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 "core/log.h"
9#include "util/configuration.h"
10#include "util/formatting.h"
11#include "util/vector.h"
12#include "util/vfs.h"
13
14mLOG_DECLARE_CATEGORY(OPENGL);
15mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL");
16
17#define MAX_PASSES 8
18
19static const GLchar* const _gles2Header =
20 "#version 100\n"
21 "precision mediump float;\n";
22
23static const GLchar* const _gl3Header =
24 "#version 120\n";
25
26static const char* const _vertexShader =
27 "attribute vec4 position;\n"
28 "varying vec2 texCoord;\n"
29
30 "void main() {\n"
31 " gl_Position = position;\n"
32 " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
33 "}";
34
35static const char* const _nullVertexShader =
36 "attribute vec4 position;\n"
37 "varying vec2 texCoord;\n"
38
39 "void main() {\n"
40 " gl_Position = position;\n"
41 " texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
42 "}";
43
44static const char* const _fragmentShader =
45 "varying vec2 texCoord;\n"
46 "uniform sampler2D tex;\n"
47 "uniform float gamma;\n"
48 "uniform vec3 desaturation;\n"
49 "uniform vec3 scale;\n"
50 "uniform vec3 bias;\n"
51
52 "void main() {\n"
53 " vec4 color = texture2D(tex, texCoord);\n"
54 " color.a = 1.;\n"
55 " float average = dot(color.rgb, vec3(1.)) / 3.;\n"
56 " color.rgb = mix(color.rgb, vec3(average), desaturation);\n"
57 " color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
58 " gl_FragColor = color;\n"
59 "}";
60
61static const char* const _nullFragmentShader =
62 "varying vec2 texCoord;\n"
63 "uniform sampler2D tex;\n"
64
65 "void main() {\n"
66 " vec4 color = texture2D(tex, texCoord);\n"
67 " color.a = 1.;\n"
68 " gl_FragColor = color;\n"
69 "}";
70
71static const GLfloat _vertices[] = {
72 -1.f, -1.f,
73 -1.f, 1.f,
74 1.f, 1.f,
75 1.f, -1.f,
76};
77
78static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
79 UNUSED(handle);
80 struct mGLES2Context* context = (struct mGLES2Context*) v;
81 glGenTextures(1, &context->tex);
82 glBindTexture(GL_TEXTURE_2D, context->tex);
83 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
84 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
85
86 glClearColor(0.f, 0.f, 0.f, 1.f);
87
88 struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
89 uniforms[0].name = "gamma";
90 uniforms[0].readableName = "Gamma";
91 uniforms[0].type = GL_FLOAT;
92 uniforms[0].value.f = 1.0f;
93 uniforms[0].min.f = 0.1f;
94 uniforms[0].max.f = 3.0f;
95 uniforms[1].name = "scale";
96 uniforms[1].readableName = "Scale";
97 uniforms[1].type = GL_FLOAT_VEC3;
98 uniforms[1].value.fvec3[0] = 1.0f;
99 uniforms[1].value.fvec3[1] = 1.0f;
100 uniforms[1].value.fvec3[2] = 1.0f;
101 uniforms[1].min.fvec3[0] = -1.0f;
102 uniforms[1].min.fvec3[1] = -1.0f;
103 uniforms[1].min.fvec3[2] = -1.0f;
104 uniforms[1].max.fvec3[0] = 2.0f;
105 uniforms[1].max.fvec3[1] = 2.0f;
106 uniforms[1].max.fvec3[2] = 2.0f;
107 uniforms[2].name = "bias";
108 uniforms[2].readableName = "Bias";
109 uniforms[2].type = GL_FLOAT_VEC3;
110 uniforms[2].value.fvec3[0] = 0.0f;
111 uniforms[2].value.fvec3[1] = 0.0f;
112 uniforms[2].value.fvec3[2] = 0.0f;
113 uniforms[2].min.fvec3[0] = -1.0f;
114 uniforms[2].min.fvec3[1] = -1.0f;
115 uniforms[2].min.fvec3[2] = -1.0f;
116 uniforms[2].max.fvec3[0] = 1.0f;
117 uniforms[2].max.fvec3[1] = 1.0f;
118 uniforms[2].max.fvec3[2] = 1.0f;
119 uniforms[3].name = "desaturation";
120 uniforms[3].readableName = "Desaturation";
121 uniforms[3].type = GL_FLOAT_VEC3;
122 uniforms[3].value.fvec3[0] = 0.0f;
123 uniforms[3].value.fvec3[1] = 0.0f;
124 uniforms[3].value.fvec3[2] = 0.0f;
125 uniforms[3].min.fvec3[0] = 0.0f;
126 uniforms[3].min.fvec3[1] = 0.0f;
127 uniforms[3].min.fvec3[2] = 0.0f;
128 uniforms[3].max.fvec3[0] = 1.0f;
129 uniforms[3].max.fvec3[1] = 1.0f;
130 uniforms[3].max.fvec3[2] = 1.0f;
131 mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
132 mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
133 glDeleteFramebuffers(1, &context->finalShader.fbo);
134 glDeleteTextures(1, &context->finalShader.tex);
135 context->finalShader.fbo = 0;
136 context->finalShader.tex = 0;
137}
138
139static void mGLES2ContextSetDimensions(struct VideoBackend* v, unsigned width, unsigned height) {
140 struct mGLES2Context* context = (struct mGLES2Context*) v;
141 v->width = width;
142 v->height = height;
143
144 glBindTexture(GL_TEXTURE_2D, context->tex);
145#ifdef COLOR_16_BIT
