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 <mgba/core/log.h>
9#include <mgba-util/configuration.h>
10#include <mgba-util/formatting.h>
11#include <mgba-util/math.h>
12#include <mgba-util/vector.h>
13#include <mgba-util/vfs.h>
14
15mLOG_DECLARE_CATEGORY(OPENGL);
16mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL", "video.ogl");
17
18#define MAX_PASSES 8
19
20static const GLchar* const _gles2Header =
21 "#version 100\n"
22 "precision mediump float;\n";
23
24static const GLchar* const _gl2Header =
25 "#version 120\n";
26
27static const GLchar* const _gl32VHeader =
28 "#version 150 core\n"
29 "#define attribute in\n"
30 "#define varying out\n";
31
32static const GLchar* const _gl32FHeader =
33 "#version 150 core\n"
34 "#define varying in\n"
35 "#define texture2D texture\n"
36 "out vec4 compat_FragColor;\n"
37 "#define gl_FragColor compat_FragColor\n";
38
39static const char* const _vertexShader =
40 "attribute vec4 position;\n"
41 "varying vec2 texCoord;\n"
42
43 "void main() {\n"
44 " gl_Position = position;\n"
45 " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
46 "}";
47
48static const char* const _nullVertexShader =
49 "attribute vec4 position;\n"
50 "varying vec2 texCoord;\n"
51
52 "void main() {\n"
53 " gl_Position = position;\n"
54 " texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
55 "}";
56
57static const char* const _fragmentShader =
58 "varying vec2 texCoord;\n"
59 "uniform sampler2D tex;\n"
60 "uniform float gamma;\n"
61 "uniform vec3 desaturation;\n"
62 "uniform vec3 scale;\n"
63 "uniform vec3 bias;\n"
64
65 "void main() {\n"
66 " vec4 color = texture2D(tex, texCoord);\n"
67 " color.a = 1.;\n"
68 " float average = dot(color.rgb, vec3(1.)) / 3.;\n"
69 " color.rgb = mix(color.rgb, vec3(average), desaturation);\n"
70 " color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
71 " gl_FragColor = color;\n"
72 "}";
73
74static const char* const _nullFragmentShader =
75 "varying vec2 texCoord;\n"
76 "uniform sampler2D tex;\n"
77
78 "void main() {\n"
79 " vec4 color = texture2D(tex, texCoord);\n"
80 " color.a = 1.;\n"
81 " gl_FragColor = color;\n"
82 "}";
83
84static const char* const _interframeFragmentShader =
85 "varying vec2 texCoord;\n"
86 "uniform sampler2D tex;\n"
87
88 "void main() {\n"
89 " vec4 color = texture2D(tex, texCoord);\n"
90 " color.a = 0.5;\n"
91 " gl_FragColor = color;\n"
92 "}";
93
94static const GLfloat _vertices[] = {
95 -1.f, -1.f,
96 -1.f, 1.f,
97 1.f, 1.f,
98 1.f, -1.f,
99};
100
101static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
102 UNUSED(handle);
103 struct mGLES2Context* context = (struct mGLES2Context*) v;
104 v->width = 1;
105 v->height = 1;
106 glGenTextures(1, &context->tex);
107 glBindTexture(GL_TEXTURE_2D, context->tex);
108 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
109 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
110
111 glGenBuffers(1, &context->vbo);
112 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
113 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
114
115 struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
116 uniforms[0].name = "gamma";
117 uniforms[0].readableName = "Gamma";
118 uniforms[0].type = GL_FLOAT;
119 uniforms[0].value.f = 1.0f;
120 uniforms[0].min.f = 0.1f;
121 uniforms[0].max.f = 3.0f;
122 uniforms[1].name = "scale";
123 uniforms[1].readableName = "Scale";
124 uniforms[1].type = GL_FLOAT_VEC3;
125 uniforms[1].value.fvec3[0] = 1.0f;
126 uniforms[1].value.fvec3[1] = 1.0f;
127 uniforms[1].value.fvec3[2] = 1.0f;
128 uniforms[1].min.fvec3[0] = -1.0f;
129 uniforms[1].min.fvec3[1] = -1.0f;
130 uniforms[1].min.fvec3[2] = -1.0f;
131 uniforms[1].max.fvec3[0] = 2.0f;
132 uniforms[1].max.fvec3[1] = 2.0f;
133 uniforms[1].max.fvec3[2] = 2.0f;
134 uniforms[2].name = "bias";
135 uniforms[2].readableName = "Bias";
136 uniforms[2].type = GL_FLOAT_VEC3;
137 uniforms[2].value.fvec3[0] = 0.0f;
138 uniforms[2].value.fvec3[1] = 0.0f;
139 uniforms[2].value.fvec3[2] = 0.0f;
140 uniforms[2].min.fvec3[0] = -1.0f;
141 uniforms[2].min.fvec3[1] = -1.0f;
142 uniforms[2].min.fvec3[2] = -1.0f;
143 uniforms[2].max.fvec3[0] = 1.0f;
144 uniforms[2].max.fvec3[1] = 1.0f;
145 uniforms[2].max.fvec3[2] = 1.0f;
146 uniforms[3].name = "desaturation";
147 uniforms[3].readableName = "Desaturation";
148 uniforms[3].type = GL_FLOAT_VEC3;
149 uniforms[3].value.fvec3[0] = 0.0f;
150 uniforms[3].value.fvec3[1] = 0.0f;
151 uniforms[3].value.fvec3[2] = 0.0f;
