xde, 0x8e, 0xc5, 0xfd, 0x89,
0x5f, 0xc1, 0x50, 0x3e, 0x67, 0xdb, 0xdd, 0x97, 0x01, 0x00, 0x00, 0x00,
0xcc, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x24, 0x00, 0x00, 0x00,
0x52, 0x54, 0x53, 0x30, 0xa0, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
@@ -14,7 +14,7 @@ const unsigned char g_TextureRS[] = {
0x05, 0x00, 0x00, 0x00, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x05, 0x00, 0x00, 0x00, 0x80, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x20, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x1c, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x68, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0xff, 0xff, 0xff, 0xff, 0x01, 0x00, 0x00, 0x00, 0x88, 0x00, 0x00, 0x00,
@@ -12,7 +12,7 @@ cbuffer VertexShaderConstants : register(b0)
"DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
"DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0)," \
"RootConstants(num32BitConstants=24, b1)"\
"RootConstants(num32BitConstants=28, b1)"\
#define TextureRS \
"RootFlags ( ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT |" \
@@ -20,7 +20,7 @@ cbuffer VertexShaderConstants : register(b0)
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"RootConstants(num32BitConstants=24, b1),"\
"RootConstants(num32BitConstants=28, b1),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( Sampler(s0), visibility = SHADER_VISIBILITY_PIXEL )"
@@ -30,7 +30,7 @@ cbuffer VertexShaderConstants : register(b0)
" DENY_GEOMETRY_SHADER_ROOT_ACCESS |" \
" DENY_HULL_SHADER_ROOT_ACCESS )," \
"RootConstants(num32BitConstants=32, b0),"\
"RootConstants(num32BitConstants=24, b1),"\
"RootConstants(num32BitConstants=28, b1),"\
"DescriptorTable ( SRV(t0), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t1), visibility = SHADER_VISIBILITY_PIXEL ),"\
"DescriptorTable ( SRV(t2), visibility = SHADER_VISIBILITY_PIXEL ),"\
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+20 -5
View File
@@ -80,9 +80,10 @@ static const float TONEMAP_CHROME = 2;
//static const float TEXTURETYPE_NONE = 0;
static const float TEXTURETYPE_RGB = 1;
static const float TEXTURETYPE_NV12 = 2;
static const float TEXTURETYPE_NV21 = 3;
static const float TEXTURETYPE_YUV = 4;
static const float TEXTURETYPE_RGB_PIXELART = 2;
static const float TEXTURETYPE_NV12 = 3;
static const float TEXTURETYPE_NV21 = 4;
static const float TEXTURETYPE_YUV = 5;
static const float INPUTTYPE_UNSPECIFIED = 0;
static const float INPUTTYPE_SRGB = 1;
@@ -96,6 +97,11 @@ typedef struct
float input_type;
float color_scale;
float texel_width;
float texel_height;
float texture_width;
float texture_height;
float tonemap_method;
float tonemap_factor1;
float tonemap_factor2;
@@ -794,7 +800,7 @@ static HRESULT D3D12_CreateDeviceResources(SDL_Renderer *renderer)
ID3D12DescriptorHeap *rootDescriptorHeaps[2];
// See if we need debug interfaces
createDebug = SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false);
createDebug = true;//SDL_GetHintBoolean(SDL_HINT_RENDER_DIRECT3D11_DEBUG, false);
#ifdef SDL_PLATFORM_GDK
CreateEventExFunc = CreateEventExW;
@@ -2536,7 +2542,15 @@ static void D3D12_SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderC
constants->input_type = INPUTTYPE_HDR10;
break;
default:
constants->texture_type = TEXTURETYPE_RGB;
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
constants->texture_type = TEXTURETYPE_RGB_PIXELART;
constants->texture_width = texture->w;
constants->texture_height = texture->h;
constants->texel_width = 1.0f / constants->texture_width;
constants->texel_height = 1.0f / constants->texture_height;
} else {
constants->texture_type = TEXTURETYPE_RGB;
}
if (texture->colorspace == SDL_COLORSPACE_SRGB_LINEAR) {
constants->input_type = INPUTTYPE_SCRGB;
} else if (texture->colorspace == SDL_COLORSPACE_HDR10) {
@@ -2745,6 +2759,7 @@ static bool D3D12_SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *
return SDL_SetError("Unknown texture address mode: %d", cmd->data.draw.texture_address_mode);
}
break;
case SDL_SCALEMODE_PIXELART: // Uses linear sampling
case SDL_SCALEMODE_LINEAR:
switch (cmd->data.draw.texture_address_mode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
+48 -7
View File
@@ -29,11 +29,19 @@
#include "SDL_pipeline_gpu.h"
#include "SDL_shaders_gpu.h"
typedef struct GPU_ShaderUniformData
typedef struct GPU_VertexShaderUniformData
{
Float4X4 mvp;
SDL_FColor color;
} GPU_ShaderUniformData;
} GPU_VertexShaderUniformData;
typedef struct GPU_FragmentShaderUniformData
{
float texel_width;
float texel_height;
float texture_width;
float texture_height;
} GPU_FragmentShaderUniformData;
typedef struct GPU_RenderData
{
@@ -73,10 +81,9 @@ typedef struct GPU_RenderData
SDL_FColor draw_color;
bool scissor_enabled;
bool scissor_was_enabled;
GPU_ShaderUniformData shader_data;
} state;
SDL_GPUSampler *samplers[2][2];
SDL_GPUSampler *samplers[3][2];
} GPU_RenderData;
typedef struct GPU_TextureData
@@ -469,7 +476,7 @@ static SDL_GPURenderPass *RestartRenderPass(GPU_RenderData *data)
static void PushVertexUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
{
GPU_ShaderUniformData uniforms;
GPU_VertexShaderUniformData uniforms;
SDL_zero(uniforms);
uniforms.mvp.m[0][0] = 2.0f / data->state.viewport.w;
uniforms.mvp.m[1][1] = -2.0f / data->state.viewport.h;
@@ -483,8 +490,25 @@ static void PushVertexUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
SDL_PushGPUVertexUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
}
static void PushFragmentUniforms(GPU_RenderData *data, SDL_RenderCommand *cmd)
{
if (cmd->data.draw.texture &&
cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
SDL_Texture *texture = cmd->data.draw.texture;
GPU_FragmentShaderUniformData uniforms;
SDL_zero(uniforms);
uniforms.texture_width = texture->w;
uniforms.texture_height = texture->h;
uniforms.texel_width = 1.0f / uniforms.texture_width;
uniforms.texel_height = 1.0f / uniforms.texture_height;
SDL_PushGPUFragmentUniformData(data->state.command_buffer, 0, &uniforms, sizeof(uniforms));
}
}
static SDL_GPUSampler **SamplerPointer(GPU_RenderData *data, SDL_TextureAddressMode address_mode, SDL_ScaleMode scale_mode)
{
SDL_assert(scale_mode < SDL_arraysize(data->samplers));
SDL_assert(address_mode < SDL_arraysize(data->samplers[0]));
return &data->samplers[scale_mode][address_mode - 1];
}
@@ -525,9 +549,17 @@ static void Draw(
if (texture) {
v_shader = VERT_SHADER_TRI_TEXTURE;
if (texture->format == SDL_PIXELFORMAT_RGBA32 || texture->format == SDL_PIXELFORMAT_BGRA32) {
