all repos — mgba @ 486b7abc9460e985996d93e9cfc25c2e88d10aad

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 <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 _gl3Header =
 25	"#version 120\n";
 26
 27static const char* const _vertexShader =
 28	"attribute vec4 position;\n"
 29	"varying vec2 texCoord;\n"
 30
 31	"void main() {\n"
 32	"	gl_Position = position;\n"
 33	"	texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
 34	"}";
 35
 36static const char* const _nullVertexShader =
 37	"attribute vec4 position;\n"
 38	"varying vec2 texCoord;\n"
 39
 40	"void main() {\n"
 41	"	gl_Position = position;\n"
 42	"	texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
 43	"}";
 44
 45static const char* const _fragmentShader =
 46	"varying vec2 texCoord;\n"
 47	"uniform sampler2D tex;\n"
 48	"uniform float gamma;\n"
 49	"uniform vec3 desaturation;\n"
 50	"uniform vec3 scale;\n"
 51	"uniform vec3 bias;\n"
 52
 53	"void main() {\n"
 54	"	vec4 color = texture2D(tex, texCoord);\n"
 55	"	color.a = 1.;\n"
 56	"	float average = dot(color.rgb, vec3(1.)) / 3.;\n"
 57	"	color.rgb = mix(color.rgb, vec3(average), desaturation);\n"
 58	"	color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
 59	"	gl_FragColor = color;\n"
 60	"}";
 61
 62static const char* const _nullFragmentShader =
 63	"varying vec2 texCoord;\n"
 64	"uniform sampler2D tex;\n"
 65
 66	"void main() {\n"
 67	"	vec4 color = texture2D(tex, texCoord);\n"
 68	"	color.a = 1.;\n"
 69	"	gl_FragColor = color;\n"
 70	"}";
 71
 72static const GLfloat _vertices[] = {
 73	-1.f, -1.f,
 74	-1.f, 1.f,
 75	1.f, 1.f,
 76	1.f, -1.f,
 77};
 78
 79static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
 80	UNUSED(handle);
 81	struct mGLES2Context* context = (struct mGLES2Context*) v;
 82	glGenTextures(1, &context->tex);
 83	glBindTexture(GL_TEXTURE_2D, context->tex);
 84	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 85	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 86
 87	glClearColor(0.f, 0.f, 0.f, 1.f);
 88
 89	struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
 90	uniforms[0].name = "gamma";
 91	uniforms[0].readableName = "Gamma";
 92	uniforms[0].type = GL_FLOAT;
 93	uniforms[0].value.f = 1.0f;
 94	uniforms[0].min.f = 0.1f;
 95	uniforms[0].max.f = 3.0f;
 96	uniforms[1].name = "scale";
 97	uniforms[1].readableName = "Scale";
 98	uniforms[1].type = GL_FLOAT_VEC3;
 99	uniforms[1].value.fvec3[0] = 1.0f;
100	uniforms[1].value.fvec3[1] = 1.0f;
101	uniforms[1].value.fvec3[2] = 1.0f;
102	uniforms[1].min.fvec3[0] = -1.0f;
103	uniforms[1].min.fvec3[1] = -1.0f;
104	uniforms[1].min.fvec3[2] = -1.0f;
105	uniforms[1].max.fvec3[0] = 2.0f;
106	uniforms[1].max.fvec3[1] = 2.0f;
107	uniforms[1].max.fvec3[2] = 2.0f;
108	uniforms[2].name = "bias";
109	uniforms[2].readableName = "Bias";
110	uniforms[2].type = GL_FLOAT_VEC3;
111	uniforms[2].value.fvec3[0] = 0.0f;
112	uniforms[2].value.fvec3[1] = 0.0f;
113	uniforms[2].value.fvec3[2] = 0.0f;
114	uniforms[2].min.fvec3[0] = -1.0f;
115	uniforms[2].min.fvec3[1] = -1.0f;
116	uniforms[2].min.fvec3[2] = -1.0f;
117	uniforms[2].max.fvec3[0] = 1.0f;
118	uniforms[2].max.fvec3[1] = 1.0f;
119	uniforms[2].max.fvec3[2] = 1.0f;
120	uniforms[3].name = "desaturation";
121	uniforms[3].readableName = "Desaturation";
122	uniforms[3].type = GL_FLOAT_VEC3;
123	uniforms[3].value.fvec3[0] = 0.0f;
124	uniforms[3].value.fvec3[1] = 0.0f;
125	uniforms[3].value.fvec3[2] = 0.0f;
126	uniforms[3].min.fvec3[0] = 0.0f;
127	uniforms[3].min.fvec3[1] = 0.0f;
128	uniforms[3].min.fvec3[2] = 0.0f;
129	uniforms[3].max.fvec3[0] = 1.0f;
130	uniforms[3].max.fvec3[1] = 1.0f;
131	uniforms[3].max.fvec3[2] = 1.0f;
132	mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
133	mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
134	glDeleteFramebuffers(1, &context->finalShader.fbo);
135	glDeleteTextures(1, &context->finalShader.tex);
136	context->finalShader.fbo = 0;
137	context->finalShader.tex = 0;
138}
139
140static void mGLES2ContextSetDimensions(struct VideoBackend* v, unsigned width, unsigned height) {
141	struct mGLES2Context* context = (struct mGLES2Context*) v;
142	v->width = width;
143	v->height = height;
144
145	glBindTexture(GL_TEXTURE_2D, context->tex);
146#ifdef COLOR_16_BIT
147#ifdef COLOR_5_6_5
148	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
149#else
150	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
151#endif
152#else
153	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
154#endif
155}
156
157static void mGLES2ContextDeinit(struct VideoBackend* v) {