152 uniforms[3].min.fvec3[0] = 0.0f;
153 uniforms[3].min.fvec3[1] = 0.0f;
154 uniforms[3].min.fvec3[2] = 0.0f;
155 uniforms[3].max.fvec3[0] = 1.0f;
156 uniforms[3].max.fvec3[1] = 1.0f;
157 uniforms[3].max.fvec3[2] = 1.0f;
158 mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
159 mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
160 mGLES2ShaderInit(&context->interframeShader, 0, _interframeFragmentShader, -1, -1, false, 0, 0);
161
162 if (context->initialShader.vao != (GLuint) -1) {
163 glBindVertexArray(context->initialShader.vao);
164 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
165 glBindVertexArray(context->finalShader.vao);
166 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
167 glBindVertexArray(context->interframeShader.vao);
168 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
169 glBindVertexArray(0);
170 }
171
172 glDeleteFramebuffers(1, &context->finalShader.fbo);
173 glDeleteTextures(1, &context->finalShader.tex);
174 context->finalShader.fbo = 0;
175 context->finalShader.tex = 0;
176}
177
178static void mGLES2ContextSetDimensions(struct VideoBackend* v, unsigned width, unsigned height) {
179 struct mGLES2Context* context = (struct mGLES2Context*) v;
180 if (width == v->width && height == v->height) {
181 return;
182 }
183 v->width = width;
184 v->height = height;
185
186 glBindTexture(GL_TEXTURE_2D, context->tex);
187#ifdef COLOR_16_BIT
188#ifdef COLOR_5_6_5
189 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
190#else
191 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
192#endif
193#elif defined(__BIG_ENDIAN__)
194 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
195#else
196 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
197#endif
198
199 size_t n;
200 for (n = 0; n < context->nShaders; ++n) {
201 if (context->shaders[n].width < 0 || context->shaders[n].height < 0) {
202 context->shaders[n].dirty = true;
203 }
204 }
205 context->initialShader.dirty = true;
206 context->interframeShader.dirty = true;
207}
208
209static void mGLES2ContextDeinit(struct VideoBackend* v) {
210 struct mGLES2Context* context = (struct mGLES2Context*) v;
211 glDeleteTextures(1, &context->tex);
212 glDeleteBuffers(1, &context->vbo);
213 mGLES2ShaderDeinit(&context->initialShader);
214 mGLES2ShaderDeinit(&context->finalShader);
215 mGLES2ShaderDeinit(&context->interframeShader);
216 free(context->initialShader.uniforms);
217}
218
219static void mGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) {
220 struct mGLES2Context* context = (struct mGLES2Context*) v;
221 unsigned drawW = w;
222 unsigned drawH = h;
223 if (v->lockAspectRatio) {
224 lockAspectRatioUInt(v->width, v->height, &drawW, &drawH);
225 }
226 if (v->lockIntegerScaling) {
227 lockIntegerRatioUInt(v->width, &drawW);
228 lockIntegerRatioUInt(v->height, &drawH);
229 }
230 size_t n;
231 for (n = 0; n < context->nShaders; ++n) {
232 if (context->shaders[n].width == 0 || context->shaders[n].height == 0) {
233 context->shaders[n].dirty = true;
234 }
235 }
236 glBindFramebuffer(GL_FRAMEBUFFER, 0);
237 glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
238}
239
240static void mGLES2ContextClear(struct VideoBackend* v) {
241 UNUSED(v);
242 glBindFramebuffer(GL_FRAMEBUFFER, 0);
243 glClearColor(0.f, 0.f, 0.f, 1.f);
244 glClear(GL_COLOR_BUFFER_BIT);
245}
246
247void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
248 GLint viewport[4];
249 glGetIntegerv(GL_VIEWPORT, viewport);
250 int drawW = shader->width;
251 int drawH = shader->height;
252 int padW = 0;
253 int padH = 0;
254 if (!drawW) {
255 drawW = viewport[2];
256 padW = viewport[0];
257 } else if (shader->width < 0) {
258 drawW = context->d.width * -shader->width;
259 }
260 if (!drawH) {
261 drawH = viewport[3];
262 padH = viewport[1];
263 } else if (shader->height < 0) {
264 drawH = context->d.height * -shader->height;
265 }
266 if (shader->integerScaling) {
267 padW = 0;
268 padH = 0;
269 drawW -= drawW % context->d.width;
270 drawH -= drawH % context->d.height;
271 }
272
273 if (shader->dirty) {
274 if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
275 GLint oldTex;
276 glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
277 glBindTexture(GL_TEXTURE_2D, shader->tex);
278 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
279 glBindTexture(GL_TEXTURE_2D, oldTex);
280 }
281 shader->dirty = false;
282 }
283
284 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