f_shader = FRAG_SHADER_TEXTURE_RGBA;
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
f_shader = FRAG_SHADER_TEXTURE_RGBA_PIXELART;
} else {
f_shader = FRAG_SHADER_TEXTURE_RGBA;
}
} else {
f_shader = FRAG_SHADER_TEXTURE_RGB;
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
f_shader = FRAG_SHADER_TEXTURE_RGB_PIXELART;
} else {
f_shader = FRAG_SHADER_TEXTURE_RGB;
}
}
} else {
v_shader = VERT_SHADER_TRI_COLOR;
@@ -566,6 +598,7 @@ static void Draw(
sampler_bind.texture = tdata->texture;
SDL_BindGPUFragmentSamplers(pass, 0, &sampler_bind, 1);
}
PushFragmentUniforms(data, cmd);
SDL_GPUBufferBinding buffer_bind;
SDL_zero(buffer_bind);
@@ -1118,6 +1151,10 @@ static bool InitSamplers(GPU_RenderData *data)
{ SDL_TEXTURE_ADDRESS_CLAMP, SDL_SCALEMODE_LINEAR },
{ SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_LINEAR, SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, 0 },
},
{
{ SDL_TEXTURE_ADDRESS_CLAMP, SDL_SCALEMODE_PIXELART },
{ SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 },
},
{
{ SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_NEAREST },
{ SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 },
@@ -1126,6 +1163,10 @@ static bool InitSamplers(GPU_RenderData *data)
{ SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_LINEAR },
{ SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_LINEAR, SDL_GPU_SAMPLERMIPMAPMODE_LINEAR, 0 },
},
{
{ SDL_TEXTURE_ADDRESS_WRAP, SDL_SCALEMODE_PIXELART },
{ SDL_GPU_SAMPLERADDRESSMODE_REPEAT, SDL_GPU_FILTER_NEAREST, SDL_GPU_SAMPLERMIPMAPMODE_NEAREST, 0 },
},
};
for (Uint32 i = 0; i < SDL_arraysize(configs); ++i) {
+14
View File
@@ -125,6 +125,20 @@ static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
SHADER_DXIL60(texture_rgba_frag_dxil)
SHADER_METAL(texture_rgba_frag_msl)
},
[FRAG_SHADER_TEXTURE_RGB_PIXELART] = {
.num_samplers = 1,
.num_uniform_buffers = 1,
SHADER_SPIRV(texture_rgb_pixelart_frag_spv)
SHADER_DXIL60(texture_rgb_pixelart_frag_dxil)
SHADER_METAL(texture_rgb_pixelart_frag_msl)
},
[FRAG_SHADER_TEXTURE_RGBA_PIXELART] = {
.num_samplers = 1,
.num_uniform_buffers = 1,
SHADER_SPIRV(texture_rgba_pixelart_frag_spv)
SHADER_DXIL60(texture_rgba_pixelart_frag_dxil)
SHADER_METAL(texture_rgba_pixelart_frag_msl)
},
};
// clang-format on
+2
View File
@@ -42,6 +42,8 @@ typedef enum
FRAG_SHADER_COLOR,
FRAG_SHADER_TEXTURE_RGB,
FRAG_SHADER_TEXTURE_RGBA,
FRAG_SHADER_TEXTURE_RGB_PIXELART,
FRAG_SHADER_TEXTURE_RGBA_PIXELART,
NUM_FRAG_SHADERS,
} GPU_FragmentShaderID;
+5 -3
View File
@@ -1,6 +1,8 @@
#include "color.frag.dxil.h"
#include "linepoint.vert.dxil.h"
#include "texture_rgb.frag.dxil.h"
#include "texture_rgb_pixelart.frag.dxil.h"
#include "texture_rgba.frag.dxil.h"
#include "texture_rgba_pixelart.frag.dxil.h"
#include "tri_color.vert.dxil.h"
#include "tri_texture.vert.dxil.h"
#include "color.frag.dxil.h"
#include "texture_rgba.frag.dxil.h"
#include "texture_rgb.frag.dxil.h"
+5 -3
View File
@@ -1,6 +1,8 @@
#include "color.frag.msl.h"
#include "linepoint.vert.msl.h"
#include "texture_rgb.frag.msl.h"
#include "texture_rgb_pixelart.frag.msl.h"
#include "texture_rgba.frag.msl.h"
#include "texture_rgba_pixelart.frag.msl.h"
#include "tri_color.vert.msl.h"
#include "tri_texture.vert.msl.h"
#include "color.frag.msl.h"
#include "texture_rgba.frag.msl.h"
#include "texture_rgb.frag.msl.h"
+5 -3
View File
@@ -1,6 +1,8 @@
#include "color.frag.spv.h"
#include "linepoint.vert.spv.h"
#include "texture_rgb.frag.spv.h"
#include "texture_rgb_pixelart.frag.spv.h"
#include "texture_rgba.frag.spv.h"
#include "texture_rgba_pixelart.frag.spv.h"
#include "tri_color.vert.spv.h"
#include "tri_texture.vert.spv.h"
#include "color.frag.spv.h"
#include "texture_rgba.frag.spv.h"
#include "texture_rgb.frag.spv.h"
@@ -0,0 +1,33 @@
cbuffer Context : register(b0, space3) {
float4 texel_size;
};
Texture2D u_texture : register(t0, space2);
SamplerState u_sampler : register(s0, space2);
struct PSInput {
float4 v_color : COLOR0;
float2 v_uv : TEXCOORD0;
};
struct PSOutput {
float4 o_color : SV_Target;
};
float2 GetPixelArtUV(PSInput input)
{
// box filter size in texel units
float2 boxSize = clamp(fwidth(input.v_uv) * texel_size.zw, 1e-5, 1);
// scale uv by texture size to get texel coordinate
float2 tx = input.v_uv * texel_size.zw - 0.5 * boxSize;
// compute offset for pixel-sized box filter
float2 txOffset = smoothstep(1 - boxSize, 1, frac(tx));
// compute bilinear sample uv coordinates
float2 uv = (floor(tx) + 0.5 + txOffset) * texel_size.xy;
return uv;
}
+401
View File
@@ -0,0 +1,401 @@
static const unsigned char texture_rgb_pixelart_frag_dxil[] = {
0x44, 0x58, 0x42, 0x43, 0x58, 0x86, 0xe6, 0xff, 0x2e, 0x5a, 0x13, 0x7a,
0xf3, 0x98, 0xb1, 0x38, 0x6e, 0x1b, 0x35, 0x49, 0x01, 0x00, 0x00, 0x00,
0xa8, 0x12, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00,
0x4c, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0xe4, 0x00, 0x00, 0x00,
0xf0, 0x01, 0x00, 0x00, 0x54, 0x09, 0x00, 0x00, 0x70, 0x09, 0x00, 0x00,
0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x54, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
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};
static const unsigned int texture_rgb_pixelart_frag_dxil_len = 4776;
@@ -0,0 +1,8 @@
#include "texture_pixelart.frag.hlsli"
PSOutput main(PSInput input) {
PSOutput output;
float2 uv = GetPixelArtUV(input);
output.o_color = float4(u_texture.SampleGrad(u_sampler, uv, ddx(input.v_uv), ddy(input.v_uv)).rgb, 1.0f) * input.v_color;
return output;
}
+87
View File
@@ -0,0 +1,87 @@
static const unsigned char texture_rgb_pixelart_frag_msl[] = {
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static const unsigned int texture_rgb_pixelart_frag_msl_len = 1008;
+148
View File
@@ -0,0 +1,148 @@
static const unsigned char texture_rgb_pixelart_frag_spv[] = {
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0x3f, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00,
0x3e, 0x00, 0x03, 0x00, 0x05, 0x00, 0x00, 0x00, 0x3f, 0x00, 0x00, 0x00,
0xfd, 0x00, 0x01, 0x00, 0x38, 0x00, 0x01, 0x00
};
static const unsigned int texture_rgb_pixelart_frag_spv_len = 1736;
+402
View File
@@ -0,0 +1,402 @@
static const unsigned char texture_rgba_pixelart_frag_dxil[] = {
0x44, 0x58, 0x42, 0x43, 0x5c, 0xc6, 0xe3, 0x11, 0x85, 0x3a, 0xd2, 0x8a,
0xe2, 0x32, 0x94, 0xd3, 0x89, 0xa3, 0xd2, 0x21, 0x01, 0x00, 0x00, 0x00,
0xb0, 0x12, 0x00, 0x00, 0x07, 0x00, 0x00, 0x00, 0x3c, 0x00, 0x00, 0x00,
0x4c, 0x00, 0x00, 0x00, 0xa8, 0x00, 0x00, 0x00, 0xe4, 0x00, 0x00, 0x00,