158	struct mGLES2Context* context = (struct mGLES2Context*) v;
159	glDeleteTextures(1, &context->tex);
160	mGLES2ShaderDeinit(&context->initialShader);
161	mGLES2ShaderDeinit(&context->finalShader);
162	free(context->initialShader.uniforms);
163}
164
165static void mGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) {
166	unsigned drawW = w;
167	unsigned drawH = h;
168	if (v->lockAspectRatio) {
169		if (w * v->height > h * v->width) {
170			drawW = h * v->width / v->height;
171		} else if (w * v->height < h * v->width) {
172			drawH = w * v->height / v->width;
173		}
174	}
175	if (v->lockIntegerScaling) {
176		drawW -= drawW % v->width;
177		drawH -= drawH % v->height;
178	}
179	glViewport(0, 0, w, h);
180	glClearColor(0.f, 0.f, 0.f, 1.f);
181	glClear(GL_COLOR_BUFFER_BIT);
182	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
183}
184
185static void mGLES2ContextClear(struct VideoBackend* v) {
186	UNUSED(v);
187	glClearColor(0.f, 0.f, 0.f, 1.f);
188	glClear(GL_COLOR_BUFFER_BIT);
189}
190
191void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
192	GLint viewport[4];
193	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
194
195	glGetIntegerv(GL_VIEWPORT, viewport);
196	int drawW = shader->width;
197	int drawH = shader->height;
198	int padW = 0;
199	int padH = 0;
200	if (!drawW) {
201		drawW = viewport[2];
202		padW = viewport[0];
203	} else if (shader->width < 0) {
204		drawW = context->d.width * -shader->width;
205	}
206	if (!drawH) {
207		drawH = viewport[3];
208		padH = viewport[1];
209	} else if (shader->height < 0) {
210		drawH = context->d.height * -shader->height;
211	}
212	if (shader->integerScaling) {
213		padW = 0;
214		padH = 0;
215		drawW -= drawW % context->d.width;
216		drawH -= drawH % context->d.height;
217	}
218	glViewport(padW, padH, drawW, drawH);
219	if (shader->blend) {
220		glEnable(GL_BLEND);
221		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
222	} else {
223		glDisable(GL_BLEND);
224		glClear(GL_COLOR_BUFFER_BIT);
225	}
226
227	if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
228		GLint oldTex;
229		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
230		glBindTexture(GL_TEXTURE_2D, shader->tex);
231		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
232		glBindTexture(GL_TEXTURE_2D, oldTex);
233	}
234
235	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
236	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
237	glUseProgram(shader->program);
238	glUniform1i(shader->texLocation, 0);
239	glUniform2f(shader->texSizeLocation, context->d.width - padW, context->d.height - padH);
240	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
241	glEnableVertexAttribArray(shader->positionLocation);
242	size_t u;
243	for (u = 0; u < shader->nUniforms; ++u) {
244		struct mGLES2Uniform* uniform = &shader->uniforms[u];
245		switch (uniform->type) {
246		case GL_FLOAT:
247			glUniform1f(uniform->location, uniform->value.f);
248			break;
249		case GL_INT:
250			glUniform1i(uniform->location, uniform->value.i);
251			break;
252		case GL_BOOL:
253			glUniform1i(uniform->location, uniform->value.b);
254			break;
255		case GL_FLOAT_VEC2:
256			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
257			break;
258		case GL_FLOAT_VEC3:
259			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
260			break;
261		case GL_FLOAT_VEC4:
262			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
263			break;
264		case GL_INT_VEC2:
265			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
266			break;
267		case GL_INT_VEC3:
268			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
269			break;
270		case GL_INT_VEC4:
271			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
272			break;
273		case GL_BOOL_VEC2:
274			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
275			break;
276		case GL_BOOL_VEC3:
277			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
278			break;
279		case GL_BOOL_VEC4:
280			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
281			break;
282		case GL_FLOAT_MAT2:
283			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
284			break;
285		case GL_FLOAT_MAT3:
286			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
287			break;
288		case GL_FLOAT_MAT4:
289			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
290			break;
291		}
292	}
293	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
294	glBindTexture(GL_TEXTURE_2D, shader->tex);
295}
296
297void mGLES2ContextDrawFrame(struct VideoBackend* v) {