285 glViewport(padW, padH, drawW, drawH);
286 if (shader->blend) {
287 glEnable(GL_BLEND);
288 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
289 } else {
290 glDisable(GL_BLEND);
291 glClearColor(0.f, 0.f, 0.f, 1.f);
292 glClear(GL_COLOR_BUFFER_BIT);
293 }
294
295 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
296 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
297 glUseProgram(shader->program);
298 glUniform1i(shader->texLocation, 0);
299 glUniform2f(shader->texSizeLocation, context->d.width - padW, context->d.height - padH);
300 if (shader->vao != (GLuint) -1) {
301 glBindVertexArray(shader->vao);
302 } else {
303 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
304 glEnableVertexAttribArray(shader->positionLocation);
305 glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
306 }
307 size_t u;
308 for (u = 0; u < shader->nUniforms; ++u) {
309 struct mGLES2Uniform* uniform = &shader->uniforms[u];
310 switch (uniform->type) {
311 case GL_FLOAT:
312 glUniform1f(uniform->location, uniform->value.f);
313 break;
314 case GL_INT:
315 glUniform1i(uniform->location, uniform->value.i);
316 break;
317 case GL_BOOL:
318 glUniform1i(uniform->location, uniform->value.b);
319 break;
320 case GL_FLOAT_VEC2:
321 glUniform2fv(uniform->location, 1, uniform->value.fvec2);
322 break;
323 case GL_FLOAT_VEC3:
324 glUniform3fv(uniform->location, 1, uniform->value.fvec3);
325 break;
326 case GL_FLOAT_VEC4:
327 glUniform4fv(uniform->location, 1, uniform->value.fvec4);
328 break;
329 case GL_INT_VEC2:
330 glUniform2iv(uniform->location, 1, uniform->value.ivec2);
331 break;
332 case GL_INT_VEC3:
333 glUniform3iv(uniform->location, 1, uniform->value.ivec3);
334 break;
335 case GL_INT_VEC4:
336 glUniform4iv(uniform->location, 1, uniform->value.ivec4);
337 break;
338 case GL_BOOL_VEC2:
339 glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
340 break;
341 case GL_BOOL_VEC3:
342 glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
343 break;
344 case GL_BOOL_VEC4:
345 glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
346 break;
347 case GL_FLOAT_MAT2:
348 glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
349 break;
350 case GL_FLOAT_MAT3:
351 glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
352 break;
353 case GL_FLOAT_MAT4:
354 glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
355 break;
356 }
357 }
358 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
359 glBindTexture(GL_TEXTURE_2D, shader->tex);
360}
361
362void mGLES2ContextDrawFrame(struct VideoBackend* v) {
363 struct mGLES2Context* context = (struct mGLES2Context*) v;
364 glActiveTexture(GL_TEXTURE0);
365 glBindTexture(GL_TEXTURE_2D, context->tex);
366
367 GLint viewport[4];
368 glGetIntegerv(GL_VIEWPORT, viewport);
369
370 context->finalShader.filter = v->filter;
371 context->finalShader.dirty = true;
372 _drawShader(context, &context->initialShader);
373 if (v->interframeBlending) {
374 context->interframeShader.blend = true;
375 glViewport(0, 0, viewport[2], viewport[3]);
376 _drawShader(context, &context->interframeShader);
377 }
378 size_t n;
379 for (n = 0; n < context->nShaders; ++n) {
380 glViewport(0, 0, viewport[2], viewport[3]);
381 _drawShader(context, &context->shaders[n]);
382 }
383 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
384 _drawShader(context, &context->finalShader);
385 if (v->interframeBlending) {
386 context->interframeShader.blend = false;
387 glBindTexture(GL_TEXTURE_2D, context->tex);
388 _drawShader(context, &context->initialShader);
389 glViewport(0, 0, viewport[2], viewport[3]);
390 _drawShader(context, &context->interframeShader);
391 }
392 glBindFramebuffer(GL_FRAMEBUFFER, 0);
393 glUseProgram(0);
394 if (context->finalShader.vao != (GLuint) -1) {
395 glBindVertexArray(0);
396 }
397}
398
399void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
400 struct mGLES2Context* context = (struct mGLES2Context*) v;
401 glBindTexture(GL_TEXTURE_2D, context->tex);
402#ifdef COLOR_16_BIT
403#ifdef COLOR_5_6_5
404 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
405#else
406 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
407#endif
408#elif defined(__BIG_ENDIAN__)
409 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, frame);
410#else
411 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
412#endif
413}
414
415void mGLES2ContextCreate(struct mGLES2Context* context) {
416 context->d.init = mGLES2ContextInit;