0xf0, 0x01, 0x00, 0x00, 0x54, 0x09, 0x00, 0x00, 0x70, 0x09, 0x00, 0x00,
0x53, 0x46, 0x49, 0x30, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x49, 0x53, 0x47, 0x31, 0x54, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x48, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x0f, 0x0f, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x48, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x03, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x00, 0x00, 0x00,
0x4f, 0x53, 0x47, 0x31, 0x34, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x28, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x40, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x53, 0x56, 0x5f, 0x54, 0x61, 0x72, 0x67, 0x65, 0x74, 0x00, 0x00, 0x00,
0x50, 0x53, 0x56, 0x30, 0x04, 0x01, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xff, 0xff, 0xff, 0xff,
0x00, 0x00, 0x00, 0x00, 0x02, 0x01, 0x00, 0x02, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x13, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x18, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x03, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0d, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0e, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x18, 0x00, 0x00, 0x00, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52,
0x44, 0x00, 0x54, 0x45, 0x58, 0x43, 0x4f, 0x4f, 0x52, 0x44, 0x00, 0x6d,
0x61, 0x69, 0x6e, 0x00, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x01, 0x00, 0x44, 0x00, 0x03, 0x02, 0x00, 0x00,
0x0a, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00, 0x01, 0x01, 0x42, 0x00,
0x03, 0x02, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x01, 0x00, 0x44, 0x10, 0x03, 0x00, 0x00, 0x00, 0x01, 0x00, 0x00, 0x00,
0x02, 0x00, 0x00, 0x00, 0x04, 0x00, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x0f, 0x00, 0x00, 0x00, 0x0f, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x53, 0x54, 0x41, 0x54, 0x5c, 0x07, 0x00, 0x00,
0x60, 0x00, 0x00, 0x00, 0xd7, 0x01, 0x00, 0x00, 0x44, 0x58, 0x49, 0x4c,
0x00, 0x01, 0x00, 0x00, 0x10, 0x00, 0x00, 0x00, 0x44, 0x07, 0x00, 0x00,
0x42, 0x43, 0xc0, 0xde, 0x21, 0x0c, 0x00, 0x00, 0xce, 0x01, 0x00, 0x00,
0x0b, 0x82, 0x20, 0x00, 0x02, 0x00, 0x00, 0x00, 0x13, 0x00, 0x00, 0x00,
0x07, 0x81, 0x23, 0x91, 0x41, 0xc8, 0x04, 0x49, 0x06, 0x10, 0x32, 0x39,
0x92, 0x01, 0x84, 0x0c, 0x25, 0x05, 0x08, 0x19, 0x1e, 0x04, 0x8b, 0x62,
0x80, 0x18, 0x45, 0x02, 0x42, 0x92, 0x0b, 0x42, 0xc4, 0x10, 0x32, 0x14,
0x38, 0x08, 0x18, 0x4b, 0x0a, 0x32, 0x62, 0x88, 0x48, 0x90, 0x14, 0x20,
0x43, 0x46, 0x88, 0xa5, 0x00, 0x19, 0x32, 0x42, 0xe4, 0x48, 0x0e, 0x90,
0x11, 0x23, 0xc4, 0x50, 0x41, 0x51, 0x81, 0x8c, 0xe1, 0x83, 0xe5, 0x8a,
0x04, 0x31, 0x46, 0x06, 0x51, 0x18, 0x00, 0x00, 0x08, 0x00, 0x00, 0x00,
0x1b, 0x8c, 0xe0, 0xff, 0xff, 0xff, 0xff, 0x07, 0x40, 0x02, 0xa8, 0x0d,
0x84, 0xf0, 0xff, 0xff, 0xff, 0xff, 0x03, 0x20, 0x6d, 0x30, 0x86, 0xff,
0xff, 0xff, 0xff, 0x1f, 0x00, 0x09, 0xa8, 0x00, 0x49, 0x18, 0x00, 0x00,
0x03, 0x00, 0x00, 0x00, 0x13, 0x82, 0x60, 0x42, 0x20, 0x4c, 0x08, 0x06,
0x00, 0x00, 0x00, 0x00, 0x89, 0x20, 0x00, 0x00, 0x53, 0x00, 0x00, 0x00,
0x32, 0x22, 0x88, 0x09, 0x20, 0x64, 0x85, 0x04, 0x13, 0x23, 0xa4, 0x84,
0x04, 0x13, 0x23, 0xe3, 0x84, 0xa1, 0x90, 0x14, 0x12, 0x4c, 0x8c, 0x8c,
0x0b, 0x84, 0xc4, 0x4c, 0x10, 0x8c, 0xc1, 0x08, 0x40, 0x09, 0x00, 0x0a,
0x66, 0x00, 0xe6, 0x08, 0xc0, 0x60, 0x8e, 0x00, 0x29, 0xc6, 0x40, 0x10,
0x44, 0x41, 0x90, 0x51, 0x0c, 0x80, 0x20, 0x88, 0x62, 0x20, 0xa4, 0x0c,
0x03, 0x31, 0x90, 0x52, 0x88, 0x81, 0x18, 0x06, 0x62, 0x6e, 0x1a, 0x2e,
0x7f, 0xc2, 0x1e, 0x42, 0xf2, 0x57, 0x42, 0x5a, 0x89, 0xc9, 0x2f, 0x6e,
0x1b, 0x15, 0xc3, 0x30, 0x0c, 0x04, 0x15, 0xf7, 0x0c, 0x97, 0x3f, 0x61,
0x0f, 0x21, 0xf9, 0x21, 0xd0, 0x0c, 0x0b, 0x81, 0x82, 0xa7, 0x48, 0x0e,
0x01, 0x41, 0xc3, 0x30, 0x0c, 0x04, 0x41, 0x0c, 0xc3, 0x30, 0x0c, 0xc3,
0x40, 0xd1, 0x51, 0xc3, 0xe5, 0x4f, 0xd8, 0x43, 0x48, 0x3e, 0xb7, 0x51,
0xc5, 0x4a, 0x4c, 0x7e, 0x71, 0xdb, 0x88, 0x18, 0x86, 0x61, 0x28, 0xc4,
0x44, 0x40, 0x04, 0x51, 0x73, 0x04, 0x41, 0x31, 0x20, 0xa2, 0x20, 0x08,
0x8b, 0xae, 0x81, 0x80, 0x61, 0x04, 0x62, 0x98, 0xa9, 0x0d, 0xc6, 0x81,
0x1d, 0xc2, 0x61, 0x1e, 0xe6, 0xc1, 0x0d, 0x68, 0xa1, 0x1c, 0xf0, 0x81,
0x1e, 0xea, 0x41, 0x1e, 0xca, 0x41, 0x0e, 0x48, 0x81, 0x0f, 0xec, 0xa1,
0x1c, 0xc6, 0x81, 0x1e, 0xde, 0x41, 0x1e, 0xf8, 0xc0, 0x1c, 0xd8, 0xe1,
0x1d, 0xc2, 0x81, 0x1e, 0xd8, 0x00, 0x0c, 0xe8, 0xc0, 0x0f, 0xc0, 0xc0,
0x0f, 0xf4, 0x40, 0x0f, 0xda, 0x21, 0x1d, 0xe0, 0x61, 0x1e, 0x7e, 0x81,
0x1e, 0xf2, 0x01, 0x1e, 0xca, 0x01, 0x05, 0xc4, 0x4c, 0x62, 0x30, 0x0e,
0xec, 0x10, 0x0e, 0xf3, 0x30, 0x0f, 0x6e, 0x40, 0x0b, 0xe5, 0x80, 0x0f,
0xf4, 0x50, 0x0f, 0xf2, 0x50, 0x0e, 0x72, 0x40, 0x0a, 0x7c, 0x60, 0x0f,
0xe5, 0x30, 0x0e, 0xf4, 0xf0, 0x0e, 0xf2, 0xc0, 0x07, 0xe6, 0xc0, 0x0e,
0xef, 0x10, 0x0e, 0xf4, 0xc0, 0x06, 0x60, 0x40, 0x07, 0x7e, 0x00, 0x06,
0x7e, 0x80, 0x04, 0x6d, 0x23, 0xee, 0x98, 0x09, 0x7b, 0x88, 0x9f, 0x73,
0x9a, 0x89, 0xb8, 0x26, 0x14, 0x68, 0xe4, 0xdd, 0x24, 0x4d, 0x11, 0x25,
0x4c, 0x3e, 0x0b, 0x30, 0xcf, 0x42, 0x44, 0xec, 0x04, 0x4c, 0x04, 0x0a,
0x08, 0x02, 0x13, 0x81, 0x00, 0x00, 0x00, 0x00, 0x13, 0x14, 0x72, 0xc0,
0x87, 0x74, 0x60, 0x87, 0x36, 0x68, 0x87, 0x79, 0x68, 0x03, 0x72, 0xc0,
0x87, 0x0d, 0xaf, 0x50, 0x0e, 0x6d, 0xd0, 0x0e, 0x7a, 0x50, 0x0e, 0x6d,
0x00, 0x0f, 0x7a, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d,
0x90, 0x0e, 0x71, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x78,
0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d, 0x90, 0x0e, 0x71, 0x60, 0x07, 0x7a,
0x30, 0x07, 0x72, 0xd0, 0x06, 0xe9, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x73,
0x20, 0x07, 0x6d, 0x90, 0x0e, 0x76, 0x40, 0x07, 0x7a, 0x60, 0x07, 0x74,
0xd0, 0x06, 0xe6, 0x10, 0x07, 0x76, 0xa0, 0x07, 0x73, 0x20, 0x07, 0x6d,
0x60, 0x0e, 0x73, 0x20, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xd0, 0x06, 0xe6,
0x60, 0x07, 0x74, 0xa0, 0x07, 0x76, 0x40, 0x07, 0x6d, 0xe0, 0x0e, 0x78,
0xa0, 0x07, 0x71, 0x60, 0x07, 0x7a, 0x30, 0x07, 0x72, 0xa0, 0x07, 0x76,
0x40, 0x07, 0x43, 0x9e, 0x00, 0x08, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x86, 0x3c, 0x06, 0x10, 0x00, 0x01, 0x00, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x0c, 0x79, 0x10, 0x20, 0x00, 0x04, 0x00, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x18, 0xf2, 0x28, 0x40, 0x00, 0x04, 0x00,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x30, 0xe4, 0x61, 0x80, 0x00, 0x08,
0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x60, 0xc8, 0x13, 0x01, 0x01,
