Handle partial OpenGL shader availability

The pixelart shaders are not supported on OpenGL 2.1 (GLSL 130 isn't available)

Fixes the OpenGL renderer on macOS
This commit is contained in:
Sam Lantinga
2025-10-13 14:34:24 -07:00
parent 57cd131b7a
commit 7a49ce71a1
3 changed files with 69 additions and 17 deletions

View File

@@ -91,6 +91,7 @@ typedef struct
bool debug_enabled;
bool GL_ARB_debug_output_supported;
bool pixelart_supported;
int errors;
char **error_messages;
GLDEBUGPROCARB next_error_callback;
@@ -455,7 +456,13 @@ static bool SetTextureScaleMode(GL_RenderData *data, GLenum textype, SDL_PixelFo
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_PIXELART: // Uses linear sampling if supported
if (!data->pixelart_supported) {
data->glTexParameteri(textype, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
data->glTexParameteri(textype, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
}
SDL_FALLTHROUGH;
case SDL_SCALEMODE_LINEAR:
if (format == SDL_PIXELFORMAT_INDEX8) {
// We'll do linear sampling in the shader
@@ -1210,19 +1217,22 @@ static bool SetCopyState(GL_RenderData *data, const SDL_RenderCommand *cmd)
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_LINEAR) {
shader = SHADER_PALETTE_LINEAR;
shader_params = texturedata->texel_size;
} else if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
} else if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART &&
data->pixelart_supported) {
shader = SHADER_PALETTE_PIXELART;
shader_params = texturedata->texel_size;
}
break;
case SHADER_RGB:
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART &&
data->pixelart_supported) {
shader = SHADER_RGB_PIXELART;
shader_params = texturedata->texel_size;
}
break;
case SHADER_RGBA:
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART) {
if (cmd->data.draw.texture_scale_mode == SDL_SCALEMODE_PIXELART &&
data->pixelart_supported) {
shader = SHADER_RGBA_PIXELART;
shader_params = texturedata->texel_size;
}
@@ -1928,27 +1938,50 @@ static bool GL_CreateRenderer(SDL_Renderer *renderer, SDL_Window *window, SDL_Pr
data->shaders = GL_CreateShaderContext();
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
if (data->shaders) {
if (GL_SupportsShader(data->shaders, SHADER_RGB)) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_RGBX32);
if (bgra_supported) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_BGRX32);
}
} else {
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL RGB shaders not supported");
}
// We support PIXELART mode using a shader
if (GL_SupportsShader(data->shaders, SHADER_RGB_PIXELART) &&
GL_SupportsShader(data->shaders, SHADER_RGBA_PIXELART)) {
data->pixelart_supported = true;
} else {
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL PIXELART shaders not supported");
}
// We support INDEX8 textures using 2 textures and a shader
if (data->shaders && data->num_texture_units >= 2) {
if (GL_SupportsShader(data->shaders, SHADER_PALETTE_NEAREST) &&
GL_SupportsShader(data->shaders, SHADER_PALETTE_LINEAR) &&
(!data->pixelart_supported || GL_SupportsShader(data->shaders, SHADER_PALETTE_PIXELART)) &&
data->num_texture_units >= 2) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_INDEX8);
} else {
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL palette shaders not supported");
}
#ifdef SDL_HAVE_YUV
// We support YV12 textures using 3 textures and a shader
if (data->shaders && data->num_texture_units >= 3) {
if (GL_SupportsShader(data->shaders, SHADER_YUV) &&
data->num_texture_units >= 3) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_YV12);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_IYUV);
} else {
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL YUV not supported");
}
// We support NV12 textures using 2 textures and a shader
if (data->shaders && data->num_texture_units >= 2) {
if (GL_SupportsShader(data->shaders, SHADER_NV12_RA) &&
GL_SupportsShader(data->shaders, SHADER_NV12_RG) &&
GL_SupportsShader(data->shaders, SHADER_NV21_RA) &&
GL_SupportsShader(data->shaders, SHADER_NV21_RG) &&
data->num_texture_units >= 2) {
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV12);
SDL_AddSupportedTextureFormat(renderer, SDL_PIXELFORMAT_NV21);
} else {
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL NV12/NV21 not supported");
}
#endif
#ifdef SDL_PLATFORM_MACOS

View File

@@ -520,10 +520,15 @@ static bool CompileShader(GL_ShaderContext *ctx, GLhandleARB shader, const char
info = SDL_small_alloc(char, length + 1, &isstack);
if (info) {
ctx->glGetInfoLogARB(shader, length, NULL, info);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "Failed to compile shader:");
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", defines);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", source);
SDL_LogError(SDL_LOG_CATEGORY_RENDER, "%s", info);
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "Failed to compile shader:");
if (version) {
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", version);
}
if (defines) {
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", defines);
}
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", source);
SDL_LogDebug(SDL_LOG_CATEGORY_RENDER, "%s", info);
SDL_small_free(info, isstack);
}
return false;
@@ -598,9 +603,18 @@ static bool CompileShaderProgram(GL_ShaderContext *ctx, int index, GL_ShaderData
static void DestroyShaderProgram(GL_ShaderContext *ctx, GL_ShaderData *data)
{
ctx->glDeleteObjectARB(data->vert_shader);
ctx->glDeleteObjectARB(data->frag_shader);
ctx->glDeleteObjectARB(data->program);
if (data->vert_shader) {
ctx->glDeleteObjectARB(data->vert_shader);
data->vert_shader = 0;
}
if (data->frag_shader) {
ctx->glDeleteObjectARB(data->frag_shader);
data->frag_shader = 0;
}
if (data->program) {
ctx->glDeleteObjectARB(data->program);
data->program = 0;
}
}
GL_ShaderContext *GL_CreateShaderContext(void)
@@ -669,8 +683,7 @@ GL_ShaderContext *GL_CreateShaderContext(void)
// Compile all the shaders
for (i = 0; i < NUM_SHADERS; ++i) {
if (!CompileShaderProgram(ctx, i, &ctx->shaders[i])) {
GL_DestroyShaderContext(ctx);
return NULL;
DestroyShaderProgram(ctx, &ctx->shaders[i]);
}
}
@@ -678,6 +691,11 @@ GL_ShaderContext *GL_CreateShaderContext(void)
return ctx;
}
bool GL_SupportsShader(GL_ShaderContext *ctx, GL_Shader shader)
{
return ctx && ctx->shaders[shader].program;
}
void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shader_params)
{
GLint location;

View File

@@ -51,6 +51,7 @@ typedef enum
typedef struct GL_ShaderContext GL_ShaderContext;
extern GL_ShaderContext *GL_CreateShaderContext(void);
extern bool GL_SupportsShader(GL_ShaderContext *ctx, GL_Shader shader);
extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader, const float *shader_params);
extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);