417 context->d.deinit = mGLES2ContextDeinit;
418 context->d.setDimensions = mGLES2ContextSetDimensions;
419 context->d.resized = mGLES2ContextResized;
420 context->d.swap = 0;
421 context->d.clear = mGLES2ContextClear;
422 context->d.postFrame = mGLES2ContextPostFrame;
423 context->d.drawFrame = mGLES2ContextDrawFrame;
424 context->d.setMessage = 0;
425 context->d.clearMessage = 0;
426 context->shaders = 0;
427 context->nShaders = 0;
428}
429
430void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) {
431 shader->width = width;
432 shader->height = height;
433 shader->integerScaling = integerScaling;
434 shader->filter = false;
435 shader->blend = false;
436 shader->dirty = true;
437 shader->uniforms = uniforms;
438 shader->nUniforms = nUniforms;
439 glGenFramebuffers(1, &shader->fbo);
440 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
441
442 glGenTextures(1, &shader->tex);
443 glBindTexture(GL_TEXTURE_2D, shader->tex);
444 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
445 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
446 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
447 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
448 if (shader->width > 0 && shader->height > 0) {
449 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
450 } else {
451 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
452 }
453
454 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
455 shader->program = glCreateProgram();
456 shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
457 shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
458 const GLchar* shaderBuffer[2];
459 const GLubyte* version = glGetString(GL_VERSION);
460 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES ")) == 0) {
461 shaderBuffer[0] = _gles2Header;
462 } else if (version[0] == '2') {
463 shaderBuffer[0] = _gl2Header;
464 } else {
465 shaderBuffer[0] = _gl32VHeader;
466 }
467 if (vs) {
468 shaderBuffer[1] = vs;
469 } else {
470 shaderBuffer[1] = _nullVertexShader;
471 }
472 glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
473
474 if (shaderBuffer[0] == _gl32VHeader) {
475 shaderBuffer[0] = _gl32FHeader;
476 }
477 if (fs) {
478 shaderBuffer[1] = fs;
479 } else {
480 shaderBuffer[1] = _nullFragmentShader;
481 }
482 glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
483
484 glAttachShader(shader->program, shader->vertexShader);
485 glAttachShader(shader->program, shader->fragmentShader);
486 char log[1024];
487 glCompileShader(shader->fragmentShader);
488 glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
489 if (log[0]) {
490 mLOG(OPENGL, ERROR, "%s\n", log);
491 }
492 glCompileShader(shader->vertexShader);
493 glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
494 if (log[0]) {
495 mLOG(OPENGL, ERROR, "%s\n", log);
496 }
497 glLinkProgram(shader->program);
498 glGetProgramInfoLog(shader->program, 1024, 0, log);
499 if (log[0]) {
500 mLOG(OPENGL, ERROR, "%s\n", log);
501 }
502
503 shader->texLocation = glGetUniformLocation(shader->program, "tex");
504 shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
505 shader->positionLocation = glGetAttribLocation(shader->program, "position");
506 size_t i;
507 for (i = 0; i < shader->nUniforms; ++i) {
508 shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
509 }
510
511 const GLubyte* extensions = glGetString(GL_EXTENSIONS);
512 if (shaderBuffer[0] == _gles2Header || version[0] >= '3' || (extensions && strstr((const char*) extensions, "_vertex_array_object") != NULL)) {
513 glGenVertexArrays(1, &shader->vao);
514 glBindVertexArray(shader->vao);
515 glEnableVertexAttribArray(shader->positionLocation);
516 glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
517 glBindVertexArray(0);
518 } else {
519 shader->vao = -1;
520 }
521
522 glBindFramebuffer(GL_FRAMEBUFFER, 0);
523}
524
525void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
526 glDeleteTextures(1, &shader->tex);
527 glDeleteShader(shader->fragmentShader);
528 glDeleteProgram(shader->program);
529 glDeleteFramebuffers(1, &shader->fbo);
530 if (shader->vao != (GLuint) -1) {
531 glDeleteVertexArrays(1, &shader->vao);
532 }
533}
534
535void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
536 if (context->shaders) {
537 if (context->shaders == shaders && context->nShaders == nShaders) {
538 return;
539 }
540 mGLES2ShaderDetach(context);
541 }
542 context->shaders = shaders;
543 context->nShaders = nShaders;