0x30, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0xc0, 0x90, 0x87, 0x02,
0x02, 0x60, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x80, 0x21, 0xcf,
0x05, 0x04, 0xc0, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x00, 0x59,
0x20, 0x00, 0x00, 0x00, 0x12, 0x00, 0x00, 0x00, 0x32, 0x1e, 0x98, 0x14,
0x19, 0x11, 0x4c, 0x90, 0x8c, 0x09, 0x26, 0x47, 0xc6, 0x04, 0x43, 0x22,
0x4a, 0x60, 0x04, 0xa0, 0x18, 0x8a, 0xa0, 0x24, 0xca, 0xa0, 0x40, 0xca,
0xa1, 0x34, 0x0a, 0xa1, 0x3c, 0x0a, 0xac, 0x30, 0x03, 0xa8, 0x28, 0x89,
0x11, 0x80, 0x22, 0x28, 0x84, 0x02, 0xa1, 0x6e, 0x06, 0x80, 0xbc, 0x19,
0x00, 0xfa, 0x66, 0x00, 0x28, 0x9c, 0x01, 0x20, 0x71, 0x2c, 0xc4, 0x20,
0x02, 0x81, 0x40, 0x9e, 0x07, 0x00, 0x00, 0x00, 0x79, 0x18, 0x00, 0x00,
0x91, 0x00, 0x00, 0x00, 0x1a, 0x03, 0x4c, 0x90, 0x46, 0x02, 0x13, 0xc4,
0x8e, 0x0c, 0x6f, 0xec, 0xed, 0x4d, 0x0c, 0x24, 0xc6, 0x05, 0xc7, 0x45,
0xa6, 0x06, 0x46, 0xc6, 0x05, 0x07, 0x04, 0x45, 0x8c, 0xe6, 0x26, 0x26,
0x06, 0x67, 0x26, 0xa7, 0x2c, 0x65, 0x43, 0x10, 0x4c, 0x10, 0x08, 0x64,
0x82, 0x40, 0x24, 0x1b, 0x84, 0x81, 0xd8, 0x20, 0x10, 0x04, 0x05, 0xb8,
0xb9, 0x09, 0x02, 0xa1, 0x6c, 0x18, 0x0e, 0x84, 0x98, 0x20, 0x74, 0x1a,
0x93, 0xba, 0x2f, 0xba, 0x32, 0x3c, 0xba, 0x3a, 0xb9, 0xb2, 0x09, 0x02,
0xb1, 0x4c, 0x10, 0x08, 0x66, 0x83, 0x40, 0x34, 0x1b, 0x12, 0x42, 0x59,
0x18, 0x62, 0x60, 0x08, 0x67, 0x43, 0xf0, 0x4c, 0x10, 0x3e, 0x8e, 0x0c,
0x5d, 0x1e, 0x5c, 0xd9, 0xd7, 0xd0, 0x9b, 0x1b, 0x5d, 0x19, 0x1e, 0xdd,
0x04, 0x81, 0x68, 0x26, 0x08, 0x84, 0xb3, 0x01, 0x21, 0x22, 0x69, 0x22,
0x06, 0x0a, 0xd8, 0x10, 0x54, 0x13, 0x84, 0x30, 0xe8, 0x98, 0xd4, 0x7d,
0xcd, 0x85, 0xb5, 0xc1, 0xb1, 0x95, 0xc9, 0x6d, 0x40, 0x88, 0x0b, 0x63,
0x88, 0x81, 0x00, 0x36, 0x04, 0xd9, 0x06, 0x02, 0x02, 0x2c, 0x6d, 0x82,
0xe0, 0x6d, 0x94, 0x86, 0xde, 0xdc, 0xe8, 0xca, 0xf0, 0xe8, 0xbe, 0xe8,
0xca, 0xf0, 0xca, 0xd8, 0xbe, 0xe6, 0xd2, 0xf4, 0xca, 0x26, 0x08, 0xc4,
0x33, 0x41, 0x20, 0xa0, 0x09, 0x02, 0x11, 0x6d, 0x40, 0x90, 0x6e, 0x22,
0xbc, 0xe6, 0x03, 0x83, 0x0d, 0x02, 0x15, 0x06, 0x1b, 0x06, 0x82, 0x13,
0x83, 0x09, 0x82, 0x00, 0x6c, 0x00, 0x36, 0x0c, 0x44, 0x19, 0x94, 0xc1,
0x86, 0xc0, 0x0c, 0x36, 0x0c, 0x03, 0x19, 0x9c, 0xc1, 0x04, 0x41, 0x0c,
0xbc, 0x0d, 0x41, 0x1a, 0x90, 0x68, 0x0b, 0x4b, 0x73, 0x23, 0x42, 0x55,
0x84, 0x35, 0xf4, 0xf4, 0x24, 0x45, 0x34, 0x41, 0x28, 0xaa, 0x09, 0x42,
0x61, 0x6d, 0x08, 0x88, 0x09, 0x42, 0x71, 0x4d, 0x10, 0x0a, 0x6c, 0x82,
0x40, 0x48, 0x1b, 0x84, 0x49, 0x0e, 0x36, 0x2c, 0x04, 0x1b, 0xb4, 0x81,
0x1b, 0xbc, 0x01, 0x1c, 0x0c, 0x71, 0x40, 0xb8, 0xc1, 0x1c, 0x6c, 0x08,
0x86, 0x0d, 0xc2, 0x34, 0x6d, 0x58, 0x06, 0x36, 0x68, 0x03, 0x37, 0xa8,
0x03, 0x38, 0x18, 0xe0, 0x60, 0x70, 0x03, 0x3b, 0xd8, 0x20, 0xd0, 0xc1,
0x1d, 0x30, 0x99, 0xb2, 0xfa, 0xa2, 0x0a, 0x93, 0x3b, 0x2b, 0xa3, 0x9b,
0x20, 0x14, 0xd9, 0x86, 0x85, 0xc8, 0x83, 0x36, 0xd0, 0x83, 0x37, 0x70,
0x83, 0x21, 0x0e, 0x08, 0x37, 0x98, 0x83, 0x0d, 0xc1, 0x1e, 0x6c, 0x18,
0xf0, 0x80, 0x0f, 0x80, 0x0d, 0x05, 0x19, 0xac, 0x41, 0x1f, 0x6c, 0x00,
0x0d, 0x33, 0xb6, 0xb7, 0x30, 0xba, 0xb9, 0x09, 0x02, 0x31, 0xb1, 0x48,
0x73, 0x9b, 0xa3, 0x9b, 0x9b, 0x20, 0x10, 0x14, 0x8d, 0xb9, 0xb4, 0xb3,
0x2f, 0x36, 0x32, 0x1a, 0x73, 0x69, 0x67, 0x5f, 0x73, 0x74, 0x44, 0xe8,
0xca, 0xf0, 0xbe, 0xce, 0xe4, 0xc2, 0xc8, 0x36, 0x28, 0x7f, 0x00, 0x0a,
0xa1, 0x20, 0x0a, 0xa3, 0x80, 0x90, 0x02, 0x18, 0x94, 0xc2, 0x50, 0x85,
0x8d, 0xcd, 0xae, 0xcd, 0x25, 0x8d, 0xac, 0xcc, 0x8d, 0x6e, 0x4a, 0x10,
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};
static const unsigned int texture_rgba_pixelart_frag_dxil_len = 4784;
@@ -0,0 +1,8 @@
#include "texture_pixelart.frag.hlsli"
PSOutput main(PSInput input) {
PSOutput output;
float2 uv = GetPixelArtUV(input);
output.o_color = u_texture.SampleGrad(u_sampler, uv, ddx(input.v_uv), ddy(input.v_uv)) * input.v_color;
return output;
}
+86
View File
@@ -0,0 +1,86 @@
static const unsigned char texture_rgba_pixelart_frag_msl[] = {
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static const unsigned int texture_rgba_pixelart_frag_msl_len = 991;
+141
View File
@@ -0,0 +1,141 @@
static const unsigned char texture_rgba_pixelart_frag_spv[] = {
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0x23, 0x00, 0x00, 0x00, 0xd0, 0x00, 0x04, 0x00, 0x11, 0x00, 0x00, 0x00,
0x38, 0x00, 0x00, 0x00, 0x23, 0x00, 0x00, 0x00, 0x56, 0x00, 0x05, 0x00,
0x0c, 0x00, 0x00, 0x00, 0x39, 0x00, 0x00, 0x00, 0x35, 0x00, 0x00, 0x00,
0x36, 0x00, 0x00, 0x00, 0x58, 0x00, 0x08, 0x00, 0x17, 0x00, 0x00, 0x00,
0x3a, 0x00, 0x00, 0x00, 0x39, 0x00, 0x00, 0x00, 0x34, 0x00, 0x00, 0x00,
0x04, 0x00, 0x00, 0x00, 0x37, 0x00, 0x00, 0x00, 0x38, 0x00, 0x00, 0x00,
0x85, 0x00, 0x05, 0x00, 0x17, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x00, 0x00,
0x3a, 0x00, 0x00, 0x00, 0x22, 0x00, 0x00, 0x00, 0x3e, 0x00, 0x03, 0x00,
0x05, 0x00, 0x00, 0x00, 0x3b, 0x00, 0x00, 0x00, 0xfd, 0x00, 0x01, 0x00,
0x38, 0x00, 0x01, 0x00
};
static const unsigned int texture_rgba_pixelart_frag_spv_len = 1648;
+18 -4
View File
@@ -1267,9 +1267,10 @@ static const float TONEMAP_CHROME = 2;
//static const float TEXTURETYPE_NONE = 0;
static const float TEXTURETYPE_RGB = 1;
static const float TEXTURETYPE_NV12 = 2;
static const float TEXTURETYPE_NV21 = 3;
static const float TEXTURETYPE_YUV = 4;
static const float TEXTURETYPE_RGB_PIXELART = 2;
static const float TEXTURETYPE_NV12 = 3;
static const float TEXTURETYPE_NV21 = 4;
static const float TEXTURETYPE_YUV = 5;
//static const float INPUTTYPE_UNSPECIFIED = 0;
static const float INPUTTYPE_SRGB = 1;
@@ -1283,6 +1284,11 @@ typedef struct
float input_type;
float color_scale;
float texel_width;
float texel_height;
float texture_width;
float texture_height;
float tonemap_method;
float tonemap_factor1;
float tonemap_factor2;
@@ -1330,7 +1336,15 @@ static void SetupShaderConstants(SDL_Renderer *renderer, const SDL_RenderCommand
constants->texture_type = TEXTURETYPE_NV12;
break;
default:
constants->texture_type = TEXTURETYPE_RGB;
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
constants->texture_type = TEXTURETYPE_RGB_PIXELART;
constants->texture_width = texture->w;
constants->texture_height = texture->h;
constants->texel_width = 1.0f / constants->texture_width;
constants->texel_height = 1.0f / constants->texture_height;
} else {
constants->texture_type = TEXTURETYPE_RGB;
}
}
switch (SDL_COLORSPACETRANSFER(texture->colorspace)) {
+29 -4
View File
@@ -1,6 +1,7 @@
#include <metal_common>
#include <metal_texture>
#include <metal_matrix>
#include <metal_stdlib>
using namespace metal;
@@ -11,9 +12,10 @@ using namespace metal;
