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author Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:28:05 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:53:49 +0100
commitcf6dc7d370407914020f3e623719f09c8668c692 (patch)
tree46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h
parent64135e73f973d9b95beb0c60b65feb34fbfec64a (diff)
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h')
-rw-r--r--3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h41
1 files changed, 41 insertions, 0 deletions
diff --git a/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h b/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h
new file mode 100644
index 00000000000..261627cc79a
--- /dev/null
+++ b/3rdparty/SDL2/src/render/opengl/SDL_shaders_gl.h
@@ -0,0 +1,41 @@
+/*
+ Simple DirectMedia Layer
+ Copyright (C) 1997-2016 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"
+
+/* OpenGL shader implementation */
+
+typedef enum {
+ SHADER_NONE,
+ SHADER_SOLID,
+ SHADER_RGB,
+ SHADER_YUV,
+ SHADER_NV12,
+ SHADER_NV21,
+ NUM_SHADERS
+} GL_Shader;
+
+typedef struct GL_ShaderContext GL_ShaderContext;
+
+extern GL_ShaderContext * GL_CreateShaderContext();
+extern void GL_SelectShader(GL_ShaderContext *ctx, GL_Shader shader);
+extern void GL_DestroyShaderContext(GL_ShaderContext *ctx);
+
+/* vi: set ts=4 sw=4 expandtab: */