544 size_t i;
545 for (i = 0; i < nShaders; ++i) {
546 glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
547 glClearColor(0.f, 0.f, 0.f, 1.f);
548 glClear(GL_COLOR_BUFFER_BIT);
549
550 if (context->shaders[i].vao != (GLuint) -1) {
551 glBindVertexArray(context->shaders[i].vao);
552 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
553 glEnableVertexAttribArray(context->shaders[i].positionLocation);
554 glVertexAttribPointer(context->shaders[i].positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
555 }
556 }
557 if (context->initialShader.vao != (GLuint) -1) {
558 glBindVertexArray(0);
559 }
560 glBindFramebuffer(GL_FRAMEBUFFER, 0);
561}
562
563void mGLES2ShaderDetach(struct mGLES2Context* context) {
564 if (!context->shaders) {
565 return;
566 }
567 context->shaders = 0;
568 context->nShaders = 0;
569}
570
571static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
572 const char* charValue = ConfigurationGetValue(config, section, key);
573 if (!charValue) {
574 return false;
575 }
576 char* end;
577 unsigned long value = strtol(charValue, &end, 10);
578 if (*end) {
579 return false;
580 }
581 *out = value;
582 return true;
583}
584
585static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
586 const char* charValue = ConfigurationGetValue(config, section, key);
587 if (!charValue) {
588 return false;
589 }
590 char* end;
591 float value = strtof_u(charValue, &end);
592 if (*end) {
593 return false;
594 }
595 *out = value;
596 return true;
597}
598
599static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
600 const char* charValue = ConfigurationGetValue(config, section, key);
601 if (!charValue) {
602 return false;
603 }
604 if (!strcmp(charValue, "true")) {
605 *out = GL_TRUE;
606 return true;
607 }
608 if (!strcmp(charValue, "false")) {
609 *out = GL_FALSE;
610 return true;
611 }
612 char* end;
613 unsigned long value = strtol(charValue, &end, 10);
614 if (*end) {
615 return false;
616 }
617 *out = value;
618 return true;
619}
620
621DECLARE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
622DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
623
624static void _uniformHandler(const char* sectionName, void* user) {
625 struct mGLES2UniformList* uniforms = user;
626 unsigned passId;
627 int sentinel;
628 if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
629 return;
630 }
631 struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms);
632 u->name = sectionName;
633}
634
635
636static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) {
637 char fieldName[16];
638 switch (type) {
639 case GL_FLOAT:
640 value->f = 0;
641 _lookupFloatValue(description, name, field, &value->f);
642 break;
643 case GL_FLOAT_VEC2:
644 value->fvec2[0] = 0;
645 value->fvec2[1] = 0;
646 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
647 _lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
648 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
649 _lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
650 break;
651 case GL_FLOAT_VEC3:
652 value->fvec3[0] = 0;
653 value->fvec3[1] = 0;
654 value->fvec3[2] = 0;
655 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
656 _lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
657 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
658 _lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
659 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
660 _lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
661 break;
662 case GL_FLOAT_VEC4:
663 value->fvec4[0] = 0;
664 value->fvec4[1] = 0;
665 value->fvec4[2] = 0;
666 value->fvec4[3] = 0;
667 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
668 _lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
669 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
670 _lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
671 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
672 _lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
673 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
674 _lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
675 break;
676 case GL_FLOAT_MAT2:
677 value->fmat2x2[0] = 0;
678 value->fmat2x2[1] = 0;
679 value->fmat2x2[2] = 0;
680 value->fmat2x2[3] = 0;
681 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
682 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
683 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
684 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