298	struct mGLES2Context* context = (struct mGLES2Context*) v;
299	glActiveTexture(GL_TEXTURE0);
300	glBindTexture(GL_TEXTURE_2D, context->tex);
301
302	GLint viewport[4];
303	glGetIntegerv(GL_VIEWPORT, viewport);
304
305	context->finalShader.filter = v->filter;
306	_drawShader(context, &context->initialShader);
307	size_t n;
308	for (n = 0; n < context->nShaders; ++n) {
309		glViewport(0, 0, viewport[2], viewport[3]);
310		_drawShader(context, &context->shaders[n]);
311	}
312	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
313	_drawShader(context, &context->finalShader);
314	glBindFramebuffer(GL_FRAMEBUFFER, 0);
315	glUseProgram(0);
316}
317
318void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
319	struct mGLES2Context* context = (struct mGLES2Context*) v;
320	glBindTexture(GL_TEXTURE_2D, context->tex);
321#ifdef COLOR_16_BIT
322#ifdef COLOR_5_6_5
323	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
324#else
325	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
326#endif
327#else
328	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
329#endif
330}
331
332void mGLES2ContextCreate(struct mGLES2Context* context) {
333	context->d.init = mGLES2ContextInit;
334	context->d.deinit = mGLES2ContextDeinit;
335	context->d.setDimensions = mGLES2ContextSetDimensions;
336	context->d.resized = mGLES2ContextResized;
337	context->d.swap = 0;
338	context->d.clear = mGLES2ContextClear;
339	context->d.postFrame = mGLES2ContextPostFrame;
340	context->d.drawFrame = mGLES2ContextDrawFrame;
341	context->d.setMessage = 0;
342	context->d.clearMessage = 0;
343	context->shaders = 0;
344	context->nShaders = 0;
345}
346
347void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) {
348	shader->width = width;
349	shader->height = height;
350	shader->integerScaling = integerScaling;
351	shader->filter = false;
352	shader->blend = false;
353	shader->uniforms = uniforms;
354	shader->nUniforms = nUniforms;
355	glGenFramebuffers(1, &shader->fbo);
356	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
357
358	glGenTextures(1, &shader->tex);
359	glBindTexture(GL_TEXTURE_2D, shader->tex);
360	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
361	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
362	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
363	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
364	if (shader->width > 0 && shader->height > 0) {
365		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
366	}
367
368	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
369	shader->program = glCreateProgram();
370	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
371	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
372	const GLchar* shaderBuffer[2];
373	const GLubyte* version = glGetString(GL_VERSION);
374	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
375		shaderBuffer[0] = _gl3Header;
376	} else {
377		shaderBuffer[0] = _gles2Header;
378	}
379	if (vs) {
380		shaderBuffer[1] = vs;
381	} else {
382		shaderBuffer[1] = _nullVertexShader;
383	}
384	glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
385
386	if (fs) {
387		shaderBuffer[1] = fs;
388	} else {
389		shaderBuffer[1] = _nullFragmentShader;
390	}
391	glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
392
393	glAttachShader(shader->program, shader->vertexShader);
394	glAttachShader(shader->program, shader->fragmentShader);
395	char log[1024];
396	glCompileShader(shader->fragmentShader);
397	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
398	if (log[0]) {
399		mLOG(OPENGL, ERROR, "%s\n", log);
400	}
401	glCompileShader(shader->vertexShader);
402	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
403	if (log[0]) {
404		mLOG(OPENGL, ERROR, "%s\n", log);
405	}
406	glLinkProgram(shader->program);
407	glGetProgramInfoLog(shader->program, 1024, 0, log);
408	if (log[0]) {
409		mLOG(OPENGL, ERROR, "%s\n", log);
410	}
411
412	shader->texLocation = glGetUniformLocation(shader->program, "tex");
413	shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
414	shader->positionLocation = glGetAttribLocation(shader->program, "position");
415	size_t i;
416	for (i = 0; i < shader->nUniforms; ++i) {
417		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
418	}
419	glBindFramebuffer(GL_FRAMEBUFFER, 0);
420}
421
422void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
423	glDeleteTextures(1, &shader->tex);
424	glDeleteShader(shader->fragmentShader);
425	glDeleteProgram(shader->program);
426	glDeleteFramebuffers(1, &shader->fbo);
427}
