/* Copyright (c) 2013-2015 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "gles2.h" #include "core/log.h" #include "util/configuration.h" #include "util/formatting.h" #include "util/vector.h" #include "util/vfs.h" mLOG_DECLARE_CATEGORY(OPENGL); mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL"); #define MAX_PASSES 8 static const GLchar* const _gles2Header = "#version 100\n" "precision mediump float;\n"; static const GLchar* const _gl3Header = "#version 120\n"; static const char* const _vertexShader = "attribute vec4 position;\n" "varying vec2 texCoord;\n" "void main() {\n" " gl_Position = position;\n" " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n" "}"; static const char* const _nullVertexShader = "attribute vec4 position;\n" "varying vec2 texCoord;\n" "void main() {\n" " gl_Position = position;\n" " texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n" "}"; static const char* const _fragmentShader = "varying vec2 texCoord;\n" "uniform sampler2D tex;\n" "uniform float gamma;\n" "uniform vec3 desaturation;\n" "uniform vec3 scale;\n" "uniform vec3 bias;\n" "void main() {\n" " vec4 color = texture2D(tex, texCoord);\n" " color.a = 1.;\n" " float average = dot(color.rgb, vec3(1.)) / 3.;\n" " color.rgb = mix(color.rgb, vec3(average), desaturation);\n" " color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n" " gl_FragColor = color;\n" "}"; static const char* const _nullFragmentShader = "varying vec2 texCoord;\n" "uniform sampler2D tex;\n" "void main() {\n" " vec4 color = texture2D(tex, texCoord);\n" " color.a = 1.;\n" " gl_FragColor = color;\n" "}"; static const GLfloat _vertices[] = { -1.f, -1.f, -1.f, 1.f, 1.f, 1.f, 1.f, -1.f, }; static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) { UNUSED(handle); struct mGLES2Context* context = (struct mGLES2Context*) v; glGenTextures(1, &context->tex); glBindTexture(GL_TEXTURE_2D, context->tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glClearColor(0.f, 0.f, 0.f, 1.f); struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4); uniforms[0].name = "gamma"; uniforms[0].readableName = "Gamma"; uniforms[0].type = GL_FLOAT; uniforms[0].value.f = 1.0f; uniforms[0].min.f = 0.1f; uniforms[0].max.f = 3.0f; uniforms[1].name = "scale"; uniforms[1].readableName = "Scale"; uniforms[1].type = GL_FLOAT_VEC3; uniforms[1].value.fvec3[0] = 1.0f; uniforms[1].value.fvec3[1] = 1.0f; uniforms[1].value.fvec3[2] = 1.0f; uniforms[1].min.fvec3[0] = -1.0f; uniforms[1].min.fvec3[1] = -1.0f; uniforms[1].min.fvec3[2] = -1.0f; uniforms[1].max.fvec3[0] = 2.0f; uniforms[1].max.fvec3[1] = 2.0f; uniforms[1].max.fvec3[2] = 2.0f; uniforms[2].name = "bias"; uniforms[2].readableName = "Bias"; uniforms[2].type = GL_FLOAT_VEC3; uniforms[2].value.fvec3[0] = 0.0f; uniforms[2].value.fvec3[1] = 0.0f; uniforms[2].value.fvec3[2] = 0.0f; uniforms[2].min.fvec3[0] = -1.0f; uniforms[2].min.fvec3[1] = -1.0f; uniforms[2].min.fvec3[2] = -1.0f; uniforms[2].max.fvec3[0] = 1.0f; uniforms[2].max.fvec3[1] = 1.0f; uniforms[2].max.fvec3[2] = 1.0f; uniforms[3].name = "desaturation"; uniforms[3].readableName = "Desaturation"; uniforms[3].type = GL_FLOAT_VEC3; uniforms[3].value.fvec3[0] = 0.0f; uniforms[3].value.fvec3[1] = 0.0f; uniforms[3].value.fvec3[2] = 0.0f; uniforms[3].min.fvec3[0] = 0.0f; uniforms[3].min.fvec3[1] = 0.0f; uniforms[3].min.fvec3[2] = 0.0f; uniforms[3].max.fvec3[0] = 1.0f; uniforms[3].max.fvec3[1] = 1.0f; uniforms[3].max.fvec3[2] = 1.0f; mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4); mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0); glDeleteFramebuffers(1, &context->finalShader.fbo); glDeleteTextures(1, &context->finalShader.tex); context->finalShader.fbo = 0; context->finalShader.tex = 0; } static void mGLES2ContextSetDimensions(struct VideoBackend* v, unsigned width, unsigned height) { struct mGLES2Context* context = (struct mGLES2Context*) v; v->width = width; v->height = height; glBindTexture(GL_TEXTURE_2D, context->tex); #ifdef COLOR_16_BIT #ifdef COLOR_5_6_5 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0); #endif #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); #endif } static void mGLES2ContextDeinit(struct VideoBackend* v) { struct mGLES2Context* context = (struct mGLES2Context*) v; glDeleteTextures(1, &context->tex); mGLES2ShaderDeinit(&context->initialShader); mGLES2ShaderDeinit(&context->finalShader); free(context->initialShader.uniforms); } static void mGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) { unsigned drawW = w; unsigned drawH = h; if (v->lockAspectRatio) { if (w * v->height > h * v->width) { drawW = h * v->width / v->height; } else if (w * v->height < h * v->width) { drawH = w * v->height / v->width; } } glViewport(0, 0, v->width, v->height); glClearColor(0.f, 0.f, 0.f, 1.f); glClear(GL_COLOR_BUFFER_BIT); glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH); } static void mGLES2ContextClear(struct VideoBackend* v) { UNUSED(v); glClearColor(0.f, 0.f, 0.f, 1.f); glClear(GL_COLOR_BUFFER_BIT); } void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) { GLint viewport[4]; glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo); if (shader->blend) { glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else { glDisable(GL_BLEND); glClear(GL_COLOR_BUFFER_BIT); } glGetIntegerv(GL_VIEWPORT, viewport); int drawW = shader->width; int drawH = shader->height; int padW = 0; int padH = 0; if (!shader->width) { drawW = viewport[2]; padW = viewport[0]; } else if (shader->width < 0) { drawW = context->d.width * -shader->width; } if (!shader->height) { drawH = viewport[3]; padH = viewport[1]; } else if (shader->height < 0) { drawH = context->d.height * -shader->height; } if (shader->integerScaling) { padW = 0; padH = 0; drawW -= drawW % context->d.width; drawH -= drawH % context->d.height; } glViewport(padW, padH, drawW, drawH); if (shader->tex && (shader->width <= 0 || shader->height <= 0)) { GLint oldTex; glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex); glBindTexture(GL_TEXTURE_2D, shader->tex); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); glBindTexture(GL_TEXTURE_2D, oldTex); } glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST); glUseProgram(shader->program); glUniform1i(shader->texLocation, 0); glUniform2f(shader->texSizeLocation, context->d.width, context->d.height); glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices); glEnableVertexAttribArray(shader->positionLocation); size_t u; for (u = 0; u < shader->nUniforms; ++u) { struct mGLES2Uniform* uniform = &shader->uniforms[u]; switch (uniform->type) { case GL_FLOAT: glUniform1f(uniform->location, uniform->value.f); break; case GL_INT: glUniform1i(uniform->location, uniform->value.i); break; case GL_BOOL: glUniform1i(uniform->location, uniform->value.b); break; case GL_FLOAT_VEC2: glUniform2fv(uniform->location, 1, uniform->value.fvec2); break; case GL_FLOAT_VEC3: glUniform3fv(uniform->location, 1, uniform->value.fvec3); break; case GL_FLOAT_VEC4: glUniform4fv(uniform->location, 1, uniform->value.fvec4); break; case GL_INT_VEC2: glUniform2iv(uniform->location, 1, uniform->value.ivec2); break; case GL_INT_VEC3: glUniform3iv(uniform->location, 1, uniform->value.ivec3); break; case GL_INT_VEC4: glUniform4iv(uniform->location, 1, uniform->value.ivec4); break; case GL_BOOL_VEC2: glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]); break; case GL_BOOL_VEC3: glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]); break; case GL_BOOL_VEC4: glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]); break; case GL_FLOAT_MAT2: glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2); break; case GL_FLOAT_MAT3: glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3); break; case GL_FLOAT_MAT4: glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4); break; } } glDrawArrays(GL_TRIANGLE_FAN, 0, 4); glBindTexture(GL_TEXTURE_2D, shader->tex); glViewport(viewport[0], viewport[1], viewport[2], viewport[3]); } void mGLES2ContextDrawFrame(struct VideoBackend* v) { struct mGLES2Context* context = (struct mGLES2Context*) v; glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, context->tex); context->finalShader.filter = v->filter; _drawShader(context, &context->initialShader); size_t n; for (n = 0; n < context->nShaders; ++n) { _drawShader(context, &context->shaders[n]); } _drawShader(context, &context->finalShader); glBindFramebuffer(GL_FRAMEBUFFER, 0); glUseProgram(0); } void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) { struct mGLES2Context* context = (struct mGLES2Context*) v; glBindTexture(GL_TEXTURE_2D, context->tex); #ifdef COLOR_16_BIT #ifdef COLOR_5_6_5 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame); #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame); #endif #else glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame); #endif } void mGLES2ContextCreate(struct mGLES2Context* context) { context->d.init = mGLES2ContextInit; context->d.deinit = mGLES2ContextDeinit; context->d.setDimensions = mGLES2ContextSetDimensions; context->d.resized = mGLES2ContextResized; context->d.swap = 0; context->d.clear = mGLES2ContextClear; context->d.postFrame = mGLES2ContextPostFrame; context->d.drawFrame = mGLES2ContextDrawFrame; context->d.setMessage = 0; context->d.clearMessage = 0; context->shaders = 0; context->nShaders = 0; } void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) { shader->width = width; shader->height = height; shader->integerScaling = integerScaling; shader->filter = false; shader->blend = false; shader->uniforms = uniforms; shader->nUniforms = nUniforms; glGenFramebuffers(1, &shader->fbo); glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo); glGenTextures(1, &shader->tex); glBindTexture(GL_TEXTURE_2D, shader->tex); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); if (shader->width > 0 && shader->height > 0) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); } glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0); shader->program = glCreateProgram(); shader->vertexShader = glCreateShader(GL_VERTEX_SHADER); shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER); const GLchar* shaderBuffer[2]; const GLubyte* version = glGetString(GL_VERSION); if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) { shaderBuffer[0] = _gl3Header; } else { shaderBuffer[0] = _gles2Header; } if (vs) { shaderBuffer[1] = vs; } else { shaderBuffer[1] = _nullVertexShader; } glShaderSource(shader->vertexShader, 2, shaderBuffer, 0); if (fs) { shaderBuffer[1] = fs; } else { shaderBuffer[1] = _nullFragmentShader; } glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0); glAttachShader(shader->program, shader->vertexShader); glAttachShader(shader->program, shader->fragmentShader); char log[1024]; glCompileShader(shader->fragmentShader); glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log); if (log[0]) { mLOG(OPENGL, ERROR, "%s\n", log); } glCompileShader(shader->vertexShader); glGetShaderInfoLog(shader->vertexShader, 1024, 0, log); if (log[0]) { mLOG(OPENGL, ERROR, "%s\n", log); } glLinkProgram(shader->program); glGetProgramInfoLog(shader->program, 1024, 0, log); if (log[0]) { mLOG(OPENGL, ERROR, "%s\n", log); } shader->texLocation = glGetUniformLocation(shader->program, "tex"); shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize"); shader->positionLocation = glGetAttribLocation(shader->program, "position"); size_t i; for (i = 0; i < shader->nUniforms; ++i) { shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name); } glBindFramebuffer(GL_FRAMEBUFFER, 0); } void mGLES2ShaderDeinit(struct mGLES2Shader* shader) { glDeleteTextures(1, &shader->tex); glDeleteShader(shader->fragmentShader); glDeleteProgram(shader->program); glDeleteFramebuffers(1, &shader->fbo); } void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) { if (context->shaders) { if (context->shaders == shaders && context->nShaders == nShaders) { return; } mGLES2ShaderDetach(context); } context->shaders = shaders; context->nShaders = nShaders; size_t i; for (i = 0; i < nShaders; ++i) { glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo); glClear(GL_COLOR_BUFFER_BIT); } glBindFramebuffer(GL_FRAMEBUFFER, 0); } void mGLES2ShaderDetach(struct mGLES2Context* context) { if (!context->shaders) { return; } context->shaders = 0; context->nShaders = 0; } static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) { const char* charValue = ConfigurationGetValue(config, section, key); if (!charValue) { return false; } char* end; unsigned long value = strtol(charValue, &end, 10); if (*end) { return false; } *out = value; return true; } static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) { const char* charValue = ConfigurationGetValue(config, section, key); if (!charValue) { return false; } char* end; float value = strtof_u(charValue, &end); if (*end) { return false; } *out = value; return true; } static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) { const char* charValue = ConfigurationGetValue(config, section, key); if (!charValue) { return false; } if (!strcmp(charValue, "true")) { *out = GL_TRUE; return true; } if (!strcmp(charValue, "false")) { *out = GL_FALSE; return true; } char* end; unsigned long value = strtol(charValue, &end, 10); if (*end) { return false; } *out = value; return true; } DECLARE_VECTOR(mGLES2UniformList, struct mGLES2Uniform); DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform); static void _uniformHandler(const char* sectionName, void* user) { struct mGLES2UniformList* uniforms = user; unsigned passId; int sentinel; if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) { return; } struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms); u->name = sectionName; } static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) { char fieldName[16]; switch (type) { case GL_FLOAT: value->f = 0; _lookupFloatValue(description, name, field, &value->f); break; case GL_FLOAT_VEC2: value->fvec2[0] = 0; value->fvec2[1] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupFloatValue(description, name, fieldName, &value->fvec2[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupFloatValue(description, name, fieldName, &value->fvec2[1]); break; case GL_FLOAT_VEC3: value->fvec3[0] = 0; value->fvec3[1] = 0; value->fvec3[2] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupFloatValue(description, name, fieldName, &value->fvec3[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupFloatValue(description, name, fieldName, &value->fvec3[1]); snprintf(fieldName, sizeof(fieldName), "%s[2]", field); _lookupFloatValue(description, name, fieldName, &value->fvec3[2]); break; case GL_FLOAT_VEC4: value->fvec4[0] = 0; value->fvec4[1] = 0; value->fvec4[2] = 0; value->fvec4[3] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupFloatValue(description, name, fieldName, &value->fvec4[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupFloatValue(description, name, fieldName, &value->fvec4[1]); snprintf(fieldName, sizeof(fieldName), "%s[2]", field); _lookupFloatValue(description, name, fieldName, &value->fvec4[2]); snprintf(fieldName, sizeof(fieldName), "%s[3]", field); _lookupFloatValue(description, name, fieldName, &value->fvec4[3]); break; case GL_FLOAT_MAT2: value->fmat2x2[0] = 0; value->fmat2x2[1] = 0; value->fmat2x2[2] = 0; value->fmat2x2[3] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]); snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]); snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]); snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]); break; case GL_FLOAT_MAT3: value->fmat3x3[0] = 0; value->fmat3x3[1] = 0; value->fmat3x3[2] = 0; value->fmat3x3[3] = 0; value->fmat3x3[4] = 0; value->fmat3x3[5] = 0; value->fmat3x3[6] = 0; value->fmat3x3[7] = 0; value->fmat3x3[8] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]); snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]); snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]); snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]); snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]); snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]); snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]); snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]); snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field); _lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]); break; case GL_FLOAT_MAT4: value->fmat4x4[0] = 0; value->fmat4x4[1] = 0; value->fmat4x4[2] = 0; value->fmat4x4[3] = 0; value->fmat4x4[4] = 0; value->fmat4x4[5] = 0; value->fmat4x4[6] = 0; value->fmat4x4[7] = 0; value->fmat4x4[8] = 0; value->fmat4x4[9] = 0; value->fmat4x4[10] = 0; value->fmat4x4[11] = 0; value->fmat4x4[12] = 0; value->fmat4x4[13] = 0; value->fmat4x4[14] = 0; value->fmat4x4[15] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]); snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]); snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]); snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]); snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]); snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]); snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]); snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]); snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]); snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]); snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]); snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]); snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]); snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]); snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]); snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field); _lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]); break; case