#define TEXTURETYPE_NONE 0
#define TEXTURETYPE_RGB 1
#define TEXTURETYPE_NV12 2
#define TEXTURETYPE_NV21 3
#define TEXTURETYPE_YUV 4
#define TEXTURETYPE_RGB_PIXELART 2
#define TEXTURETYPE_NV12 3
#define TEXTURETYPE_NV21 4
#define TEXTURETYPE_YUV 5
#define INPUTTYPE_UNSPECIFIED 0
#define INPUTTYPE_SRGB 1
@@ -26,6 +28,7 @@ struct ShaderConstants
float texture_type;
float input_type;
float color_scale;
float4 texel_size;
float tonemap_method;
float tonemap_factor1;
@@ -246,7 +249,29 @@ fragment float4 SDL_Copy_fragment(CopyVertexOutput vert [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler s [[sampler(0)]])
{
float4 rgba = tex.sample(s, vert.texcoord);
float4 rgba;
if (c.texture_type == TEXTURETYPE_RGB) {
rgba = tex.sample(s, vert.texcoord);
} else if (c.texture_type == TEXTURETYPE_RGB_PIXELART) {
// box filter size in texel units
float2 boxSize = clamp(fwidth(vert.texcoord) * c.texel_size.zw, 1e-5, 1);
// scale uv by texture size to get texel coordinate
float2 tx = vert.texcoord * c.texel_size.zw - 0.5 * boxSize;
// compute offset for pixel-sized box filter
float2 txOffset = smoothstep(1 - boxSize, 1, fract(tx));
// compute bilinear sample uv coordinates
float2 uv = (floor(tx) + 0.5 + txOffset) * c.texel_size.xy;
// sample the texture
rgba = tex.sample(s, uv, gradient2d(dfdx(vert.texcoord), dfdy(vert.texcoord)));
} else {
// Unexpected texture type, use magenta error color
rgba = float4(1.0, 0.0, 1.0, 1.0);
}
return GetOutputColor(rgba, c) * vert.color;
}
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+25 -1
View File
@@ -68,6 +68,7 @@ typedef struct
int drawableh;
SDL_BlendMode blend;
GL_Shader shader;
float texel_size[4];
const float *shader_params;
bool cliprect_enabled_dirty;
bool cliprect_enabled;
@@ -133,6 +134,7 @@ typedef struct
GLenum format;
GLenum formattype;
GL_Shader shader;
float texel_size[4];
const float *shader_params;
void *pixels;
int pitch;
@@ -627,6 +629,11 @@ static bool GL_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_P
data->shader = SHADER_RGB;
}
data->texel_size[2] = texture->w;
data->texel_size[3] = texture->h;
data->texel_size[0] = 1.0f / data->texel_size[2];
data->texel_size[1] = 1.0f / data->texel_size[3];
#ifdef SDL_HAVE_YUV
if (data->yuv || data->nv12) {
if (data->yuv) {
@@ -1081,6 +1088,7 @@ static bool SetTextureScaleMode(GL_RenderData *data, GLenum textype, SDL_ScaleMo
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case SDL_SCALEMODE_PIXELART: // Uses linear sampling
case SDL_SCALEMODE_LINEAR:
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
@@ -1113,8 +1121,24 @@ static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
SDL_Texture *texture = cmd->data.draw.texture;
GL_TextureData *texturedata = (GL_TextureData *)texture->internal;
const GLenum textype = data->textype;
GL_Shader shader = texturedata->shader;
const float *shader_params = texturedata->shader_params;
SetDrawState(data, cmd, texturedata->shader, texturedata->shader_params);
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
switch (shader) {
case SHADER_RGB:
shader = SHADER_RGB_PIXELART;
shader_params = texturedata->texel_size;
break;
case SHADER_RGBA:
shader = SHADER_RGBA_PIXELART;
shader_params = texturedata->texel_size;
break;
default:
break;
}
}
SetDrawState(data, cmd, shader, shader_params);
if (texture != data->drawstate.texture) {
#ifdef SDL_HAVE_YUV
+75 -15
View File
@@ -53,6 +53,7 @@ struct GL_ShaderContext
PFNGLUNIFORM1IARBPROC glUniform1iARB;
PFNGLUNIFORM1FARBPROC glUniform1fARB;
PFNGLUNIFORM3FARBPROC glUniform3fARB;
PFNGLUNIFORM4FARBPROC glUniform4fARB;
PFNGLUSEPROGRAMOBJECTARBPROC glUseProgramObjectARB;
bool GL_ARB_texture_rectangle_supported;
@@ -261,6 +262,7 @@ static const char *shader_source[NUM_SHADERS][2] = {
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"uniform vec4 texel_size; // texel size (xy: texel size, zw: texture dimensions)\n"
"\n"
"void main()\n"
"{\n"
@@ -284,6 +286,50 @@ static const char *shader_source[NUM_SHADERS][2] = {
" gl_FragColor = texture2D(tex0, v_texCoord) * v_color;\n"
"}"
},
// SHADER_RGB_PIXELART
{
// vertex shader
TEXTURE_VERTEX_SHADER,
// fragment shader
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"uniform vec4 texel_size;\n"
"\n"
"void main()\n"
"{\n"
" vec2 boxSize = clamp(fwidth(v_texCoord) * texel_size.zw, 1e-5, 1.0);\n"
" vec2 tx = v_texCoord * texel_size.zw - 0.5 * boxSize;\n"
" vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(tx));\n"
" vec2 uv = (floor(tx) + 0.5 + txOffset) * texel_size.xy;\n"
" gl_FragColor = textureGrad(tex0, uv, dFdx(v_texCoord), dFdy(v_texCoord));\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
"}"
},
// SHADER_RGBA_PIXELART
{
// vertex shader
TEXTURE_VERTEX_SHADER,
// fragment shader
"varying vec4 v_color;\n"
"varying vec2 v_texCoord;\n"
"uniform sampler2D tex0;\n"
"uniform vec4 texel_size;\n"
"\n"
"void main()\n"
"{\n"
" vec2 boxSize = clamp(fwidth(v_texCoord) * texel_size.zw, 1e-5, 1.0);\n"
" vec2 tx = v_texCoord * texel_size.zw - 0.5 * boxSize;\n"
" vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(tx));\n"
" vec2 uv = (floor(tx) + 0.5 + txOffset) * texel_size.xy;\n"
" gl_FragColor = textureGrad(tex0, uv, dFdx(v_texCoord), dFdy(v_texCoord));\n"
" gl_FragColor *= v_color;\n"
"}"
},
#ifdef SDL_HAVE_YUV
// SHADER_YUV
{
@@ -466,6 +512,7 @@ GL_ShaderContext *GL_CreateShaderContext(void)
ctx->glUniform1iARB = (PFNGLUNIFORM1IARBPROC)SDL_GL_GetProcAddress("glUniform1iARB");
ctx->glUniform1fARB = (PFNGLUNIFORM1FARBPROC)SDL_GL_GetProcAddress("glUniform1fARB");
ctx->glUniform3fARB = (PFNGLUNIFORM3FARBPROC)SDL_GL_GetProcAddress("glUniform3fARB");
ctx->glUniform4fARB = (PFNGLUNIFORM4FARBPROC)SDL_GL_GetProcAddress("glUniform4fARB");
ctx->glUseProgramObjectARB = (PFNGLUSEPROGRAMOBJECTARBPROC)SDL_GL_GetProcAddress("glUseProgramObjectARB");
if (ctx->glGetError &&
ctx->glAttachObjectARB &&
@@ -511,23 +558,36 @@ void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shade
ctx->glUseProgramObjectARB(program);
if (shader_params && shader_params != ctx->shader_params[shader]) {
// YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
location = ctx->glGetUniformLocationARB(program, "Yoffset");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[0], shader_params[1], shader_params[2]);
if (shader == SHADER_RGB_PIXELART ||
shader == SHADER_RGBA_PIXELART) {
location = ctx->glGetUniformLocationARB(program, "texel_size");
if (location >= 0) {
ctx->glUniform4fARB(location, shader_params[0], shader_params[1], shader_params[2], shader_params[3]);
