all repos — mgba @ 6604afb670535c2a37b3a93ae48ab715b0ec16a7

mGBA Game Boy Advance Emulator

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

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