all repos — mgba @ 2edd1505ae9b3fd05c8aede741d61baacaae0609

mGBA Game Boy Advance Emulator

src/platform/opengl/gles2.c (view raw)

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "gles2.h"
  7
  8#include "gba/video.h"
  9#include "util/configuration.h"
 10#include "util/formatting.h"
 11#include "util/vector.h"
 12#include "util/vfs.h"
 13
 14#define MAX_PASSES 8
 15
 16static const char* const _vertexShader =
 17	"attribute vec4 position;\n"
 18	"varying vec2 texCoord;\n"
 19
 20	"void main() {\n"
 21	"	gl_Position = position;\n"
 22	"	texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
 23	"}";
 24
 25static const char* const _nullVertexShader =
 26	"attribute vec4 position;\n"
 27	"varying vec2 texCoord;\n"
 28
 29	"void main() {\n"
 30	"	gl_Position = position;\n"
 31	"	texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
 32	"}";
 33
 34static const char* const _fragmentShader =
 35	"varying vec2 texCoord;\n"
 36	"uniform sampler2D tex;\n"
 37	"uniform float gamma;\n"
 38	"uniform vec3 scale;\n"
 39	"uniform vec3 bias;\n"
 40
 41	"void main() {\n"
 42	"	vec4 color = texture2D(tex, texCoord);\n"
 43	"	color.a = 1.;\n"
 44	"	color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
 45	"	gl_FragColor = color;\n"
 46	"}";
 47
 48static const char* const _nullFragmentShader =
 49	"varying vec2 texCoord;\n"
 50	"uniform sampler2D tex;\n"
 51
 52	"void main() {\n"
 53	"	vec4 color = texture2D(tex, texCoord);\n"
 54	"	color.a = 1.;\n"
 55	"	gl_FragColor = color;\n"
 56	"}";
 57
 58static const GLfloat _vertices[] = {
 59	-1.f, -1.f,
 60	-1.f, 1.f,
 61	1.f, 1.f,
 62	1.f, -1.f,
 63};
 64
 65static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
 66	UNUSED(handle);
 67	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
 68	glGenTextures(1, &context->tex);
 69	glBindTexture(GL_TEXTURE_2D, context->tex);
 70	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 71	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 72
 73#ifdef COLOR_16_BIT
 74#ifdef COLOR_5_6_5
 75	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
 76#else
 77	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
 78#endif
 79#else
 80	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 81#endif
 82
 83	glClearColor(0.f, 0.f, 0.f, 1.f);
 84
 85	struct GBAGLES2Uniform* uniforms = malloc(sizeof(struct GBAGLES2Uniform) * 3);
 86	uniforms[0].name = "gamma";
 87	uniforms[0].readableName = "Gamma";
 88	uniforms[0].type = GL_FLOAT;
 89	uniforms[0].value.f = 1.0f;
 90	uniforms[0].min.f = 0.1f;
 91	uniforms[0].max.f = 3.0f;
 92	uniforms[1].name = "scale";
 93	uniforms[1].readableName = "Scale";
 94	uniforms[1].type = GL_FLOAT_VEC3;
 95	uniforms[1].value.fvec3[0] = 1.0f;
 96	uniforms[1].value.fvec3[1] = 1.0f;
 97	uniforms[1].value.fvec3[2] = 1.0f;
 98	uniforms[1].min.fvec3[0] = -1.0f;
 99	uniforms[1].min.fvec3[1] = -1.0f;
100	uniforms[1].min.fvec3[2] = -1.0f;
101	uniforms[1].max.fvec3[0] = 2.0f;
102	uniforms[1].max.fvec3[1] = 2.0f;
103	uniforms[1].max.fvec3[2] = 2.0f;
104	uniforms[2].name = "bias";
105	uniforms[2].readableName = "Bias";
106	uniforms[2].type = GL_FLOAT_VEC3;
107	uniforms[2].value.fvec3[0] = 0.0f;
108	uniforms[2].value.fvec3[1] = 0.0f;
109	uniforms[2].value.fvec3[2] = 0.0f;
110	uniforms[2].min.fvec3[0] = -1.0f;
111	uniforms[2].min.fvec3[1] = -1.0f;
112	uniforms[2].min.fvec3[2] = -1.0f;
113	uniforms[2].max.fvec3[0] = 1.0f;
114	uniforms[2].max.fvec3[1] = 1.0f;
115	uniforms[2].max.fvec3[2] = 1.0f;
116	GBAGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, uniforms, 3);
117	GBAGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, 0, 0);
118	glDeleteFramebuffers(1, &context->finalShader.fbo);
119	context->finalShader.fbo = 0;
120}
121
122static void GBAGLES2ContextDeinit(struct VideoBackend* v) {
123	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
124	glDeleteTextures(1, &context->tex);
125	GBAGLES2ShaderDeinit(&context->initialShader);
126	GBAGLES2ShaderDeinit(&context->finalShader);
127	free(context->initialShader.uniforms);
128}
129
130static void GBAGLES2ContextResized(struct VideoBackend* v, int w, int h) {
131	int drawW = w;
132	int drawH = h;
133	if (v->lockAspectRatio) {
134		if (w * 2 > h * 3) {
135			drawW = h * 3 / 2;
136		} else if (w * 2 < h * 3) {
137			drawH = w * 2 / 3;
138		}
139	}
140	glViewport(0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
141	glClearColor(0.f, 0.f, 0.f, 1.f);
142	glClear(GL_COLOR_BUFFER_BIT);
143	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
144}
145
146static void GBAGLES2ContextClear(struct VideoBackend* v) {
147	UNUSED(v);
148	glClearColor(0.f, 0.f, 0.f, 1.f);
149	glClear(GL_COLOR_BUFFER_BIT);
150}
151
152void _drawShader(struct GBAGLES2Shader* shader) {
153	GLint viewport[4];
154	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
155	if (shader->blend) {
156		glEnable(GL_BLEND);
157		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
158	} else {
159		glDisable(GL_BLEND);
160		glClear(GL_COLOR_BUFFER_BIT);
161	}
162