146#ifdef COLOR_5_6_5
147 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
148#else
149 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
150#endif
151#else
152 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
153#endif
154}
155
156static void mGLES2ContextDeinit(struct VideoBackend* v) {
157 struct mGLES2Context* context = (struct mGLES2Context*) v;
158 glDeleteTextures(1, &context->tex);
159 mGLES2ShaderDeinit(&context->initialShader);
160 mGLES2ShaderDeinit(&context->finalShader);
161 free(context->initialShader.uniforms);
162}
163
164static void mGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) {
165 unsigned drawW = w;
166 unsigned drawH = h;
167 if (v->lockAspectRatio) {
168 if (w * v->height > h * v->width) {
169 drawW = h * v->width / v->height;
170 } else if (w * v->height < h * v->width) {
171 drawH = w * v->height / v->width;
172 }
173 }
174 glViewport(0, 0, v->width, v->height);
175 glClearColor(0.f, 0.f, 0.f, 1.f);
176 glClear(GL_COLOR_BUFFER_BIT);
177 glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
178}
179
180static void mGLES2ContextClear(struct VideoBackend* v) {
181 UNUSED(v);
182 glClearColor(0.f, 0.f, 0.f, 1.f);
183 glClear(GL_COLOR_BUFFER_BIT);
184}
185
186void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
187 GLint viewport[4];
188 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
189 if (shader->blend) {
190 glEnable(GL_BLEND);
191 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
192 } else {
193 glDisable(GL_BLEND);
194 glClear(GL_COLOR_BUFFER_BIT);
195 }
196
197 glGetIntegerv(GL_VIEWPORT, viewport);
198 int drawW = shader->width;
199 int drawH = shader->height;
200 int padW = 0;
201 int padH = 0;
202 if (!shader->width) {
203 drawW = viewport[2];
204 padW = viewport[0];
205 } else if (shader->width < 0) {
206 drawW = context->d.width * -shader->width;
207 }
208 if (!shader->height) {
209 drawH = viewport[3];
210 padH = viewport[1];
211 } else if (shader->height < 0) {
212 drawH = context->d.height * -shader->height;
213 }
214 if (shader->integerScaling) {
215 padW = 0;
216 padH = 0;
217 drawW -= drawW % context->d.width;
218 drawH -= drawH % context->d.height;
219 }
220 glViewport(padW, padH, drawW, drawH);
221 if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
222 GLint oldTex;
223 glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
224 glBindTexture(GL_TEXTURE_2D, shader->tex);
225 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
226 glBindTexture(GL_TEXTURE_2D, oldTex);
227 }
228
229 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
230 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
231 glUseProgram(shader->program);
232 glUniform1i(shader->texLocation, 0);
233 glUniform2f(shader->texSizeLocation, context->d.width, context->d.height);
234 glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
235 glEnableVertexAttribArray(shader->positionLocation);
236 size_t u;
237 for (u = 0; u < shader->nUniforms; ++u) {
238 struct mGLES2Uniform* uniform = &shader->uniforms[u];
239 switch (uniform->type) {
240 case GL_FLOAT:
241 glUniform1f(uniform->location, uniform->value.f);
242 break;
243 case GL_INT:
244 glUniform1i(uniform->location, uniform->value.i);
245 break;
246 case GL_BOOL:
247 glUniform1i(uniform->location, uniform->value.b);
248 break;
249 case GL_FLOAT_VEC2:
250 glUniform2fv(uniform->location, 1, uniform->value.fvec2);
251 break;
252 case GL_FLOAT_VEC3:
253 glUniform3fv(uniform->location, 1, uniform->value.fvec3);
254 break;
255 case GL_FLOAT_VEC4:
256 glUniform4fv(uniform->location, 1, uniform->value.fvec4);
257 break;
258 case GL_INT_VEC2:
259 glUniform2iv(uniform->location, 1, uniform->value.ivec2);
260 break;
261 case GL_INT_VEC3:
262 glUniform3iv(uniform->location, 1, uniform->value.ivec3);
263 break;
264 case GL_INT_VEC4:
265 glUniform4iv(uniform->location, 1, uniform->value.ivec4);
266 break;
267 case GL_BOOL_VEC2:
268 glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
269 break;
270 case GL_BOOL_VEC3:
271 glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
272 break;
273 case GL_BOOL_VEC4:
274 glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
275 break;
276 case GL_FLOAT_MAT2:
277 glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
278 break;
279 case GL_FLOAT_MAT3:
280 glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
281 break;
282 case GL_FLOAT_MAT4:
283 glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
