src/platform/opengl/gles2.c (view raw)
1/* Copyright (c) 2013-2015 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "gles2.h"
7
8#include <mgba/core/log.h>
9#include <mgba-util/configuration.h>
10#include <mgba-util/formatting.h>
11#include <mgba-util/vector.h>
12#include <mgba-util/vfs.h>
13
14mLOG_DECLARE_CATEGORY(OPENGL);
15mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL", "video.ogl");
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 if (v->lockIntegerScaling) {
175 drawW -= drawW % v->width;
176 drawH -= drawH % v->height;
177 }
178 glViewport(0, 0, w, h);
179 glClearColor(0.f, 0.f, 0.f, 1.f);
180 glClear(GL_COLOR_BUFFER_BIT);
181 glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
182}
183
184static void mGLES2ContextClear(struct VideoBackend* v) {
185 UNUSED(v);
186 glClearColor(0.f, 0.f, 0.f, 1.f);
187 glClear(GL_COLOR_BUFFER_BIT);
188}
189
190void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
191 GLint viewport[4];
192 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
193 if (shader->blend) {
194 glEnable(GL_BLEND);
195 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
196 } else {
197 glDisable(GL_BLEND);
198 glClear(GL_COLOR_BUFFER_BIT);
199 }
200
201 glGetIntegerv(GL_VIEWPORT, viewport);
202 int drawW = shader->width;
203 int drawH = shader->height;
204 int padW = 0;
205 int padH = 0;
206 if (!drawW) {
207 drawW = viewport[2];
208 padW = viewport[0];
209 } else if (shader->width < 0) {
210 drawW = context->d.width * -shader->width;
211 }
212 if (!drawH) {
213 drawH = viewport[3];
214 padH = viewport[1];
215 } else if (shader->height < 0) {
216 drawH = context->d.height * -shader->height;
217 }
218 if (shader->integerScaling) {
219 padW = 0;
220 padH = 0;
221 drawW -= drawW % context->d.width;
222 drawH -= drawH % context->d.height;
223 }
224 glViewport(padW, padH, drawW, drawH);
225 if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
226 GLint oldTex;
227 glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
228 glBindTexture(GL_TEXTURE_2D, shader->tex);
229 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
230 glBindTexture(GL_TEXTURE_2D, oldTex);
231 }
232
233 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
234 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
235 glUseProgram(shader->program);
236 glUniform1i(shader->texLocation, 0);
237 glUniform2f(shader->texSizeLocation, context->d.width - padW, context->d.height - padH);
238 glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
239 glEnableVertexAttribArray(shader->positionLocation);
240 size_t u;
241 for (u = 0; u < shader->nUniforms; ++u) {
242 struct mGLES2Uniform* uniform = &shader->uniforms[u];
243 switch (uniform->type) {
244 case GL_FLOAT:
245 glUniform1f(uniform->location, uniform->value.f);
246 break;
247 case GL_INT:
248 glUniform1i(uniform->location, uniform->value.i);
249 break;
250 case GL_BOOL:
251 glUniform1i(uniform->location, uniform->value.b);
252 break;
253 case GL_FLOAT_VEC2:
254 glUniform2fv(uniform->location, 1, uniform->value.fvec2);
255 break;
256 case GL_FLOAT_VEC3:
257 glUniform3fv(uniform->location, 1, uniform->value.fvec3);
258 break;
259 case GL_FLOAT_VEC4:
260 glUniform4fv(uniform->location, 1, uniform->value.fvec4);
261 break;
262 case GL_INT_VEC2:
263 glUniform2iv(uniform->location, 1, uniform->value.ivec2);
264 break;
265 case GL_INT_VEC3:
266 glUniform3iv(uniform->location, 1, uniform->value.ivec3);
267 break;
268 case GL_INT_VEC4:
269 glUniform4iv(uniform->location, 1, uniform->value.ivec4);
270 break;
271 case GL_BOOL_VEC2:
272 glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
273 break;
274 case GL_BOOL_VEC3:
275 glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
276 break;
277 case GL_BOOL_VEC4:
278 glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
279 break;
280 case GL_FLOAT_MAT2:
281 glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
282 break;
283 case GL_FLOAT_MAT3:
284 glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
285 break;
286 case GL_FLOAT_MAT4:
287 glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
288 break;
289 }
290 }
291 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
292 glBindTexture(GL_TEXTURE_2D, shader->tex);
293}
294
295void mGLES2ContextDrawFrame(struct VideoBackend* v) {
296 struct mGLES2Context* context = (struct mGLES2Context*) v;
297 glActiveTexture(GL_TEXTURE0);
298 glBindTexture(GL_TEXTURE_2D, context->tex);
299
300 GLint viewport[4];
301 glGetIntegerv(GL_VIEWPORT, viewport);
302
303 context->finalShader.filter = v->filter;
304 _drawShader(context, &context->initialShader);
305 size_t n;
306 for (n = 0; n < context->nShaders; ++n) {
307 glViewport(0, 0, viewport[2], viewport[3]);
308 _drawShader(context, &context->shaders[n]);
309 }
310 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
311 _drawShader(context, &context->finalShader);
312 glBindFramebuffer(GL_FRAMEBUFFER, 0);
313 glUseProgram(0);
314}
315
316void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
317 struct mGLES2Context* context = (struct mGLES2Context*) v;
318 glBindTexture(GL_TEXTURE_2D, context->tex);