685 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
686 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
687 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
688 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
689 break;
690 case GL_FLOAT_MAT3:
691 value->fmat3x3[0] = 0;
692 value->fmat3x3[1] = 0;
693 value->fmat3x3[2] = 0;
694 value->fmat3x3[3] = 0;
695 value->fmat3x3[4] = 0;
696 value->fmat3x3[5] = 0;
697 value->fmat3x3[6] = 0;
698 value->fmat3x3[7] = 0;
699 value->fmat3x3[8] = 0;
700 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
701 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
702 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
703 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
704 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
705 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
706 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
707 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
708 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
709 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
710 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
711 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
712 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
713 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
714 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
715 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
716 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
717 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
718 break;
719 case GL_FLOAT_MAT4:
720 value->fmat4x4[0] = 0;
721 value->fmat4x4[1] = 0;
722 value->fmat4x4[2] = 0;
723 value->fmat4x4[3] = 0;
724 value->fmat4x4[4] = 0;
725 value->fmat4x4[5] = 0;
726 value->fmat4x4[6] = 0;
727 value->fmat4x4[7] = 0;
728 value->fmat4x4[8] = 0;
729 value->fmat4x4[9] = 0;
730 value->fmat4x4[10] = 0;
731 value->fmat4x4[11] = 0;
732 value->fmat4x4[12] = 0;
733 value->fmat4x4[13] = 0;
734 value->fmat4x4[14] = 0;
735 value->fmat4x4[15] = 0;
736 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
737 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
738 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
739 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
740 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
741 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
742 snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
743 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
744 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
745 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
746 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
747 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
748 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
749 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
750 snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
751 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
752 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
753 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
754 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
755 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
756 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
757 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
758 snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
759 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
760 snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
761 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
762 snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
763 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
764 snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
765 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
766 snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
767 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
768 break;
769 case GL_INT:
770 value->i = 0;
771 _lookupIntValue(description, name, field, &value->i);
772 break;
773 case GL_INT_VEC2:
774 value->ivec2[0] = 0;
775 value->ivec2[1] = 0;
776 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
777 _lookupIntValue(description, name, fieldName, &value->ivec2[0]);
778 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
779 _lookupIntValue(description, name, fieldName, &value->ivec2[1]);
780 break;
781 case GL_INT_VEC3:
782 value->ivec3[0] = 0;
783 value->ivec3[1] = 0;