428
429void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
430	if (context->shaders) {
431		if (context->shaders == shaders && context->nShaders == nShaders) {
432			return;
433		}
434		mGLES2ShaderDetach(context);
435	}
436	context->shaders = shaders;
437	context->nShaders = nShaders;
438	size_t i;
439	for (i = 0; i < nShaders; ++i) {
440		glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
441		glClear(GL_COLOR_BUFFER_BIT);
442	}
443	glBindFramebuffer(GL_FRAMEBUFFER, 0);
444}
445
446void mGLES2ShaderDetach(struct mGLES2Context* context) {
447	if (!context->shaders) {
448		return;
449	}
450	context->shaders = 0;
451	context->nShaders = 0;
452}
453
454static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
455	const char* charValue = ConfigurationGetValue(config, section, key);
456	if (!charValue) {
457		return false;
458	}
459	char* end;
460	unsigned long value = strtol(charValue, &end, 10);
461	if (*end) {
462		return false;
463	}
464	*out = value;
465	return true;
466}
467
468static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
469	const char* charValue = ConfigurationGetValue(config, section, key);
470	if (!charValue) {
471		return false;
472	}
473	char* end;
474	float value = strtof_u(charValue, &end);
475	if (*end) {
476		return false;
477	}
478	*out = value;
479	return true;
480}
481
482static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
483	const char* charValue = ConfigurationGetValue(config, section, key);
484	if (!charValue) {
485		return false;
486	}
487	if (!strcmp(charValue, "true")) {
488		*out = GL_TRUE;
489		return true;
490	}
491	if (!strcmp(charValue, "false")) {
492		*out = GL_FALSE;
493		return true;
494	}
495	char* end;
496	unsigned long value = strtol(charValue, &end, 10);
497	if (*end) {
498		return false;
499	}
500	*out = value;
501	return true;
502}
503
504DECLARE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
505DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
506
507static void _uniformHandler(const char* sectionName, void* user) {
508	struct mGLES2UniformList* uniforms = user;
509	unsigned passId;
510	int sentinel;
511	if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
512		return;
513	}
514	struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms);
515	u->name = sectionName;
516}
517
518
519static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) {
520	char fieldName[16];
521	switch (type) {
522	case GL_FLOAT:
523		value->f = 0;
524		_lookupFloatValue(description, name, field, &value->f);
525		break;
526	case GL_FLOAT_VEC2:
527		value->fvec2[0] = 0;
528		value->fvec2[1] = 0;
529		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
530		_lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
531		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
532		_lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
533		break;
534	case GL_FLOAT_VEC3:
535		value->fvec3[0] = 0;
536		value->fvec3[1] = 0;
537		value->fvec3[2] = 0;
538		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
539		_lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
540		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
541		_lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
542		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
543		_lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
544		break;
545	case GL_FLOAT_VEC4:
546		value->fvec4[0] = 0;
547		value->fvec4[1] = 0;
548		value->fvec4[2] = 0;
549		value->fvec4[3] = 0;
550		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
551		_lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
552		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
553		_lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
554		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
555		_lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
556		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
557		_lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
558		break;
559	case GL_FLOAT_MAT2:
560		value->fmat2x2[0] = 0;
561		value->fmat2x2[1] = 0;
562		value->fmat2x2[2] = 0;
563		value->fmat2x2[3] = 0;
564		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
565		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
566		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
567		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
568		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
569		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
570		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