319#ifdef COLOR_16_BIT
320#ifdef COLOR_5_6_5
321 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
322#else
323 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
324#endif
325#else
326 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
327#endif
328}
329
330void mGLES2ContextCreate(struct mGLES2Context* context) {
331 context->d.init = mGLES2ContextInit;
332 context->d.deinit = mGLES2ContextDeinit;
333 context->d.setDimensions = mGLES2ContextSetDimensions;
334 context->d.resized = mGLES2ContextResized;
335 context->d.swap = 0;
336 context->d.clear = mGLES2ContextClear;
337 context->d.postFrame = mGLES2ContextPostFrame;
338 context->d.drawFrame = mGLES2ContextDrawFrame;
339 context->d.setMessage = 0;
340 context->d.clearMessage = 0;
341 context->shaders = 0;
342 context->nShaders = 0;
343}
344
345void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) {
346 shader->width = width;
347 shader->height = height;
348 shader->integerScaling = integerScaling;
349 shader->filter = false;
350 shader->blend = false;
351 shader->uniforms = uniforms;
352 shader->nUniforms = nUniforms;
353 glGenFramebuffers(1, &shader->fbo);
354 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
355
356 glGenTextures(1, &shader->tex);
357 glBindTexture(GL_TEXTURE_2D, shader->tex);
358 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
359 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
360 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
361 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
362 if (shader->width > 0 && shader->height > 0) {
363 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
364 }
365
366 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
367 shader->program = glCreateProgram();
368 shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
369 shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
370 const GLchar* shaderBuffer[2];
371 const GLubyte* version = glGetString(GL_VERSION);
372 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
373 shaderBuffer[0] = _gl3Header;
374 } else {
375 shaderBuffer[0] = _gles2Header;
376 }
377 if (vs) {
378 shaderBuffer[1] = vs;
379 } else {
380 shaderBuffer[1] = _nullVertexShader;
381 }
382 glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
383
384 if (fs) {
385 shaderBuffer[1] = fs;
386 } else {
387 shaderBuffer[1] = _nullFragmentShader;
388 }
389 glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
390
391 glAttachShader(shader->program, shader->vertexShader);
392 glAttachShader(shader->program, shader->fragmentShader);
393 char log[1024];
394 glCompileShader(shader->fragmentShader);
395 glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
396 if (log[0]) {
397 mLOG(OPENGL, ERROR, "%s\n", log);
398 }
399 glCompileShader(shader->vertexShader);
400 glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
401 if (log[0]) {
402 mLOG(OPENGL, ERROR, "%s\n", log);
403 }
404 glLinkProgram(shader->program);
405 glGetProgramInfoLog(shader->program, 1024, 0, log);
406 if (log[0]) {
407 mLOG(OPENGL, ERROR, "%s\n", log);
408 }
409
410 shader->texLocation = glGetUniformLocation(shader->program, "tex");
411 shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
412 shader->positionLocation = glGetAttribLocation(shader->program, "position");
413 size_t i;
414 for (i = 0; i < shader->nUniforms; ++i) {
415 shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
416 }
417 glBindFramebuffer(GL_FRAMEBUFFER, 0);
418}
419
420void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
421 glDeleteTextures(1, &shader->tex);
422 glDeleteShader(shader->fragmentShader);
423 glDeleteProgram(shader->program);
424 glDeleteFramebuffers(1, &shader->fbo);
425}
426
427void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
428 if (context->shaders) {
429 if (context->shaders == shaders && context->nShaders == nShaders) {
430 return;
431 }
432 mGLES2ShaderDetach(context);
433 }
434 context->shaders = shaders;
435 context->nShaders = nShaders;
436 size_t i;
437 for (i = 0; i < nShaders; ++i) {
438 glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
439 glClear(GL_COLOR_BUFFER_BIT);
440 }
441 glBindFramebuffer(GL_FRAMEBUFFER, 0);
442}
443
444void mGLES2ShaderDetach(struct mGLES2Context* context) {
445 if (!context->shaders) {
446 return;
447 }
448 context->shaders = 0;
449 context->nShaders = 0;
450}
451
452static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
453 const char* charValue = ConfigurationGetValue(config, section, key);
454 if (!charValue) {
455 return false;
456 }
457 char* end;
458 unsigned long value = strtol(charValue, &end, 10);
459 if (*end) {
460 return false;
461 }
462 *out = value;
463 return true;
464}
465
466static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
467 const char* charValue = ConfigurationGetValue(config, section, key);
468 if (!charValue) {
469 return false;
470 }
471 char* end;
472 float value = strtof_u(charValue, &end);
473 if (*end) {
474 return false;
475 }
476 *out = value;
477 return true;
478}
479
480static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