784 value->ivec3[2] = 0;
785 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
786 _lookupIntValue(description, name, fieldName, &value->ivec3[0]);
787 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
788 _lookupIntValue(description, name, fieldName, &value->ivec3[1]);
789 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
790 _lookupIntValue(description, name, fieldName, &value->ivec3[2]);
791 break;
792 case GL_INT_VEC4:
793 value->ivec4[0] = 0;
794 value->ivec4[1] = 0;
795 value->ivec4[2] = 0;
796 value->ivec4[3] = 0;
797 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
798 _lookupIntValue(description, name, fieldName, &value->ivec4[0]);
799 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
800 _lookupIntValue(description, name, fieldName, &value->ivec4[1]);
801 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
802 _lookupIntValue(description, name, fieldName, &value->ivec4[2]);
803 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
804 _lookupIntValue(description, name, fieldName, &value->ivec4[3]);
805 break;
806 case GL_BOOL:
807 value->b = 0;
808 _lookupBoolValue(description, name, field, &value->b);
809 break;
810 case GL_BOOL_VEC2:
811 value->bvec2[0] = 0;
812 value->bvec2[1] = 0;
813 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
814 _lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
815 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
816 _lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
817 break;
818 case GL_BOOL_VEC3:
819 value->bvec3[0] = 0;
820 value->bvec3[1] = 0;
821 value->bvec3[2] = 0;
822 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
823 _lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
824 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
825 _lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
826 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
827 _lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
828 break;
829 case GL_BOOL_VEC4:
830 value->bvec4[0] = 0;
831 value->bvec4[1] = 0;
832 value->bvec4[2] = 0;
833 value->bvec4[3] = 0;
834 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
835 _lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
836 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
837 _lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
838 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
839 _lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
840 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
841 _lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
842 break;
843 }
844}
845
846static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) {
847 unsigned passId;
848 if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
849 return false;
850 }
851 const char* type = ConfigurationGetValue(description, uniform->name, "type");
852 if (!type) {
853 return false;
854 }
855 if (!strcmp(type, "float")) {
856 uniform->type = GL_FLOAT;
857 } else if (!strcmp(type, "float2")) {
858 uniform->type = GL_FLOAT_VEC2;
859 } else if (!strcmp(type, "float3")) {
860 uniform->type = GL_FLOAT_VEC3;
861 } else if (!strcmp(type, "float4")) {
862 uniform->type = GL_FLOAT_VEC4;
863 } else if (!strcmp(type, "float2x2")) {
864 uniform->type = GL_FLOAT_MAT2;
865 } else if (!strcmp(type, "float3x3")) {
866 uniform->type = GL_FLOAT_MAT3;
867 } else if (!strcmp(type, "float4x4")) {
868 uniform->type = GL_FLOAT_MAT4;
869 } else if (!strcmp(type, "int")) {
870 uniform->type = GL_INT;
871 } else if (!strcmp(type, "int2")) {
872 uniform->type = GL_INT_VEC2;
873 } else if (!strcmp(type, "int3")) {
874 uniform->type = GL_INT_VEC3;
875 } else if (!strcmp(type, "int4")) {
876 uniform->type = GL_INT_VEC4;
877 } else if (!strcmp(type, "bool")) {
878 uniform->type = GL_BOOL;
879 } else if (!strcmp(type, "bool2")) {
880 uniform->type = GL_BOOL_VEC2;
881 } else if (!strcmp(type, "bool3")) {
882 uniform->type = GL_BOOL_VEC3;
883 } else if (!strcmp(type, "bool4")) {
884 uniform->type = GL_BOOL_VEC4;
885 } else {
886 return false;
887 }
888 _loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
889 _loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
890 _loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
891 const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
892 if (readable) {
893 uniform->readableName = strdup(readable);
894 } else {
895 uniform->readableName = 0;
896 }
897 uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