284 break;
285 }
286 }
287 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
288 glBindTexture(GL_TEXTURE_2D, shader->tex);
289 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
290}
291
292void mGLES2ContextDrawFrame(struct VideoBackend* v) {
293 struct mGLES2Context* context = (struct mGLES2Context*) v;
294 glActiveTexture(GL_TEXTURE0);
295 glBindTexture(GL_TEXTURE_2D, context->tex);
296
297 context->finalShader.filter = v->filter;
298 _drawShader(context, &context->initialShader);
299 size_t n;
300 for (n = 0; n < context->nShaders; ++n) {
301 _drawShader(context, &context->shaders[n]);
302 }
303 _drawShader(context, &context->finalShader);
304 glBindFramebuffer(GL_FRAMEBUFFER, 0);
305 glUseProgram(0);
306}
307
308void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
309 struct mGLES2Context* context = (struct mGLES2Context*) v;
310 glBindTexture(GL_TEXTURE_2D, context->tex);
311#ifdef COLOR_16_BIT
312#ifdef COLOR_5_6_5
313 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
314#else
315 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
316#endif
317#else
318 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
319#endif
320}
321
322void mGLES2ContextCreate(struct mGLES2Context* context) {
323 context->d.init = mGLES2ContextInit;
324 context->d.deinit = mGLES2ContextDeinit;
325 context->d.setDimensions = mGLES2ContextSetDimensions;
326 context->d.resized = mGLES2ContextResized;
327 context->d.swap = 0;
328 context->d.clear = mGLES2ContextClear;
329 context->d.postFrame = mGLES2ContextPostFrame;
330 context->d.drawFrame = mGLES2ContextDrawFrame;
331 context->d.setMessage = 0;
332 context->d.clearMessage = 0;
333 context->shaders = 0;
334 context->nShaders = 0;
335}
336
337void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) {
338 shader->width = width;
339 shader->height = height;
340 shader->integerScaling = integerScaling;
341 shader->filter = false;
342 shader->blend = false;
343 shader->uniforms = uniforms;
344 shader->nUniforms = nUniforms;
345 glGenFramebuffers(1, &shader->fbo);
346 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
347
348 glGenTextures(1, &shader->tex);
349 glBindTexture(GL_TEXTURE_2D, shader->tex);
350 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
351 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
352 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
353 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
354 if (shader->width > 0 && shader->height > 0) {
355 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
356 }
357
358 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
359 shader->program = glCreateProgram();
360 shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
361 shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
362 const GLchar* shaderBuffer[2];
363 const GLubyte* version = glGetString(GL_VERSION);
364 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
365 shaderBuffer[0] = _gl3Header;
366 } else {
367 shaderBuffer[0] = _gles2Header;
368 }
369 if (vs) {
370 shaderBuffer[1] = vs;
371 } else {
372 shaderBuffer[1] = _nullVertexShader;
373 }
374 glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
375
376 if (fs) {
377 shaderBuffer[1] = fs;
378 } else {
379 shaderBuffer[1] = _nullFragmentShader;
380 }
381 glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
382
383 glAttachShader(shader->program, shader->vertexShader);
384 glAttachShader(shader->program, shader->fragmentShader);
385 char log[1024];
386 glCompileShader(shader->fragmentShader);
387 glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
388 if (log[0]) {
389 mLOG(OPENGL, ERROR, "%s\n", log);
390 }
391 glCompileShader(shader->vertexShader);
392 glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
393 if (log[0]) {
394 mLOG(OPENGL, ERROR, "%s\n", log);
395 }
396 glLinkProgram(shader->program);
397 glGetProgramInfoLog(shader->program, 1024, 0, log);
398 if (log[0]) {
399 mLOG(OPENGL, ERROR, "%s\n", log);
400 }
401
402 shader->texLocation = glGetUniformLocation(shader->program, "tex");
403 shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
404 shader->positionLocation = glGetAttribLocation(shader->program, "position");
405 size_t i;
406 for (i = 0; i < shader->nUniforms; ++i) {
407 shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
408 }
409 glBindFramebuffer(GL_FRAMEBUFFER, 0);
410}
411
412void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