481 const char* charValue = ConfigurationGetValue(config, section, key);
482 if (!charValue) {
483 return false;
484 }
485 if (!strcmp(charValue, "true")) {
486 *out = GL_TRUE;
487 return true;
488 }
489 if (!strcmp(charValue, "false")) {
490 *out = GL_FALSE;
491 return true;
492 }
493 char* end;
494 unsigned long value = strtol(charValue, &end, 10);
495 if (*end) {
496 return false;
497 }
498 *out = value;
499 return true;
500}
501
502DECLARE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
503DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
504
505static void _uniformHandler(const char* sectionName, void* user) {
506 struct mGLES2UniformList* uniforms = user;
507 unsigned passId;
508 int sentinel;
509 if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
510 return;
511 }
512 struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms);
513 u->name = sectionName;
514}
515
516
517static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) {
518 char fieldName[16];
519 switch (type) {
520 case GL_FLOAT:
521 value->f = 0;
522 _lookupFloatValue(description, name, field, &value->f);
523 break;
524 case GL_FLOAT_VEC2:
525 value->fvec2[0] = 0;
526 value->fvec2[1] = 0;
527 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
528 _lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
529 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
530 _lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
531 break;
532 case GL_FLOAT_VEC3:
533 value->fvec3[0] = 0;
534 value->fvec3[1] = 0;
535 value->fvec3[2] = 0;
536 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
537 _lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
538 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
539 _lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
540 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
541 _lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
542 break;
543 case GL_FLOAT_VEC4:
544 value->fvec4[0] = 0;
545 value->fvec4[1] = 0;
546 value->fvec4[2] = 0;
547 value->fvec4[3] = 0;
548 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
549 _lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
550 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
551 _lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
552 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
553 _lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
554 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
555 _lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
556 break;
557 case GL_FLOAT_MAT2:
558 value->fmat2x2[0] = 0;
559 value->fmat2x2[1] = 0;
560 value->fmat2x2[2] = 0;
561 value->fmat2x2[3] = 0;
562 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
563 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
564 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
565 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
566 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
567 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
568 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
569 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
570 break;
571 case GL_FLOAT_MAT3:
572 value->fmat3x3[0] = 0;
573 value->fmat3x3[1] = 0;
574 value->fmat3x3[2] = 0;
575 value->fmat3x3[3] = 0;
576 value->fmat3x3[4] = 0;
577 value->fmat3x3[5] = 0;
578 value->fmat3x3[6] = 0;
579 value->fmat3x3[7] = 0;
580 value->fmat3x3[8] = 0;
581 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
582 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
583 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
584 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
585 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
586 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
587 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
588 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
589 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
590 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
591 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
592 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
593 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
594 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
595 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
596 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
597 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
598 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
599 break;
600 case GL_FLOAT_MAT4:
601 value->fmat4x4[0] = 0;
602 value->fmat4x4[1] = 0;
603 value->fmat4x4[2] = 0;
604 value->fmat4x4[3] = 0;
605 value->fmat4x4[4] = 0;
606 value->fmat4x4[5] = 0;
607 value->fmat4x4[6] = 0;
608 value->fmat4x4[7] = 0;
609 value->fmat4x4[8] = 0;
610 value->fmat4x4[9] = 0;
611 value->fmat4x4[10] = 0;
612 value->fmat4x4[11] = 0;
613 value->fmat4x4[12] = 0;
614 value->fmat4x4[13] = 0;
615 value->fmat4x4[14] = 0;
616 value->fmat4x4[15] = 0;
617 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
618 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
619 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