}
}
location = ctx->glGetUniformLocationARB(program, "Rcoeff");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[4], shader_params[5], shader_params[6]);
}
location = ctx->glGetUniformLocationARB(program, "Gcoeff");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[8], shader_params[9], shader_params[10]);
}
location = ctx->glGetUniformLocationARB(program, "Bcoeff");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[12], shader_params[13], shader_params[14]);
#ifdef SDL_HAVE_YUV
if (shader >= SHADER_YUV) {
// YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
location = ctx->glGetUniformLocationARB(program, "Yoffset");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[0], shader_params[1], shader_params[2]);
}
location = ctx->glGetUniformLocationARB(program, "Rcoeff");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[4], shader_params[5], shader_params[6]);
}
location = ctx->glGetUniformLocationARB(program, "Gcoeff");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[8], shader_params[9], shader_params[10]);
}
location = ctx->glGetUniformLocationARB(program, "Bcoeff");
if (location >= 0) {
ctx->glUniform3fARB(location, shader_params[12], shader_params[13], shader_params[14]);
}
}
#endif // SDL_HAVE_YUV
ctx->shader_params[shader] = shader_params;
}
}
+2
View File
@@ -33,6 +33,8 @@ typedef enum
SHADER_SOLID,
SHADER_RGB,
SHADER_RGBA,
SHADER_RGB_PIXELART,
SHADER_RGBA_PIXELART,
#ifdef SDL_HAVE_YUV
SHADER_YUV,
SHADER_NV12_RA,
+77 -29
View File
@@ -76,6 +76,7 @@ typedef struct GLES2_TextureData
GLuint texture_u;
GLuint texture_u_external;
#endif
GLfloat texel_size[4];
SDL_ScaleMode texture_scale_mode;
SDL_TextureAddressMode texture_address_mode;
GLES2_FBOList *fbo;
@@ -94,6 +95,7 @@ typedef enum
GLES2_UNIFORM_TEXTURE,
GLES2_UNIFORM_TEXTURE_U,
GLES2_UNIFORM_TEXTURE_V,
GLES2_UNIFORM_TEXEL_SIZE,
GLES2_UNIFORM_OFFSET,
GLES2_UNIFORM_MATRIX,
NUM_GLES2_UNIFORMS
@@ -104,6 +106,7 @@ static const char *GLES2_UniformNames[] = {
"u_texture",
"u_texture_u",
"u_texture_v",
"u_texel_size",
"u_offset",
"u_matrix"
};
@@ -500,7 +503,7 @@ static GLES2_ProgramCacheEntry *GLES2_CacheProgram(GLES2_RenderData *data, GLuin
return entry;
}
static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
static bool GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, GLenum shader_type)
{
GLuint id = 0;
GLint compileSuccessful = GL_FALSE;
@@ -509,8 +512,7 @@ static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, G
const GLchar *shader_body = GLES2_GetShader(type);
if (!shader_body) {
SDL_SetError("No shader body src");
return true;
return SDL_SetError("No shader body src");
}
for (attempt = 0; attempt < 2 && !compileSuccessful; ++attempt) {
@@ -565,19 +567,21 @@ static GLuint GLES2_CacheShader(GLES2_RenderData *data, GLES2_ShaderType type, G
}
}
if (info) {
SDL_SetError("Failed to load the shader %d: %s", type, info);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to load the shader %d: %s", type, info);
SDL_free(info);
} else {
SDL_SetError("Failed to load the shader %d", type);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to load the shader %d", type);
}
data->glDeleteShader(id);
return true;
return SDL_SetError("Failed to load the shader %d", type);
}
// Cache
data->shader_id_cache[(Uint32)type] = id;
return id;
return true;
}
static bool GLES2_CacheShaders(GLES2_RenderData *data)
@@ -601,12 +605,13 @@ static bool GLES2_CacheShaders(GLES2_RenderData *data)
return true;
}
static bool GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source, SDL_Colorspace colorspace)
static bool GLES2_SelectProgram(GLES2_RenderData *data, SDL_Texture *texture, GLES2_ImageSource source, SDL_ScaleMode scale_mode, SDL_Colorspace colorspace)
{
GLuint vertex;
GLuint fragment;
GLES2_ShaderType vtype, ftype;
GLES2_ProgramCacheEntry *program;
GLES2_TextureData *tdata = texture ? (GLES2_TextureData *)texture->internal : NULL;
const float *shader_params = NULL;
// Select an appropriate shader pair for the specified modes
@@ -616,16 +621,36 @@ static bool GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source
ftype = GLES2_SHADER_FRAGMENT_SOLID;
break;
case GLES2_IMAGESOURCE_TEXTURE_ABGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART;
shader_params = tdata->texel_size;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ABGR;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_ARGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART;
shader_params = tdata->texel_size;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_ARGB;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_RGB:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART;
shader_params = tdata->texel_size;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_RGB;
}
break;
case GLES2_IMAGESOURCE_TEXTURE_BGR:
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
if (scale_mode == SDL_SCALEMODE_PIXELART) {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART;
shader_params = tdata->texel_size;
} else {
ftype = GLES2_SHADER_FRAGMENT_TEXTURE_BGR;
}
break;
#ifdef SDL_HAVE_YUV
case GLES2_IMAGESOURCE_TEXTURE_YUV:
@@ -703,23 +728,31 @@ static bool GLES2_SelectProgram(GLES2_RenderData *data, GLES2_ImageSource source
data->glUseProgram(program->id);
if (shader_params && shader_params != program->shader_params) {
// YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) {
data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]);
}
if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) {
GLfloat matrix[3 * 3];
#ifdef SDL_HAVE_YUV
if (ftype >= GLES2_SHADER_FRAGMENT_TEXTURE_YUV) {
// YUV shader params are Yoffset, 0, Rcoeff, 0, Gcoeff, 0, Bcoeff, 0
if (program->uniform_locations[GLES2_UNIFORM_OFFSET] != -1) {
data->glUniform3f(program->uniform_locations[GLES2_UNIFORM_OFFSET], shader_params[0], shader_params[1], shader_params[2]);
}
if (program->uniform_locations[GLES2_UNIFORM_MATRIX] != -1) {
GLfloat matrix[3 * 3];
matrix[0 * 3 + 0] = shader_params[4];
matrix[0 * 3 + 1] = shader_params[5];
matrix[0 * 3 + 2] = shader_params[6];
matrix[1 * 3 + 0] = shader_params[8];
matrix[1 * 3 + 1] = shader_params[9];
matrix[1 * 3 + 2] = shader_params[10];
matrix[2 * 3 + 0] = shader_params[12];
matrix[2 * 3 + 1] = shader_params[13];
matrix[2 * 3 + 2] = shader_params[14];
data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix);
matrix[0 * 3 + 0] = shader_params[4];
matrix[0 * 3 + 1] = shader_params[5];
matrix[0 * 3 + 2] = shader_params[6];
matrix[1 * 3 + 0] = shader_params[8];