163	glGetIntegerv(GL_VIEWPORT, viewport);
164	int drawW = shader->width;
165	int drawH = shader->height;
166	int padW = 0;
167	int padH = 0;
168	if (!shader->width) {
169		drawW = viewport[2];
170		padW = viewport[0];
171	}
172	if (!shader->height) {
173		drawH = viewport[3];
174		padH = viewport[1];
175	}
176	glViewport(padW, padH, drawW, drawH);
177	if (!shader->width || !shader->height) {
178		GLint oldTex;
179		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
180		glBindTexture(GL_TEXTURE_2D, shader->tex);
181		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
182		glBindTexture(GL_TEXTURE_2D, oldTex);
183	}
184
185	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
186	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
187	glUseProgram(shader->program);
188	glUniform1i(shader->texLocation, 0);
189	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
190	glEnableVertexAttribArray(shader->positionLocation);
191	size_t u;
192	for (u = 0; u < shader->nUniforms; ++u) {
193		struct GBAGLES2Uniform* uniform = &shader->uniforms[u];
194		switch (uniform->type) {
195		case GL_FLOAT:
196			glUniform1f(uniform->location, uniform->value.f);
197			break;
198		case GL_INT:
199			glUniform1i(uniform->location, uniform->value.i);
200			break;
201		case GL_BOOL:
202			glUniform1i(uniform->location, uniform->value.b);
203			break;
204		case GL_FLOAT_VEC2:
205			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
206			break;
207		case GL_FLOAT_VEC3:
208			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
209			break;
210		case GL_FLOAT_VEC4:
211			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
212			break;
213		case GL_INT_VEC2:
214			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
215			break;
216		case GL_INT_VEC3:
217			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
218			break;
219		case GL_INT_VEC4:
220			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
221			break;
222		case GL_BOOL_VEC2:
223			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
224			break;
225		case GL_BOOL_VEC3:
226			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
227			break;
228		case GL_BOOL_VEC4:
229			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
230			break;
231		case GL_FLOAT_MAT2:
232			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
233			break;
234		case GL_FLOAT_MAT3:
235			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
236			break;
237		case GL_FLOAT_MAT4:
238			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
239			break;
240		}
241	}
242	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
243	glBindTexture(GL_TEXTURE_2D, shader->tex);
244	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
245}
246
247void GBAGLES2ContextDrawFrame(struct VideoBackend* v) {
248	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
249	glActiveTexture(GL_TEXTURE0);
250	glBindTexture(GL_TEXTURE_2D, context->tex);
251
252	context->finalShader.filter = v->filter;
253	_drawShader(&context->initialShader);
254	size_t n;
255	for (n = 0; n < context->nShaders; ++n) {
256		_drawShader(&context->shaders[n]);
257	}
258	_drawShader(&context->finalShader);
259	glBindFramebuffer(GL_FRAMEBUFFER, 0);
260	glUseProgram(0);
261}
262
263void GBAGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
264	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
265	glBindTexture(GL_TEXTURE_2D, context->tex);
266	glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
267#ifdef COLOR_16_BIT
268#ifdef COLOR_5_6_5
269	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
270#else
271	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
272#endif
273#else
274	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
275#endif
276	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
277}
278
279void GBAGLES2ContextCreate(struct GBAGLES2Context* context) {
280	context->d.init = GBAGLES2ContextInit;
281	context->d.deinit = GBAGLES2ContextDeinit;
282	context->d.resized = GBAGLES2ContextResized;
283	context->d.swap = 0;
284	context->d.clear = GBAGLES2ContextClear;
285	context->d.postFrame = GBAGLES2ContextPostFrame;
286	context->d.drawFrame = GBAGLES2ContextDrawFrame;
287	context->d.setMessage = 0;
288	context->d.clearMessage = 0;
289	context->shaders = 0;
290	context->nShaders = 0;
291}
292
293void GBAGLES2ShaderInit(struct GBAGLES2Shader* shader, const char* vs, const char* fs, int width, int height, struct GBAGLES2Uniform* uniforms, size_t nUniforms) {
294	shader->width = width >= 0 ? width : VIDEO_HORIZONTAL_PIXELS;
295	shader->height = height >= 0 ? height : VIDEO_VERTICAL_PIXELS;
296	shader->filter = false;
297	shader->blend = false;
298	shader->uniforms = uniforms;
299	shader->nUniforms = nUniforms;
300	glGenFramebuffers(1, &shader->fbo);
301	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
302
303	glGenTextures(1, &shader->tex);
304	glBindTexture(GL_TEXTURE_2D, shader->tex);
305	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
306	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