571		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
572		break;
573	case GL_FLOAT_MAT3:
574		value->fmat3x3[0] = 0;
575		value->fmat3x3[1] = 0;
576		value->fmat3x3[2] = 0;
577		value->fmat3x3[3] = 0;
578		value->fmat3x3[4] = 0;
579		value->fmat3x3[5] = 0;
580		value->fmat3x3[6] = 0;
581		value->fmat3x3[7] = 0;
582		value->fmat3x3[8] = 0;
583		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
584		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
585		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
586		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
587		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
588		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
589		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
590		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
591		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
592		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
593		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
594		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
595		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
596		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
597		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
598		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
599		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
600		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
601		break;
602	case GL_FLOAT_MAT4:
603		value->fmat4x4[0] = 0;
604		value->fmat4x4[1] = 0;
605		value->fmat4x4[2] = 0;
606		value->fmat4x4[3] = 0;
607		value->fmat4x4[4] = 0;
608		value->fmat4x4[5] = 0;
609		value->fmat4x4[6] = 0;
610		value->fmat4x4[7] = 0;
611		value->fmat4x4[8] = 0;
612		value->fmat4x4[9] = 0;
613		value->fmat4x4[10] = 0;
614		value->fmat4x4[11] = 0;
615		value->fmat4x4[12] = 0;
616		value->fmat4x4[13] = 0;
617		value->fmat4x4[14] = 0;
618		value->fmat4x4[15] = 0;
619		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
620		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
621		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
622		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
623		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
624		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
625		snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
626		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
627		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
628		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
629		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
630		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
631		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
632		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
633		snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
634		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
635		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
636		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
637		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
638		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
639		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
640		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
641		snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
642		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
643		snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
644		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
645		snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
646		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
647		snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
648		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
649		snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
650		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
651		break;
652	case GL_INT:
653		value->i = 0;
654		_lookupIntValue(description, name, field, &value->i);
655		break;
656	case GL_INT_VEC2:
657		value->ivec2[0] = 0;
658		value->ivec2[1] = 0;
659		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
660		_lookupIntValue(description, name, fieldName, &value->ivec2[0]);
661		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
662		_lookupIntValue(description, name, fieldName, &value->ivec2[1]);
663		break;
664	case GL_INT_VEC3:
665		value->ivec3[0] = 0;
666		value->ivec3[1] = 0;
667		value->ivec3[2] = 0;
668		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
669		_lookupIntValue(description, name, fieldName, &value->ivec3[0]);