matrix[1 * 3 + 1] = shader_params[9];
matrix[1 * 3 + 2] = shader_params[10];
matrix[2 * 3 + 0] = shader_params[12];
matrix[2 * 3 + 1] = shader_params[13];
matrix[2 * 3 + 2] = shader_params[14];
data->glUniformMatrix3fv(program->uniform_locations[GLES2_UNIFORM_MATRIX], 1, GL_FALSE, matrix);
}
}
else
#endif
if (ftype >= GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART) {
data->glUniform4f(program->uniform_locations[GLES2_UNIFORM_TEXEL_SIZE], shader_params[0], shader_params[1], shader_params[2], shader_params[3]);
}
program->shader_params = shader_params;
}
@@ -993,7 +1026,8 @@ static bool SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, c
data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
}
if (!GLES2_SelectProgram(data, imgsrc, texture ? texture->colorspace : SDL_COLORSPACE_SRGB)) {
SDL_Colorspace colorspace = texture ? texture->colorspace : SDL_COLORSPACE_SRGB;
if (!GLES2_SelectProgram(data, texture, imgsrc, cmd->data.draw.texture_scale_mode, colorspace)) {
return false;
}
@@ -1042,6 +1076,15 @@ static bool SetTextureScaleMode(GLES2_RenderData *data, GLenum textype, SDL_Scal
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
case SDL_SCALEMODE_PIXELART:
#ifdef OPENGLES_300 // Required for the pixel art shader
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#else
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
#endif
break;
default:
return SDL_SetError("Unknown texture scale mode: %d", scaleMode);
}
@@ -1638,6 +1681,11 @@ static bool GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SD
// Allocate the texture
GL_CheckError("", renderer);
data->texel_size[2] = texture->w;
data->texel_size[3] = texture->h;
data->texel_size[0] = 1.0f / data->texel_size[2];
data->texel_size[1] = 1.0f / data->texel_size[3];
#ifdef SDL_HAVE_YUV
if (data->yuv) {
data->texture_v = (GLuint)SDL_GetNumberProperty(create_props, SDL_PROP_TEXTURE_CREATE_OPENGLES2_TEXTURE_V_NUMBER, 0);
+199 -121
View File
@@ -31,121 +31,191 @@
* Vertex/fragment shader source *
*************************************************************************************************/
static const char GLES2_Fragment_Include_Best_Texture_Precision[] = \
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n" \
"#define SDL_TEXCOORD_PRECISION highp\n" \
"#else\n" \
"#define SDL_TEXCOORD_PRECISION mediump\n" \
"#endif\n" \
"\n" \
"precision mediump float;\n" \
"\n" \
static const char GLES2_Fragment_Include_Best_Texture_Precision[] =
"#ifdef GL_FRAGMENT_PRECISION_HIGH\n"
"#define SDL_TEXCOORD_PRECISION highp\n"
"#else\n"
"#define SDL_TEXCOORD_PRECISION mediump\n"
"#endif\n"
"\n"
"precision mediump float;\n"
"\n"
;
static const char GLES2_Fragment_Include_Medium_Texture_Precision[] = \
"#define SDL_TEXCOORD_PRECISION mediump\n" \
"precision mediump float;\n" \
"\n" \
static const char GLES2_Fragment_Include_Medium_Texture_Precision[] =
"#define SDL_TEXCOORD_PRECISION mediump\n"
"precision mediump float;\n"
"\n"
;
static const char GLES2_Fragment_Include_High_Texture_Precision[] = \
"#define SDL_TEXCOORD_PRECISION highp\n" \
"precision mediump float;\n" \
"\n" \
static const char GLES2_Fragment_Include_High_Texture_Precision[] =
"#define SDL_TEXCOORD_PRECISION highp\n"
"precision mediump float;\n"
"\n"
;
static const char GLES2_Fragment_Include_Undef_Precision[] = \
"#define mediump\n" \
"#define highp\n" \
"#define lowp\n" \
"#define SDL_TEXCOORD_PRECISION\n" \
"\n" \
static const char GLES2_Fragment_Include_Undef_Precision[] =
"#define mediump\n"
"#define highp\n"
"#define lowp\n"
"#define SDL_TEXCOORD_PRECISION\n"
"\n"
;
static const char GLES2_Vertex_Default[] = \
"uniform mat4 u_projection;\n" \
"attribute vec2 a_position;\n" \
"attribute vec4 a_color;\n" \
"attribute vec2 a_texCoord;\n" \
"varying vec2 v_texCoord;\n" \
"varying vec4 v_color;\n" \
"\n" \
"void main()\n" \
"{\n" \
" v_texCoord = a_texCoord;\n" \
" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n" \
" gl_PointSize = 1.0;\n" \
" v_color = a_color;\n" \
"}\n" \
static const char GLES2_Vertex_Default[] =
"uniform mat4 u_projection;\n"
"attribute vec2 a_position;\n"
"attribute vec4 a_color;\n"
"attribute vec2 a_texCoord;\n"
"varying vec2 v_texCoord;\n"
"varying vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" v_texCoord = a_texCoord;\n"
" gl_Position = u_projection * vec4(a_position, 0.0, 1.0);\n"
" gl_PointSize = 1.0;\n"
" v_color = a_color;\n"
"}\n"
;
static const char GLES2_Fragment_Solid[] = \
"varying mediump vec4 v_color;\n" \
"\n" \
"void main()\n" \
"{\n" \
" gl_FragColor = v_color;\n" \
"}\n" \
static const char GLES2_Fragment_Solid[] =
"varying mediump vec4 v_color;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = v_color;\n"
"}\n"
;
static const char GLES2_Fragment_TextureABGR[] = \
#define RGB_SHADER_PROLOGUE \
"uniform sampler2D u_texture;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
"\n" \
"void main()\n" \
"{\n" \
" gl_FragColor = texture2D(u_texture, v_texCoord);\n" \
" gl_FragColor *= v_color;\n" \
"}\n" \
#define RGB_PIXELART_SHADER_PROLOGUE \
"uniform sampler2D u_texture;\n" \
"uniform mediump vec4 u_texel_size;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
#ifdef OPENGLES_300 // This is required for fwidth() and textureGrad()
#define RGB_PIXELART_GETCOLOR \
" mediump vec2 boxSize = clamp(fwidth(v_texCoord) * u_texel_size.zw, 1e-5, 1.0);\n" \
" mediump vec2 tx = v_texCoord * u_texel_size.zw - 0.5 * boxSize;\n" \
" mediump vec2 txOffset = smoothstep(vec2(1.0) - boxSize, vec2(1.0), fract(tx));\n" \
" mediump vec2 uv = (floor(tx) + 0.5 + txOffset) * u_texel_size.xy;\n" \
" mediump vec4 color = textureGrad(u_texture, uv, dFdx(v_texCoord), dFdy(v_texCoord));\n" \
" mediump vec4 color = texture2D(u_texture, uv);\n"
#else
#define RGB_PIXELART_GETCOLOR \
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
#endif
static const char GLES2_Fragment_TextureABGR[] =
RGB_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
" gl_FragColor = color;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
// ARGB to ABGR conversion
static const char GLES2_Fragment_TextureARGB[] = \
"uniform sampler2D u_texture;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
"\n" \
"void main()\n" \
"{\n" \
" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
" gl_FragColor = abgr;\n" \
" gl_FragColor.r = abgr.b;\n" \
" gl_FragColor.b = abgr.r;\n" \
" gl_FragColor *= v_color;\n" \
"}\n" \
static const char GLES2_Fragment_TextureARGB[] =
RGB_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