413 glDeleteTextures(1, &shader->tex);
414 glDeleteShader(shader->fragmentShader);
415 glDeleteProgram(shader->program);
416 glDeleteFramebuffers(1, &shader->fbo);
417}
418
419void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
420 if (context->shaders) {
421 if (context->shaders == shaders && context->nShaders == nShaders) {
422 return;
423 }
424 mGLES2ShaderDetach(context);
425 }
426 context->shaders = shaders;
427 context->nShaders = nShaders;
428 size_t i;
429 for (i = 0; i < nShaders; ++i) {
430 glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
431 glClear(GL_COLOR_BUFFER_BIT);
432 }
433 glBindFramebuffer(GL_FRAMEBUFFER, 0);
434}
435
436void mGLES2ShaderDetach(struct mGLES2Context* context) {
437 if (!context->shaders) {
438 return;
439 }
440 context->shaders = 0;
441 context->nShaders = 0;
442}
443
444static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
445 const char* charValue = ConfigurationGetValue(config, section, key);
446 if (!charValue) {
447 return false;
448 }
449 char* end;
450 unsigned long value = strtol(charValue, &end, 10);
451 if (*end) {
452 return false;
453 }
454 *out = value;
455 return true;
456}
457
458static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
459 const char* charValue = ConfigurationGetValue(config, section, key);
460 if (!charValue) {
461 return false;
462 }
463 char* end;
464 float value = strtof_u(charValue, &end);
465 if (*end) {
466 return false;
467 }
468 *out = value;
469 return true;
470}
471
472static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
473 const char* charValue = ConfigurationGetValue(config, section, key);
474 if (!charValue) {
475 return false;
476 }
477 if (!strcmp(charValue, "true")) {
478 *out = GL_TRUE;
479 return true;
480 }
481 if (!strcmp(charValue, "false")) {
482 *out = GL_FALSE;
483 return true;
484 }
485 char* end;
486 unsigned long value = strtol(charValue, &end, 10);
487 if (*end) {
488 return false;
489 }
490 *out = value;
491 return true;
492}
493
494DECLARE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
495DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
496
497static void _uniformHandler(const char* sectionName, void* user) {
498 struct mGLES2UniformList* uniforms = user;
499 unsigned passId;
500 int sentinel;
501 if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
502 return;
503 }
504 struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms);
505 u->name = sectionName;
506}
507
508
509static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) {
510 char fieldName[16];
511 switch (type) {
512 case GL_FLOAT:
513 value->f = 0;
514 _lookupFloatValue(description, name, field, &value->f);
515 break;
516 case GL_FLOAT_VEC2:
517 value->fvec2[0] = 0;
518 value->fvec2[1] = 0;
519 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
520 _lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
521 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
522 _lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
523 break;
524 case GL_FLOAT_VEC3:
525 value->fvec3[0] = 0;
526 value->fvec3[1] = 0;
527 value->fvec3[2] = 0;
528 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
529 _lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
530 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
531 _lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
532 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
533 _lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
534 break;
535 case GL_FLOAT_VEC4:
536 value->fvec4[0] = 0;
537 value->fvec4[1] = 0;
538 value->fvec4[2] = 0;
539 value->fvec4[3] = 0;
540 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
541 _lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
542 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
543 _lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
544 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
545 _lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
546 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
547 _lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
548 break;
549 case GL_FLOAT_MAT2:
550 value->fmat2x2[0] = 0;
551 value->fmat2x2[1] = 0;
552 value->fmat2x2[2] = 0;
553 value->fmat2x2[3] = 0;
554 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
555 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
556 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
557 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