620 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
621 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
622 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
623 snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
624 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
625 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
626 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
627 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
628 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
629 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
630 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
631 snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
632 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
633 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
634 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
635 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
636 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
637 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
638 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
639 snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
640 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
641 snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
642 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
643 snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
644 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
645 snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
646 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
647 snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
648 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
649 break;
650 case GL_INT:
651 value->i = 0;
652 _lookupIntValue(description, name, field, &value->i);
653 break;
654 case GL_INT_VEC2:
655 value->ivec2[0] = 0;
656 value->ivec2[1] = 0;
657 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
658 _lookupIntValue(description, name, fieldName, &value->ivec2[0]);
659 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
660 _lookupIntValue(description, name, fieldName, &value->ivec2[1]);
661 break;
662 case GL_INT_VEC3:
663 value->ivec3[0] = 0;
664 value->ivec3[1] = 0;
665 value->ivec3[2] = 0;
666 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
667 _lookupIntValue(description, name, fieldName, &value->ivec3[0]);
668 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
669 _lookupIntValue(description, name, fieldName, &value->ivec3[1]);
670 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
671 _lookupIntValue(description, name, fieldName, &value->ivec3[2]);
672 break;
673 case GL_INT_VEC4:
674 value->ivec4[0] = 0;
675 value->ivec4[1] = 0;
676 value->ivec4[2] = 0;
677 value->ivec4[3] = 0;
678 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
679 _lookupIntValue(description, name, fieldName, &value->ivec4[0]);
680 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
681 _lookupIntValue(description, name, fieldName, &value->ivec4[1]);
682 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
683 _lookupIntValue(description, name, fieldName, &value->ivec4[2]);
684 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
685 _lookupIntValue(description, name, fieldName, &value->ivec4[3]);
686 break;
687 case GL_BOOL:
688 value->b = 0;
689 _lookupBoolValue(description, name, field, &value->b);
690 break;
691 case GL_BOOL_VEC2:
692 value->bvec2[0] = 0;
693 value->bvec2[1] = 0;
694 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
695 _lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
696 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
697 _lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
698 break;
699 case GL_BOOL_VEC3:
700 value->bvec3[0] = 0;
701 value->bvec3[1] = 0;
702 value->bvec3[2] = 0;
703 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
704 _lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
705 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
706 _lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
707 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
708 _lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
709 break;
710 case GL_BOOL_VEC4:
711 value->bvec4[0] = 0;
712 value->bvec4[1] = 0;
713 value->bvec4[2] = 0;
714 value->bvec4[3] = 0;
715 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
716 _lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
717 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
718 _lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
719 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
720 _lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
721 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
722 _lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
723 break;
724 }
725}
726
727static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) {
728 unsigned passId;
729 if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
730 return false;
731 }
732 const char* type = ConfigurationGetValue(description, uniform->name, "type");
733 if (!type) {
734 return false;
735 }
736 if (!strcmp(type, "float")) {