898 return true;
899}
900
901bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
902 struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
903 if (!manifest) {
904 return false;
905 }
906 bool success = false;
907 struct Configuration description;
908 ConfigurationInit(&description);
909 if (ConfigurationReadVFile(&description, manifest)) {
910 int inShaders;
911 success = _lookupIntValue(&description, "shader", "passes", &inShaders);
912 if (inShaders > MAX_PASSES || inShaders < 1) {
913 success = false;
914 }
915 if (success) {
916 struct mGLES2Shader* shaderBlock = calloc(inShaders, sizeof(struct mGLES2Shader));
917 int n;
918 for (n = 0; n < inShaders; ++n) {
919 char passName[12];
920 snprintf(passName, sizeof(passName), "pass.%u", n);
921 const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
922 const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
923 if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
924 success = false;
925 break;
926 }
927 if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
928 success = false;
929 break;
930 }
931 char* fssrc = 0;
932 char* vssrc = 0;
933 if (fs) {
934 struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
935 if (!fsf) {
936 success = false;
937 break;
938 }
939 fssrc = malloc(fsf->size(fsf) + 1);
940 fssrc[fsf->size(fsf)] = '\0';
941 fsf->read(fsf, fssrc, fsf->size(fsf));
942 fsf->close(fsf);
943 }
944 if (vs) {
945 struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
946 if (!vsf) {
947 success = false;
948 free(fssrc);
949 break;
950 }
951 vssrc = malloc(vsf->size(vsf) + 1);
952 vssrc[vsf->size(vsf)] = '\0';
953 vsf->read(vsf, vssrc, vsf->size(vsf));
954 vsf->close(vsf);
955 }
956 int width = 0;
957 int height = 0;
958 int scaling = 0;
959 _lookupIntValue(&description, passName, "width", &width);
960 _lookupIntValue(&description, passName, "height", &height);
961 _lookupIntValue(&description, passName, "integerScaling", &scaling);
962
963 struct mGLES2UniformList uniformVector;
964 mGLES2UniformListInit(&uniformVector, 0);
965 ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
966 size_t u;
967 for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) {
968 struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u);
969 if (!_loadUniform(&description, n, uniform)) {
970 mGLES2UniformListShift(&uniformVector, u, 1);
971 --u;
972 }
973 }
974 u = mGLES2UniformListSize(&uniformVector);
975 struct mGLES2Uniform* uniformBlock = calloc(u, sizeof(*uniformBlock));
976 memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
977 mGLES2UniformListDeinit(&uniformVector);
978
979 mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
980 int b = 0;
981 _lookupIntValue(&description, passName, "blend", &b);
982 if (b) {
983 shaderBlock[n].blend = b;
984 }
985 b = 0;
986 _lookupIntValue(&description, passName, "filter", &b);
987 if (b) {
988 shaderBlock[n].filter = b;
989 }
990 free(fssrc);
991 free(vssrc);
992 }
993 if (success) {
994 shader->nPasses = inShaders;
995 shader->passes = shaderBlock;
996 shader->name = ConfigurationGetValue(&description, "shader", "name");
997 if (shader->name) {
998 shader->name = strdup(shader->name);
999 }
1000 shader->author = ConfigurationGetValue(&description, "shader", "author");
1001 if (shader->author) {
1002 shader->author = strdup(shader->author);
1003 }
1004 shader->description = ConfigurationGetValue(&description, "shader", "description");
1005 if (shader->description) {
1006 shader->description = strdup(shader->description);
1007 }
1008 } else {
1009 inShaders = n;
1010 for (n = 0; n < inShaders; ++n) {
1011 mGLES2ShaderDeinit(&shaderBlock[n]);
1012 }
1013 }
1014 }
1015 }
1016 manifest->close(manifest);
1017 ConfigurationDeinit(&description);
1018 return success;
1019}
1020
1021void mGLES2ShaderFree(struct VideoShader* shader) {
1022 free((void*) shader->name);
1023 free((void*) shader->author);
1024 free((void*) shader->description);
1025 shader->name = 0;
1026 shader->author = 0;
1027 shader->description = 0;
1028 struct mGLES2Shader* shaders = shader->passes;
1029 size_t n;
1030 for (n = 0; n < shader->nPasses; ++n) {
1031 mGLES2ShaderDeinit(&shaders[n]);
1032 size_t u;
1033 for (u = 0; u < shaders[n].nUniforms; ++u) {
1034 free((void*) shaders[n].uniforms[u].name);
1035 free((void*) shaders[n].uniforms[u].readableName);
1036 }
1037 }
1038 free(shaders);
1039 shader->passes = 0;
1040 shader->nPasses = 0;
1041}