GL_INT: value->i = 0; _lookupIntValue(description, name, field, &value->i); break; case GL_INT_VEC2: value->ivec2[0] = 0; value->ivec2[1] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupIntValue(description, name, fieldName, &value->ivec2[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupIntValue(description, name, fieldName, &value->ivec2[1]); break; case GL_INT_VEC3: value->ivec3[0] = 0; value->ivec3[1] = 0; value->ivec3[2] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupIntValue(description, name, fieldName, &value->ivec3[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupIntValue(description, name, fieldName, &value->ivec3[1]); snprintf(fieldName, sizeof(fieldName), "%s[2]", field); _lookupIntValue(description, name, fieldName, &value->ivec3[2]); break; case GL_INT_VEC4: value->ivec4[0] = 0; value->ivec4[1] = 0; value->ivec4[2] = 0; value->ivec4[3] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupIntValue(description, name, fieldName, &value->ivec4[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupIntValue(description, name, fieldName, &value->ivec4[1]); snprintf(fieldName, sizeof(fieldName), "%s[2]", field); _lookupIntValue(description, name, fieldName, &value->ivec4[2]); snprintf(fieldName, sizeof(fieldName), "%s[3]", field); _lookupIntValue(description, name, fieldName, &value->ivec4[3]); break; case GL_BOOL: value->b = 0; _lookupBoolValue(description, name, field, &value->b); break; case GL_BOOL_VEC2: value->bvec2[0] = 0; value->bvec2[1] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupBoolValue(description, name, fieldName, &value->bvec2[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupBoolValue(description, name, fieldName, &value->bvec2[1]); break; case GL_BOOL_VEC3: value->bvec3[0] = 0; value->bvec3[1] = 0; value->bvec3[2] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupBoolValue(description, name, fieldName, &value->bvec3[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupBoolValue(description, name, fieldName, &value->bvec3[1]); snprintf(fieldName, sizeof(fieldName), "%s[2]", field); _lookupBoolValue(description, name, fieldName, &value->bvec3[2]); break; case GL_BOOL_VEC4: value->bvec4[0] = 0; value->bvec4[1] = 0; value->bvec4[2] = 0; value->bvec4[3] = 0; snprintf(fieldName, sizeof(fieldName), "%s[0]", field); _lookupBoolValue(description, name, fieldName, &value->bvec4[0]); snprintf(fieldName, sizeof(fieldName), "%s[1]", field); _lookupBoolValue(description, name, fieldName, &value->bvec4[1]); snprintf(fieldName, sizeof(fieldName), "%s[2]", field); _lookupBoolValue(description, name, fieldName, &value->bvec4[2]); snprintf(fieldName, sizeof(fieldName), "%s[3]", field); _lookupBoolValue(description, name, fieldName, &value->bvec4[3]); break; } } static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) { unsigned passId; if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) { return false; } const char* type = ConfigurationGetValue(description, uniform->name, "type"); if (!type) { return false; } if (!strcmp(type, "float")) { uniform->type = GL_FLOAT; } else if (!strcmp(type, "float2")) { uniform->type = GL_FLOAT_VEC2; } else if (!strcmp(type, "float3")) { uniform->type = GL_FLOAT_VEC3; } else if (!strcmp(type, "float4")) { uniform->type = GL_FLOAT_VEC4; } else if (!strcmp(type, "float2x2")) { uniform->type = GL_FLOAT_MAT2; } else if (!strcmp(type, "float3x3")) { uniform->type = GL_FLOAT_MAT3; } else if (!strcmp(type, "float4x4")) { uniform->type = GL_FLOAT_MAT4; } else if (!strcmp(type, "int")) { uniform->type = GL_INT; } else if (!strcmp(type, "int2")) { uniform->type = GL_INT_VEC2; } else if (!strcmp(type, "int3")) { uniform->type = GL_INT_VEC3; } else if (!strcmp(type, "int4")) { uniform->type = GL_INT_VEC4; } else if (!strcmp(type, "bool")) { uniform->type = GL_BOOL; } else if (!strcmp(type, "bool2")) { uniform->type = GL_BOOL_VEC2; } else if (!strcmp(type, "bool3")) { uniform->type = GL_BOOL_VEC3; } else if (!strcmp(type, "bool4")) { uniform->type = GL_BOOL_VEC4; } else { return false; } _loadValue(description, uniform->name, uniform->type, "default", &uniform->value); _loadValue(description, uniform->name, uniform->type, "min", &uniform->min); _loadValue(description, uniform->name, uniform->type, "max", &uniform->max); const char* readable = ConfigurationGetValue(description, uniform->name, "readableName"); if (readable) { uniform->readableName = strdup(readable); } else { uniform->readableName = 0; } uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform.")); return true; } bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) { struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY); if (!manifest) { return false; } bool success = false; struct Configuration description; ConfigurationInit(&description); if (ConfigurationReadVFile(&description, manifest)) { int inShaders; success = _lookupIntValue(&description, "shader", "passes", &inShaders); if (inShaders > MAX_PASSES || inShaders < 1) { success = false; } if (success) { struct mGLES2Shader* shaderBlock = malloc(sizeof(struct mGLES2Shader) * inShaders); int n; for (n = 0; n < inShaders; ++n) { char passName[12]; snprintf(passName, sizeof(passName), "pass.%u", n); const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader"); const char* vs = ConfigurationGetValue(&description, passName, "vertexShader"); if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) { success = false; break; } if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) { success = false; break; } char* fssrc = 0; char* vssrc = 0; if (fs) { struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY); if (!fsf) { success = false; break; } fssrc = malloc(fsf->size(fsf) + 1); fssrc[fsf->size(fsf)] = '\0'; fsf->read(fsf, fssrc, fsf->size(fsf)); fsf->close(fsf); } if (vs) { struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY); if (!vsf) { success = false; free(fssrc); break; } vssrc = malloc(vsf->size(vsf) + 1); vssrc[vsf->size(vsf)] = '\0'; vsf->read(vsf, vssrc, vsf->size(vsf)); vsf->close(vsf); } int width = 0; int height = 0; int scaling = 0; _lookupIntValue(&description, passName, "width", &width); _lookupIntValue(&description, passName, "height", &height); _lookupIntValue(&description, passName, "integerScaling", &scaling); struct mGLES2UniformList uniformVector; mGLES2UniformListInit(&uniformVector, 0); ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector); size_t u; for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) { struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u); if (!_loadUniform(&description, n, uniform)) { mGLES2UniformListShift(&uniformVector, u, 1); --u; } } u = mGLES2UniformListSize(&uniformVector); struct mGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u); memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u); mGLES2UniformListDeinit(&uniformVector); mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u); int b = 0; _lookupIntValue(&description, passName, "blend", &b); if (b) { shaderBlock[n].blend = b; } b = 0; _lookupIntValue(&description, passName, "filter", &b); if (b) { shaderBlock[n].filter = b; } free(fssrc); free(vssrc); } if (success) { shader->nPasses = inShaders; shader->passes = shaderBlock; shader->name = ConfigurationGetValue(&description, "shader", "name"); if (shader->name) { shader->name = strdup(shader->name); } shader->author = ConfigurationGetValue(&description, "shader", "author"); if (shader->author) { shader->author = strdup(shader->author); } shader->description = ConfigurationGetValue(&description, "shader", "description"); if (shader->description) { shader->description = strdup(shader->description); } } else { inShaders = n; for (n = 0; n < inShaders; ++n) { mGLES2ShaderDeinit(&shaderBlock[n]); } } } } manifest->close(manifest); ConfigurationDeinit(&description); return success; } void mGLES2ShaderFree(struct VideoShader* shader) { free((void*) shader->name); free((void*) shader->author); free((void*) shader->description); shader->name = 0; shader->author = 0; shader->description = 0; struct mGLES2Shader* shaders = shader->passes; size_t n; for (n = 0; n < shader->nPasses; ++n) { mGLES2ShaderDeinit(&shaders[n]); size_t u; for (u = 0; u < shaders[n].nUniforms; ++u) { free((void*) shaders[n].uniforms[u].name); free((void*) shaders[n].uniforms[u].readableName); } } free(shaders); shader->passes = 0; shader->nPasses = 0; }