" gl_FragColor = color;\n"
" gl_FragColor.r = color.b;\n"
" gl_FragColor.b = color.r;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
// RGB to ABGR conversion
static const char GLES2_Fragment_TextureRGB[] = \
"uniform sampler2D u_texture;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
"\n" \
"void main()\n" \
"{\n" \
" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
" gl_FragColor = abgr;\n" \
" gl_FragColor.r = abgr.b;\n" \
" gl_FragColor.b = abgr.r;\n" \
" gl_FragColor.a = 1.0;\n" \
" gl_FragColor *= v_color;\n" \
"}\n" \
static const char GLES2_Fragment_TextureRGB[] =
RGB_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
" gl_FragColor = color;\n"
" gl_FragColor.r = color.b;\n"
" gl_FragColor.b = color.r;\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
// BGR to ABGR conversion
static const char GLES2_Fragment_TextureBGR[] = \
"uniform sampler2D u_texture;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
"\n" \
"void main()\n" \
"{\n" \
" mediump vec4 abgr = texture2D(u_texture, v_texCoord);\n" \
" gl_FragColor = abgr;\n" \
" gl_FragColor.a = 1.0;\n" \
" gl_FragColor *= v_color;\n" \
"}\n" \
static const char GLES2_Fragment_TextureBGR[] =
RGB_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
" mediump vec4 color = texture2D(u_texture, v_texCoord);\n"
" gl_FragColor = color;\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
static const char GLES2_Fragment_TextureABGR_PixelArt[] =
RGB_PIXELART_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
RGB_PIXELART_GETCOLOR
" gl_FragColor = color;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
// ARGB to ABGR conversion
static const char GLES2_Fragment_TextureARGB_PixelArt[] =
RGB_PIXELART_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
RGB_PIXELART_GETCOLOR
" gl_FragColor = color;\n"
" gl_FragColor.r = color.b;\n"
" gl_FragColor.b = color.r;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
// RGB to ABGR conversion
static const char GLES2_Fragment_TextureRGB_PixelArt[] =
RGB_PIXELART_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
RGB_PIXELART_GETCOLOR
" gl_FragColor = color;\n"
" gl_FragColor.r = color.b;\n"
" gl_FragColor.b = color.r;\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
// BGR to ABGR conversion
static const char GLES2_Fragment_TextureBGR_PixelArt[] =
RGB_PIXELART_SHADER_PROLOGUE
"\n"
"void main()\n"
"{\n"
RGB_PIXELART_GETCOLOR
" gl_FragColor = color;\n"
" gl_FragColor.a = 1.0;\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
#ifdef SDL_HAVE_YUV
@@ -154,8 +224,8 @@ static const char GLES2_Fragment_TextureBGR[] = \
"uniform sampler2D u_texture;\n" \
"uniform sampler2D u_texture_u;\n" \
"uniform sampler2D u_texture_v;\n" \
"uniform vec3 u_offset;\n" \
"uniform mat3 u_matrix;\n" \
"uniform vec3 u_offset;\n" \
"uniform mat3 u_matrix;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
"\n" \
@@ -257,47 +327,47 @@ static const char GLES2_Fragment_TextureBGR[] = \
"}" \
// YUV to ABGR conversion
static const char GLES2_Fragment_TextureYUV[] = \
YUV_SHADER_PROLOGUE \
YUV_SHADER_BODY \
static const char GLES2_Fragment_TextureYUV[] =
YUV_SHADER_PROLOGUE
YUV_SHADER_BODY
;
// NV12 to ABGR conversion
static const char GLES2_Fragment_TextureNV12_RA[] = \
YUV_SHADER_PROLOGUE \
NV12_RA_SHADER_BODY \
static const char GLES2_Fragment_TextureNV12_RA[] =
YUV_SHADER_PROLOGUE
NV12_RA_SHADER_BODY
;
static const char GLES2_Fragment_TextureNV12_RG[] = \
YUV_SHADER_PROLOGUE \
NV12_RG_SHADER_BODY \
static const char GLES2_Fragment_TextureNV12_RG[] =
YUV_SHADER_PROLOGUE
NV12_RG_SHADER_BODY
;
// NV21 to ABGR conversion
static const char GLES2_Fragment_TextureNV21_RA[] = \
YUV_SHADER_PROLOGUE \
NV21_RA_SHADER_BODY \
static const char GLES2_Fragment_TextureNV21_RA[] =
YUV_SHADER_PROLOGUE
NV21_RA_SHADER_BODY
;
static const char GLES2_Fragment_TextureNV21_RG[] = \
YUV_SHADER_PROLOGUE \
NV21_RG_SHADER_BODY \
static const char GLES2_Fragment_TextureNV21_RG[] =
YUV_SHADER_PROLOGUE
NV21_RG_SHADER_BODY
;
#endif
// Custom Android video format texture
static const char GLES2_Fragment_TextureExternalOES_Prologue[] = \
"#extension GL_OES_EGL_image_external : require\n" \
"\n" \
static const char GLES2_Fragment_TextureExternalOES_Prologue[] =
"#extension GL_OES_EGL_image_external : require\n"
"\n"
;
static const char GLES2_Fragment_TextureExternalOES[] = \
"uniform samplerExternalOES u_texture;\n" \
"varying mediump vec4 v_color;\n" \
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n" \
"\n" \
"void main()\n" \
"{\n" \
" gl_FragColor = texture2D(u_texture, v_texCoord);\n" \
" gl_FragColor *= v_color;\n" \
"}\n" \
static const char GLES2_Fragment_TextureExternalOES[] =
"uniform samplerExternalOES u_texture;\n"
"varying mediump vec4 v_color;\n"
"varying SDL_TEXCOORD_PRECISION vec2 v_texCoord;\n"
"\n"
"void main()\n"
"{\n"
" gl_FragColor = texture2D(u_texture, v_texCoord);\n"
" gl_FragColor *= v_color;\n"
"}\n"
;
/* *INDENT-ON* */ // clang-format on
@@ -365,6 +435,14 @@ const char *GLES2_GetShader(GLES2_ShaderType type)
return GLES2_Fragment_TextureRGB;
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR:
return GLES2_Fragment_TextureBGR;
case GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART:
return GLES2_Fragment_TextureABGR_PixelArt;
case GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART:
return GLES2_Fragment_TextureARGB_PixelArt;
case GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART:
return GLES2_Fragment_TextureRGB_PixelArt;
case GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART:
return GLES2_Fragment_TextureBGR_PixelArt;
#ifdef SDL_HAVE_YUV
case GLES2_SHADER_FRAGMENT_TEXTURE_YUV:
return GLES2_Fragment_TextureYUV;
+4
View File
@@ -43,6 +43,10 @@ typedef enum
GLES2_SHADER_FRAGMENT_TEXTURE_ARGB,
GLES2_SHADER_FRAGMENT_TEXTURE_BGR,
GLES2_SHADER_FRAGMENT_TEXTURE_RGB,
GLES2_SHADER_FRAGMENT_TEXTURE_ABGR_PIXELART,
GLES2_SHADER_FRAGMENT_TEXTURE_ARGB_PIXELART,
GLES2_SHADER_FRAGMENT_TEXTURE_BGR_PIXELART,
GLES2_SHADER_FRAGMENT_TEXTURE_RGB_PIXELART,
#ifdef SDL_HAVE_YUV
GLES2_SHADER_FRAGMENT_TEXTURE_YUV,
GLES2_SHADER_FRAGMENT_TEXTURE_NV12_RA,
+1
View File
@@ -444,6 +444,7 @@ static bool PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_Rende
GSTEXTURE *ps2_tex = (GSTEXTURE *)cmd->data.draw.texture->internal;
switch (cmd->data.draw.texture_scale_mode) {
case SDL_SCALEMODE_PIXELART:
case SDL_SCALEMODE_NEAREST:
ps2_tex->Filter = GS_FILTER_NEAREST;
break;

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