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Added an advanced shader for the GPU renderer
This allows us to support YUV colorspaces and HDR in the GPU renderer. Fixes https://github.com/libsdl-org/SDL/issues/11281 Fixes https://github.com/libsdl-org/SDL/issues/11282
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42 changed files with 5205 additions and 3589 deletions
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@ -106,52 +106,31 @@ static const GPU_ShaderSources vert_shader_sources[NUM_VERT_SHADERS] = {
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static const GPU_ShaderSources frag_shader_sources[NUM_FRAG_SHADERS] = {
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[FRAG_SHADER_COLOR] = {
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.num_samplers = 0,
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.num_uniform_buffers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(color_frag_spv)
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SHADER_DXIL60(color_frag_dxil)
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SHADER_METAL(color_frag_msl)
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},
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[FRAG_SHADER_TEXTURE_PALETTE] = {
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.num_samplers = 2,
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.num_uniform_buffers = 0,
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SHADER_SPIRV(texture_palette_frag_spv)
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SHADER_DXIL60(texture_palette_frag_dxil)
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SHADER_METAL(texture_palette_frag_msl)
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},
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[FRAG_SHADER_TEXTURE_RGB] = {
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.num_samplers = 1,
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.num_uniform_buffers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(texture_rgb_frag_spv)
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SHADER_DXIL60(texture_rgb_frag_dxil)
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SHADER_METAL(texture_rgb_frag_msl)
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},
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[FRAG_SHADER_TEXTURE_RGBA] = {
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.num_samplers = 1,
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.num_uniform_buffers = 0,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(texture_rgba_frag_spv)
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SHADER_DXIL60(texture_rgba_frag_dxil)
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SHADER_METAL(texture_rgba_frag_msl)
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},
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[FRAG_SHADER_TEXTURE_PALETTE_PIXELART] = {
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.num_samplers = 2,
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[FRAG_SHADER_TEXTURE_ADVANCED] = {
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.num_samplers = 3,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(texture_palette_pixelart_frag_spv)
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SHADER_DXIL60(texture_palette_pixelart_frag_dxil)
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SHADER_METAL(texture_palette_pixelart_frag_msl)
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},
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[FRAG_SHADER_TEXTURE_RGB_PIXELART] = {
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.num_samplers = 1,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(texture_rgb_pixelart_frag_spv)
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SHADER_DXIL60(texture_rgb_pixelart_frag_dxil)
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SHADER_METAL(texture_rgb_pixelart_frag_msl)
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},
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[FRAG_SHADER_TEXTURE_RGBA_PIXELART] = {
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.num_samplers = 1,
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.num_uniform_buffers = 1,
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SHADER_SPIRV(texture_rgba_pixelart_frag_spv)
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SHADER_DXIL60(texture_rgba_pixelart_frag_dxil)
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SHADER_METAL(texture_rgba_pixelart_frag_msl)
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SHADER_SPIRV(texture_advanced_frag_spv)
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SHADER_DXIL60(texture_advanced_frag_dxil)
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SHADER_METAL(texture_advanced_frag_msl)
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},
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};
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// clang-format on
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