670		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
671		_lookupIntValue(description, name, fieldName, &value->ivec3[1]);
672		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
673		_lookupIntValue(description, name, fieldName, &value->ivec3[2]);
674		break;
675	case GL_INT_VEC4:
676		value->ivec4[0] = 0;
677		value->ivec4[1] = 0;
678		value->ivec4[2] = 0;
679		value->ivec4[3] = 0;
680		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
681		_lookupIntValue(description, name, fieldName, &value->ivec4[0]);
682		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
683		_lookupIntValue(description, name, fieldName, &value->ivec4[1]);
684		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
685		_lookupIntValue(description, name, fieldName, &value->ivec4[2]);
686		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
687		_lookupIntValue(description, name, fieldName, &value->ivec4[3]);
688		break;
689	case GL_BOOL:
690		value->b = 0;
691		_lookupBoolValue(description, name, field, &value->b);
692		break;
693	case GL_BOOL_VEC2:
694		value->bvec2[0] = 0;
695		value->bvec2[1] = 0;
696		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
697		_lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
698		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
699		_lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
700		break;
701	case GL_BOOL_VEC3:
702		value->bvec3[0] = 0;
703		value->bvec3[1] = 0;
704		value->bvec3[2] = 0;
705		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
706		_lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
707		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
708		_lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
709		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
710		_lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
711		break;
712	case GL_BOOL_VEC4:
713		value->bvec4[0] = 0;
714		value->bvec4[1] = 0;
715		value->bvec4[2] = 0;
716		value->bvec4[3] = 0;
717		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
718		_lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
719		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
720		_lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
721		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
722		_lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
723		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
724		_lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
725		break;
726	}
727}
728
729static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) {
730	unsigned passId;
731	if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
732		return false;
733	}
734	const char* type = ConfigurationGetValue(description, uniform->name, "type");
735	if (!type) {
736		return false;
737	}
738	if (!strcmp(type, "float")) {
739		uniform->type = GL_FLOAT;
740	} else if (!strcmp(type, "float2")) {
741		uniform->type = GL_FLOAT_VEC2;
742	} else if (!strcmp(type, "float3")) {
743		uniform->type = GL_FLOAT_VEC3;
744	} else if (!strcmp(type, "float4")) {
745		uniform->type = GL_FLOAT_VEC4;
746	} else if (!strcmp(type, "float2x2")) {
747		uniform->type = GL_FLOAT_MAT2;
748	} else if (!strcmp(type, "float3x3")) {
749		uniform->type = GL_FLOAT_MAT3;
750	} else if (!strcmp(type, "float4x4")) {
751		uniform->type = GL_FLOAT_MAT4;
752	} else if (!strcmp(type, "int")) {
753		uniform->type = GL_INT;
754	} else if (!strcmp(type, "int2")) {
755		uniform->type = GL_INT_VEC2;
756	} else if (!strcmp(type, "int3")) {
757		uniform->type = GL_INT_VEC3;
758	} else if (!strcmp(type, "int4")) {
759		uniform->type = GL_INT_VEC4;
760	} else if (!strcmp(type, "bool")) {
761		uniform->type = GL_BOOL;
762	} else if (!strcmp(type, "bool2")) {
763		uniform->type = GL_BOOL_VEC2;
764	} else if (!strcmp(type, "bool3")) {
765		uniform->type = GL_BOOL_VEC3;
766	} else if (!strcmp(type, "bool4")) {
767		uniform->type = GL_BOOL_VEC4;
768	} else {
769		return false;
770	}
771	_loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
772	_loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
773	_loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
774	const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
775	if (readable) {
776		uniform->readableName = strdup(readable);
777	} else {
778		uniform->readableName = 0;
779	}
780	uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
781	return true;
782}
783
784bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
785	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
786	if (!manifest) {