307	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
308	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
309	if (shader->width && shader->height) {
310		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
311	}
312
313	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
314	shader->program = glCreateProgram();
315	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
316	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
317	if (vs) {
318		glShaderSource(shader->vertexShader, 1, (const GLchar**) &vs, 0);
319	} else {
320		glShaderSource(shader->vertexShader, 1, (const GLchar**) &_nullVertexShader, 0);
321	}
322	if (fs) {
323		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &fs, 0);
324	} else {
325		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &_nullFragmentShader, 0);
326	}
327	glAttachShader(shader->program, shader->vertexShader);
328	glAttachShader(shader->program, shader->fragmentShader);
329	char log[1024];
330	glCompileShader(shader->fragmentShader);
331	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
332	if (log[0]) {
333		printf("%s\n", log);
334	}
335	glCompileShader(shader->vertexShader);
336	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
337	if (log[0]) {
338		printf("%s\n", log);
339	}
340	glLinkProgram(shader->program);
341	glGetProgramInfoLog(shader->program, 1024, 0, log);
342	if (log[0]) {
343		printf("%s\n", log);
344	}
345
346	shader->texLocation = glGetUniformLocation(shader->program, "tex");
347	shader->positionLocation = glGetAttribLocation(shader->program, "position");
348	size_t i;
349	for (i = 0; i < shader->nUniforms; ++i) {
350		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
351	}
352	glBindFramebuffer(GL_FRAMEBUFFER, 0);
353}
354
355void GBAGLES2ShaderDeinit(struct GBAGLES2Shader* shader) {
356	glDeleteTextures(1, &shader->tex);
357	glDeleteShader(shader->fragmentShader);
358	glDeleteProgram(shader->program);
359	glDeleteFramebuffers(1, &shader->fbo);
360}
361
362void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader* shaders, size_t nShaders) {
363	if (context->shaders) {
364		if (context->shaders == shaders && context->nShaders == nShaders) {
365			return;
366		}
367		GBAGLES2ShaderDetach(context);
368	}
369	context->shaders = shaders;
370	context->nShaders = nShaders;
371	size_t i;
372	for (i = 0; i < nShaders; ++i) {
373		glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
374		glClear(GL_COLOR_BUFFER_BIT);
375	}
376	glBindFramebuffer(GL_FRAMEBUFFER, 0);
377}
378
379void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
380	if (!context->shaders) {
381		return;
382	}
383	context->shaders = 0;
384	context->nShaders = 0;
385}
386
387static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
388	const char* charValue = ConfigurationGetValue(config, section, key);
389	if (!charValue) {
390		return false;
391	}
392	char* end;
393	unsigned long value = strtol(charValue, &end, 10);
394	if (*end) {
395		return false;
396	}
397	*out = value;
398	return true;
399}
400
401static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
402	const char* charValue = ConfigurationGetValue(config, section, key);
403	if (!charValue) {
404		return false;
405	}
406	char* end;
407	float value = strtof_u(charValue, &end);
408	if (*end) {
409		return false;
410	}
411	*out = value;
412	return true;
413}
414
415static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
416	const char* charValue = ConfigurationGetValue(config, section, key);
417	if (!charValue) {
418		return false;
419	}
420	if (!strcmp(charValue, "true")) {
421		*out = GL_TRUE;
422		return true;
423	}
424	if (!strcmp(charValue, "false")) {
425		*out = GL_FALSE;
426		return true;
427	}
428	char* end;
429	unsigned long value = strtol(charValue, &end, 10);
430	if (*end) {
431		return false;
432	}
433	*out = value;
434	return true;
435}
436
437DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
438DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
439
440static void _uniformHandler(const char* sectionName, void* user) {
441	struct GBAGLES2UniformList* uniforms = user;
442	unsigned passId;
443	int sentinel;
444	if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
445		return;
446	}
447	struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms);
448	u->name = sectionName;
449}
450
451
452static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union GBAGLES2UniformValue* value) {
453	char fieldName[16];
454	switch (type) {
455	case GL_FLOAT:
456		value->f = 0;
457		_lookupFloatValue(description, name, field, &value->f);
458		break;
459	case GL_FLOAT_VEC2:
460		value->fvec2[0] = 0;
461		value->fvec2[1] = 0;
462		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
463		_lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
464		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
465		_lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
466		break;
467	case GL_FLOAT_VEC3:
468		value->fvec3[0] = 0;
469		value->fvec3[1] = 0;
470		value->fvec3[2] = 0;