558 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
559 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
560 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
561 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
562 break;
563 case GL_FLOAT_MAT3:
564 value->fmat3x3[0] = 0;
565 value->fmat3x3[1] = 0;
566 value->fmat3x3[2] = 0;
567 value->fmat3x3[3] = 0;
568 value->fmat3x3[4] = 0;
569 value->fmat3x3[5] = 0;
570 value->fmat3x3[6] = 0;
571 value->fmat3x3[7] = 0;
572 value->fmat3x3[8] = 0;
573 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
574 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
575 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
576 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
577 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
578 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
579 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
580 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
581 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
582 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
583 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
584 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
585 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
586 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
587 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
588 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
589 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
590 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
591 break;
592 case GL_FLOAT_MAT4:
593 value->fmat4x4[0] = 0;
594 value->fmat4x4[1] = 0;
595 value->fmat4x4[2] = 0;
596 value->fmat4x4[3] = 0;
597 value->fmat4x4[4] = 0;
598 value->fmat4x4[5] = 0;
599 value->fmat4x4[6] = 0;
600 value->fmat4x4[7] = 0;
601 value->fmat4x4[8] = 0;
602 value->fmat4x4[9] = 0;
603 value->fmat4x4[10] = 0;
604 value->fmat4x4[11] = 0;
605 value->fmat4x4[12] = 0;
606 value->fmat4x4[13] = 0;
607 value->fmat4x4[14] = 0;
608 value->fmat4x4[15] = 0;
609 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
610 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
611 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
612 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
613 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
614 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
615 snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
616 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
617 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
618 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
619 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
620 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
621 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
622 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
623 snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
624 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
625 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
626 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
627 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
628 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
629 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
630 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
631 snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
632 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
633 snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
634 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
635 snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
636 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
637 snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
638 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
639 snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
640 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
641 break;
642 case GL_INT:
643 value->i = 0;
644 _lookupIntValue(description, name, field, &value->i);
645 break;
646 case GL_INT_VEC2:
647 value->ivec2[0] = 0;
648 value->ivec2[1] = 0;
649 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
650 _lookupIntValue(description, name, fieldName, &value->ivec2[0]);
651 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
652 _lookupIntValue(description, name, fieldName, &value->ivec2[1]);
653 break;
654 case GL_INT_VEC3:
655 value->ivec3[0] = 0;