787		return false;
788	}
789	bool success = false;
790	struct Configuration description;
791	ConfigurationInit(&description);
792	if (ConfigurationReadVFile(&description, manifest)) {
793		int inShaders;
794		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
795		if (inShaders > MAX_PASSES || inShaders < 1) {
796			success = false;
797		}
798		if (success) {
799			struct mGLES2Shader* shaderBlock = malloc(sizeof(struct mGLES2Shader) * inShaders);
800			int n;
801			for (n = 0; n < inShaders; ++n) {
802				char passName[12];
803				snprintf(passName, sizeof(passName), "pass.%u", n);
804				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
805				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
806				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
807					success = false;
808					break;
809				}
810				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
811					success = false;
812					break;
813				}
814				char* fssrc = 0;
815				char* vssrc = 0;
816				if (fs) {
817					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
818					if (!fsf) {
819						success = false;
820						break;
821					}
822					fssrc = malloc(fsf->size(fsf) + 1);
823					fssrc[fsf->size(fsf)] = '\0';
824					fsf->read(fsf, fssrc, fsf->size(fsf));
825					fsf->close(fsf);
826				}
827				if (vs) {
828					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
829					if (!vsf) {
830						success = false;
831						free(fssrc);
832						break;
833					}
834					vssrc = malloc(vsf->size(vsf) + 1);
835					vssrc[vsf->size(vsf)] = '\0';
836					vsf->read(vsf, vssrc, vsf->size(vsf));
837					vsf->close(vsf);
838				}
839				int width = 0;
840				int height = 0;
841				int scaling = 0;
842				_lookupIntValue(&description, passName, "width", &width);
843				_lookupIntValue(&description, passName, "height", &height);
844				_lookupIntValue(&description, passName, "integerScaling", &scaling);
845
846				struct mGLES2UniformList uniformVector;
847				mGLES2UniformListInit(&uniformVector, 0);
848				ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
849				size_t u;
850				for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) {
851					struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u);
852					if (!_loadUniform(&description, n, uniform)) {
853						mGLES2UniformListShift(&uniformVector, u, 1);
854						--u;
855					}
856				}
857				u = mGLES2UniformListSize(&uniformVector);
858				struct mGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
859				memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
860				mGLES2UniformListDeinit(&uniformVector);
861
862				mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
863				int b = 0;
864				_lookupIntValue(&description, passName, "blend", &b);
865				if (b) {
866					shaderBlock[n].blend = b;
867				}
868				b = 0;
869				_lookupIntValue(&description, passName, "filter", &b);
870				if (b) {
871					shaderBlock[n].filter = b;
872				}
873				free(fssrc);
874				free(vssrc);
875			}
876			if (success) {
877				shader->nPasses = inShaders;
878				shader->passes = shaderBlock;
879				shader->name = ConfigurationGetValue(&description, "shader", "name");
880				if (shader->name) {
881					shader->name = strdup(shader->name);
882				}
883				shader->author = ConfigurationGetValue(&description, "shader", "author");
884				if (shader->author) {
885					shader->author = strdup(shader->author);
886				}
887				shader->description = ConfigurationGetValue(&description, "shader", "description");
888				if (shader->description) {
889					shader->description = strdup(shader->description);
890				}
891			} else {
892				inShaders = n;
893				for (n = 0; n < inShaders; ++n) {
894					mGLES2ShaderDeinit(&shaderBlock[n]);
895				}
896			}
897		}
898	}
899	manifest->close(manifest);
900	ConfigurationDeinit(&description);
901	return success;
902}
903
904void mGLES2ShaderFree(struct VideoShader* shader) {
905	free((void*) shader->name);
906	free((void*) shader->author);
907	free((void*) shader->description);
908	shader->name = 0;
909	shader->author = 0;
910	shader->description = 0;
911	struct mGLES2Shader* shaders = shader->passes;
912	size_t n;
913	for (n = 0; n < shader->nPasses; ++n) {
914		mGLES2ShaderDeinit(&shaders[n]);
915		size_t u;
916		for (u = 0; u < shaders[n].nUniforms; ++u) {
917			free((void*) shaders[n].uniforms[u].name);
918			free((void*) shaders[n].uniforms[u].readableName);
919		}
920	}
921	free(shaders);
922	shader->passes = 0;
923	shader->nPasses = 0;
924}