471		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
472		_lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
473		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
474		_lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
475		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
476		_lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
477		break;
478	case GL_FLOAT_VEC4:
479		value->fvec4[0] = 0;
480		value->fvec4[1] = 0;
481		value->fvec4[2] = 0;
482		value->fvec4[3] = 0;
483		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
484		_lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
485		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
486		_lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
487		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
488		_lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
489		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
490		_lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
491		break;
492	case GL_FLOAT_MAT2:
493		value->fmat2x2[0] = 0;
494		value->fmat2x2[1] = 0;
495		value->fmat2x2[2] = 0;
496		value->fmat2x2[3] = 0;
497		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
498		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
499		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
500		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
501		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
502		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
503		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
504		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
505		break;
506	case GL_FLOAT_MAT3:
507		value->fmat3x3[0] = 0;
508		value->fmat3x3[1] = 0;
509		value->fmat3x3[2] = 0;
510		value->fmat3x3[3] = 0;
511		value->fmat3x3[4] = 0;
512		value->fmat3x3[5] = 0;
513		value->fmat3x3[6] = 0;
514		value->fmat3x3[7] = 0;
515		value->fmat3x3[8] = 0;
516		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
517		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
518		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
519		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
520		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
521		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
522		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
523		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
524		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
525		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
526		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
527		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
528		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
529		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
530		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
531		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
532		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
533		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
534		break;
535	case GL_FLOAT_MAT4:
536		value->fmat4x4[0] = 0;
537		value->fmat4x4[1] = 0;
538		value->fmat4x4[2] = 0;
539		value->fmat4x4[3] = 0;
540		value->fmat4x4[4] = 0;
541		value->fmat4x4[5] = 0;
542		value->fmat4x4[6] = 0;
543		value->fmat4x4[7] = 0;
544		value->fmat4x4[8] = 0;
545		value->fmat4x4[9] = 0;
546		value->fmat4x4[10] = 0;
547		value->fmat4x4[11] = 0;
548		value->fmat4x4[12] = 0;
549		value->fmat4x4[13] = 0;
550		value->fmat4x4[14] = 0;
551		value->fmat4x4[15] = 0;
552		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
553		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
554		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
555		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
556		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
557		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
558		snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
559		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
560		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
561		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
562		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
563		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
564		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
565		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
566		snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
567		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
568		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
569		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
570		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
571		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
572		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
573		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
574		snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
575		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
576		snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
577		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