656 value->ivec3[1] = 0;
657 value->ivec3[2] = 0;
658 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
659 _lookupIntValue(description, name, fieldName, &value->ivec3[0]);
660 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
661 _lookupIntValue(description, name, fieldName, &value->ivec3[1]);
662 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
663 _lookupIntValue(description, name, fieldName, &value->ivec3[2]);
664 break;
665 case GL_INT_VEC4:
666 value->ivec4[0] = 0;
667 value->ivec4[1] = 0;
668 value->ivec4[2] = 0;
669 value->ivec4[3] = 0;
670 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
671 _lookupIntValue(description, name, fieldName, &value->ivec4[0]);
672 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
673 _lookupIntValue(description, name, fieldName, &value->ivec4[1]);
674 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
675 _lookupIntValue(description, name, fieldName, &value->ivec4[2]);
676 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
677 _lookupIntValue(description, name, fieldName, &value->ivec4[3]);
678 break;
679 case GL_BOOL:
680 value->b = 0;
681 _lookupBoolValue(description, name, field, &value->b);
682 break;
683 case GL_BOOL_VEC2:
684 value->bvec2[0] = 0;
685 value->bvec2[1] = 0;
686 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
687 _lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
688 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
689 _lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
690 break;
691 case GL_BOOL_VEC3:
692 value->bvec3[0] = 0;
693 value->bvec3[1] = 0;
694 value->bvec3[2] = 0;
695 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
696 _lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
697 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
698 _lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
699 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
700 _lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
701 break;
702 case GL_BOOL_VEC4:
703 value->bvec4[0] = 0;
704 value->bvec4[1] = 0;
705 value->bvec4[2] = 0;
706 value->bvec4[3] = 0;
707 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
708 _lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
709 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
710 _lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
711 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
712 _lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
713 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
714 _lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
715 break;
716 }
717}
718
719static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) {
720 unsigned passId;
721 if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
722 return false;
723 }
724 const char* type = ConfigurationGetValue(description, uniform->name, "type");
725 if (!type) {
726 return false;
727 }
728 if (!strcmp(type, "float")) {
729 uniform->type = GL_FLOAT;
730 } else if (!strcmp(type, "float2")) {
731 uniform->type = GL_FLOAT_VEC2;
732 } else if (!strcmp(type, "float3")) {
733 uniform->type = GL_FLOAT_VEC3;
734 } else if (!strcmp(type, "float4")) {
735 uniform->type = GL_FLOAT_VEC4;
736 } else if (!strcmp(type, "float2x2")) {
737 uniform->type = GL_FLOAT_MAT2;
738 } else if (!strcmp(type, "float3x3")) {
739 uniform->type = GL_FLOAT_MAT3;
740 } else if (!strcmp(type, "float4x4")) {
741 uniform->type = GL_FLOAT_MAT4;
742 } else if (!strcmp(type, "int")) {
743 uniform->type = GL_INT;
744 } else if (!strcmp(type, "int2")) {
745 uniform->type = GL_INT_VEC2;
746 } else if (!strcmp(type, "int3")) {
747 uniform->type = GL_INT_VEC3;
748 } else if (!strcmp(type, "int4")) {
749 uniform->type = GL_INT_VEC4;
750 } else if (!strcmp(type, "bool")) {
751 uniform->type = GL_BOOL;
752 } else if (!strcmp(type, "bool2")) {
753 uniform->type = GL_BOOL_VEC2;
754 } else if (!strcmp(type, "bool3")) {
755 uniform->type = GL_BOOL_VEC3;
756 } else if (!strcmp(type, "bool4")) {
757 uniform->type = GL_BOOL_VEC4;
758 } else {
759 return false;
760 }
761 _loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
762 _loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
763 _loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
764 const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
765 if (readable) {
766 uniform->readableName = strdup(readable);
767 } else {
768 uniform->readableName = 0;
769 }
770 uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
771 return true;
772}
773
774bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
775 struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
776 if (!manifest) {
777 return false;
778 }
779 bool success = false;
780 struct Configuration description;
781 ConfigurationInit(&description);
782 if (ConfigurationReadVFile(&description, manifest)) {
783 int inShaders;
784 success = _lookupIntValue(&description, "shader", "passes", &inShaders);
785 if (inShaders > MAX_PASSES || inShaders < 1) {
786 success = false;
787 }
788 if (success) {
789 struct mGLES2Shader* shaderBlock = malloc(sizeof(struct mGLES2Shader) * inShaders);
790 int n;
791 for (n = 0; n < inShaders; ++n) {
792 char passName[12];
793 snprintf(passName, sizeof(passName), "pass.%u", n);
794 const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
795 const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
796 if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
797 success = false;
798 break;
799 }
800 if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
801 success = false;
802 break;
803 }
804 char* fssrc = 0;
805 char* vssrc = 0;
806 if (fs) {
807 struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
808 if (!fsf) {
809 success = false;
810 break;
811 }
812 fssrc = malloc(fsf->size(fsf) + 1);
813 fssrc[fsf->size(fsf)] = '\0';
814 fsf->read(fsf, fssrc, fsf->size(fsf));
815 fsf->close(fsf);
816 }
817 if (vs) {
818 struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
819 if (!vsf) {
820 success = false;
821 free(fssrc);
822 break;
823 }
824 vssrc = malloc(vsf->size(vsf) + 1);
825 vssrc[vsf->size(vsf)] = '\0';
826 vsf->read(vsf, vssrc, vsf->size(vsf));
827 vsf->close(vsf);
828 }
829 int width = 0;
830 int height = 0;
831 int scaling = 0;
832 _lookupIntValue(&description, passName, "width", &width);
833 _lookupIntValue(&description, passName, "height", &height);
834 _lookupIntValue(&description, passName, "integerScaling", &scaling);
835
836 struct mGLES2UniformList uniformVector;
837 mGLES2UniformListInit(&uniformVector, 0);
838 ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
839 size_t u;
840 for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) {
841 struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u);
842 if (!_loadUniform(&description, n, uniform)) {
843 mGLES2UniformListShift(&uniformVector, u, 1);
844 --u;
845 }
846 }
847 u = mGLES2UniformListSize(&uniformVector);
848 struct mGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
849 memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
850 mGLES2UniformListDeinit(&uniformVector);
851
852 mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
853 int b = 0;
854 _lookupIntValue(&description, passName, "blend", &b);
855 if (b) {
856 shaderBlock[n].blend = b;
857 }
858 b = 0;
859 _lookupIntValue(&description, passName, "filter", &b);
860 if (b) {
861 shaderBlock[n].filter = b;
862 }
863 free(fssrc);
864 free(vssrc);
865 }
866 if (success) {
867 shader->nPasses = inShaders;
868 shader->passes = shaderBlock;
869 shader->name = ConfigurationGetValue(&description, "shader", "name");
870 if (shader->name) {
871 shader->name = strdup(shader->name);
872 }
873 shader->author = ConfigurationGetValue(&description, "shader", "author");
874 if (shader->author) {
875 shader->author = strdup(shader->author);
876 }
877 shader->description = ConfigurationGetValue(&description, "shader", "description");
878 if (shader->description) {
879 shader->description = strdup(shader->description);
880 }
881 } else {
882 inShaders = n;
883 for (n = 0; n < inShaders; ++n) {
884 mGLES2ShaderDeinit(&shaderBlock[n]);
885 }
886 }
887 }
888 }
889 manifest->close(manifest);
890 ConfigurationDeinit(&description);
891 return success;
892}
893
894void mGLES2ShaderFree(struct VideoShader* shader) {
895 free((void*) shader->name);
896 free((void*) shader->author);
897 free((void*) shader->description);
898 shader->name = 0;
899 shader->author = 0;
900 shader->description = 0;
901 struct mGLES2Shader* shaders = shader->passes;
902 size_t n;
903 for (n = 0; n < shader->nPasses; ++n) {
904 mGLES2ShaderDeinit(&shaders[n]);
905 size_t u;
906 for (u = 0; u < shaders[n].nUniforms; ++u) {
907 free((void*) shaders[n].uniforms[u].name);
908 free((void*) shaders[n].uniforms[u].readableName);
909 }
910 }
911 free(shaders);
912 shader->passes = 0;
913 shader->nPasses = 0;
914}