578		snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
579		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
580		snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
581		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
582		snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
583		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
584		break;
585	case GL_INT:
586		value->i = 0;
587		_lookupIntValue(description, name, field, &value->i);
588		break;
589	case GL_INT_VEC2:
590		value->ivec2[0] = 0;
591		value->ivec2[1] = 0;
592		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
593		_lookupIntValue(description, name, fieldName, &value->ivec2[0]);
594		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
595		_lookupIntValue(description, name, fieldName, &value->ivec2[1]);
596		break;
597	case GL_INT_VEC3:
598		value->ivec3[0] = 0;
599		value->ivec3[1] = 0;
600		value->ivec3[2] = 0;
601		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
602		_lookupIntValue(description, name, fieldName, &value->ivec3[0]);
603		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
604		_lookupIntValue(description, name, fieldName, &value->ivec3[1]);
605		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
606		_lookupIntValue(description, name, fieldName, &value->ivec3[2]);
607		break;
608	case GL_INT_VEC4:
609		value->ivec4[0] = 0;
610		value->ivec4[1] = 0;
611		value->ivec4[2] = 0;
612		value->ivec4[3] = 0;
613		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
614		_lookupIntValue(description, name, fieldName, &value->ivec4[0]);
615		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
616		_lookupIntValue(description, name, fieldName, &value->ivec4[1]);
617		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
618		_lookupIntValue(description, name, fieldName, &value->ivec4[2]);
619		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
620		_lookupIntValue(description, name, fieldName, &value->ivec4[3]);
621		break;
622	case GL_BOOL:
623		value->b = 0;
624		_lookupBoolValue(description, name, field, &value->b);
625		break;
626	case GL_BOOL_VEC2:
627		value->bvec2[0] = 0;
628		value->bvec2[1] = 0;
629		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
630		_lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
631		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
632		_lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
633		break;
634	case GL_BOOL_VEC3:
635		value->bvec3[0] = 0;
636		value->bvec3[1] = 0;
637		value->bvec3[2] = 0;
638		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
639		_lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
640		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
641		_lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
642		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
643		_lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
644		break;
645	case GL_BOOL_VEC4:
646		value->bvec4[0] = 0;
647		value->bvec4[1] = 0;
648		value->bvec4[2] = 0;
649		value->bvec4[3] = 0;
650		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
651		_lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
652		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
653		_lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
654		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
655		_lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
656		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
657		_lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
658		break;
659	}
660}
661
662static bool _loadUniform(struct Configuration* description, size_t pass, struct GBAGLES2Uniform* uniform) {
663	unsigned passId;
664	if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
665		return false;
666	}
667	const char* type = ConfigurationGetValue(description, uniform->name, "type");
668	if (!type) {
669		return false;
670	}
671	if (!strcmp(type, "float")) {
672		uniform->type = GL_FLOAT;
673	} else if (!strcmp(type, "float2")) {
674		uniform->type = GL_FLOAT_VEC2;
675	} else if (!strcmp(type, "float3")) {
676		uniform->type = GL_FLOAT_VEC3;
677	} else if (!strcmp(type, "float4")) {
678		uniform->type = GL_FLOAT_VEC4;
679	} else if (!strcmp(type, "float2x2")) {
680		uniform->type = GL_FLOAT_MAT2;
681	} else if (!strcmp(type, "float3x3")) {
682		uniform->type = GL_FLOAT_MAT3;
683	} else if (!strcmp(type, "float4x4")) {
684		uniform->type = GL_FLOAT_MAT4;
685	} else if (!strcmp(type, "int")) {
686		uniform->type = GL_INT;
687	} else if (!strcmp(type, "int2")) {
688		uniform->type = GL_INT_VEC2;
689	} else if (!strcmp(type, "int3")) {
690		uniform->type = GL_INT_VEC3;
691	} else if (!strcmp(type, "int4")) {
692		uniform->type = GL_INT_VEC4;
693	} else if (!strcmp(type, "bool")) {
694		uniform->type = GL_BOOL;
695	} else if (!strcmp(type, "int2")) {
696		uniform->type = GL_BOOL_VEC2;
697	} else if (!strcmp(type, "int3")) {
698		uniform->type = GL_BOOL_VEC3;
699	} else if (!strcmp(type, "int4")) {
700		uniform->type = GL_BOOL_VEC4;
701	} else {
702		return false;
703	}
704	_loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
705	_loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
706	_loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
707	const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
708	if (readable) {
709		uniform->readableName = strdup(readable);
710	} else {
711		uniform->readableName = 0;
712	}
713	uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
714	return true;
715}
716
717bool GBAGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
718	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
719	if (!manifest) {
720		return false;
721	}
722	bool success = false;
723	struct Configuration description;
724	ConfigurationInit(&description);
725	if (ConfigurationReadVFile(&description, manifest)) {
726		int inShaders;
727		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
728		if (inShaders > MAX_PASSES || inShaders < 1) {
729			success = false;
730		}
731		if (success) {
732			struct GBAGLES2Shader* shaderBlock = malloc(sizeof(struct GBAGLES2Shader) * inShaders);
733			int n;
734			for (n = 0; n < inShaders; ++n) {
735				char passName[12];
736				snprintf(passName, sizeof(passName), "pass.%u", n);
737				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
738				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
739				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
740					success = false;
741					break;
742				}
743				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
744					success = false;
745					break;
746				}
747				char* fssrc = 0;
748				char* vssrc = 0;
749				if (fs) {
750					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
751					if (!fsf) {
752						success = false;
753						break;
754					}
755					fssrc = malloc(fsf->size(fsf) + 1);
756					fssrc[fsf->size(fsf)] = '\0';
757					fsf->read(fsf, fssrc, fsf->size(fsf));
758					fsf->close(fsf);
759				}
760				if (vs) {
761					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
762					if (!vsf) {
763						success = false;
764						free(fssrc);
765						break;
766					}
767					vssrc = malloc(vsf->size(vsf) + 1);
768					vssrc[vsf->size(vsf)] = '\0';
769					vsf->read(vsf, vssrc, vsf->size(vsf));
770					vsf->close(vsf);
771				}
772				int width = 0;
773				int height = 0;
774				_lookupIntValue(&description, passName, "width", &width);
775				_lookupIntValue(&description, passName, "height", &height);
776
777				struct GBAGLES2UniformList uniformVector;
778				GBAGLES2UniformListInit(&uniformVector, 0);
779				ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
780				size_t u;
781				for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) {
782					struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u);
783					if (!_loadUniform(&description, n, uniform)) {
784						GBAGLES2UniformListShift(&uniformVector, u, 1);
785						--u;
786					}
787				}
788				u = GBAGLES2UniformListSize(&uniformVector);
789				struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
790				memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
791				GBAGLES2UniformListDeinit(&uniformVector);
792
793				GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, uniformBlock, u);
794				int b = 0;
795				_lookupIntValue(&description, passName, "blend", &b);
796				if (b) {
797					shaderBlock[n].blend = b;
798				}
799				b = 0;
800				_lookupIntValue(&description, passName, "filter", &b);
801				if (b) {
802					shaderBlock[n].filter = b;
803				}
804				free(fssrc);
805				free(vssrc);
806			}
807			if (success) {
808				shader->nPasses = inShaders;
809				shader->passes = shaderBlock;
810				shader->name = ConfigurationGetValue(&description, "shader", "name");
811				if (shader->name) {
812					shader->name = strdup(shader->name);
813				}
814				shader->author = ConfigurationGetValue(&description, "shader", "author");
815				if (shader->author) {
816					shader->author = strdup(shader->author);
817				}
818				shader->description = ConfigurationGetValue(&description, "shader", "description");
819				if (shader->description) {
820					shader->description = strdup(shader->description);
821				}
822			} else {
823				inShaders = n;
824				for (n = 0; n < inShaders; ++n) {
825					GBAGLES2ShaderDeinit(&shaderBlock[n]);
826				}
827			}
828		}
829	}
830	ConfigurationDeinit(&description);
831	return success;
832}
833
834void GBAGLES2ShaderFree(struct VideoShader* shader) {
835	free((void*) shader->name);
836	free((void*) shader->author);
837	free((void*) shader->description);
838	shader->name = 0;
839	shader->author = 0;
840	shader->description = 0;
841	struct GBAGLES2Shader* shaders = shader->passes;
842	size_t n;
843	for (n = 0; n < shader->nPasses; ++n) {
844		GBAGLES2ShaderDeinit(&shaders[n]);
845		size_t u;
846		for (u = 0; u < shaders[n].nUniforms; ++u) {
847			free((void*) shaders[n].uniforms[u].name);
848			free((void*) shaders[n].uniforms[u].readableName);
849		}
850	}
851	free(shaders);
852	shader->passes = 0;
853	shader->nPasses = 0;
854}