737 uniform->type = GL_FLOAT;
738 } else if (!strcmp(type, "float2")) {
739 uniform->type = GL_FLOAT_VEC2;
740 } else if (!strcmp(type, "float3")) {
741 uniform->type = GL_FLOAT_VEC3;
742 } else if (!strcmp(type, "float4")) {
743 uniform->type = GL_FLOAT_VEC4;
744 } else if (!strcmp(type, "float2x2")) {
745 uniform->type = GL_FLOAT_MAT2;
746 } else if (!strcmp(type, "float3x3")) {
747 uniform->type = GL_FLOAT_MAT3;
748 } else if (!strcmp(type, "float4x4")) {
749 uniform->type = GL_FLOAT_MAT4;
750 } else if (!strcmp(type, "int")) {
751 uniform->type = GL_INT;
752 } else if (!strcmp(type, "int2")) {
753 uniform->type = GL_INT_VEC2;
754 } else if (!strcmp(type, "int3")) {
755 uniform->type = GL_INT_VEC3;
756 } else if (!strcmp(type, "int4")) {
757 uniform->type = GL_INT_VEC4;
758 } else if (!strcmp(type, "bool")) {
759 uniform->type = GL_BOOL;
760 } else if (!strcmp(type, "bool2")) {
761 uniform->type = GL_BOOL_VEC2;
762 } else if (!strcmp(type, "bool3")) {
763 uniform->type = GL_BOOL_VEC3;
764 } else if (!strcmp(type, "bool4")) {
765 uniform->type = GL_BOOL_VEC4;
766 } else {
767 return false;
768 }
769 _loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
770 _loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
771 _loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
772 const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
773 if (readable) {
774 uniform->readableName = strdup(readable);
775 } else {
776 uniform->readableName = 0;
777 }
778 uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
779 return true;
780}
781
782bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
783 struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
784 if (!manifest) {
785 return false;
786 }
787 bool success = false;
788 struct Configuration description;
789 ConfigurationInit(&description);
790 if (ConfigurationReadVFile(&description, manifest)) {
791 int inShaders;
792 success = _lookupIntValue(&description, "shader", "passes", &inShaders);
793 if (inShaders > MAX_PASSES || inShaders < 1) {
794 success = false;
795 }
796 if (success) {
797 struct mGLES2Shader* shaderBlock = malloc(sizeof(struct mGLES2Shader) * inShaders);
798 int n;
799 for (n = 0; n < inShaders; ++n) {
800 char passName[12];
801 snprintf(passName, sizeof(passName), "pass.%u", n);
802 const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
803 const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
804 if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
805 success = false;
806 break;
807 }
808 if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
809 success = false;
810 break;
811 }
812 char* fssrc = 0;
813 char* vssrc = 0;
814 if (fs) {
815 struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
816 if (!fsf) {
817 success = false;
818 break;
819 }
820 fssrc = malloc(fsf->size(fsf) + 1);
821 fssrc[fsf->size(fsf)] = '\0';
822 fsf->read(fsf, fssrc, fsf->size(fsf));
823 fsf->close(fsf);
824 }
825 if (vs) {
826 struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
827 if (!vsf) {
828 success = false;
829 free(fssrc);
830 break;
831 }
832 vssrc = malloc(vsf->size(vsf) + 1);
833 vssrc[vsf->size(vsf)] = '\0';
834 vsf->read(vsf, vssrc, vsf->size(vsf));
835 vsf->close(vsf);
836 }
837 int width = 0;
838 int height = 0;
839 int scaling = 0;
840 _lookupIntValue(&description, passName, "width", &width);
841 _lookupIntValue(&description, passName, "height", &height);
842 _lookupIntValue(&description, passName, "integerScaling", &scaling);
843
844 struct mGLES2UniformList uniformVector;
845 mGLES2UniformListInit(&uniformVector, 0);
846 ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
847 size_t u;
848 for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) {
849 struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u);
850 if (!_loadUniform(&description, n, uniform)) {
851 mGLES2UniformListShift(&uniformVector, u, 1);
852 --u;
853 }
854 }
855 u = mGLES2UniformListSize(&uniformVector);
856 struct mGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
857 memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
858 mGLES2UniformListDeinit(&uniformVector);
859
860 mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
861 int b = 0;
862 _lookupIntValue(&description, passName, "blend", &b);
863 if (b) {
864 shaderBlock[n].blend = b;
865 }
866 b = 0;
867 _lookupIntValue(&description, passName, "filter", &b);
868 if (b) {
869 shaderBlock[n].filter = b;
870 }
871 free(fssrc);
872 free(vssrc);
873 }
874 if (success) {
875 shader->nPasses = inShaders;
876 shader->passes = shaderBlock;
877 shader->name = ConfigurationGetValue(&description, "shader", "name");
878 if (shader->name) {
879 shader->name = strdup(shader->name);
880 }
881 shader->author = ConfigurationGetValue(&description, "shader", "author");
882 if (shader->author) {
883 shader->author = strdup(shader->author);
884 }
885 shader->description = ConfigurationGetValue(&description, "shader", "description");
886 if (shader->description) {
887 shader->description = strdup(shader->description);
888 }
889 } else {
890 inShaders = n;
891 for (n = 0; n < inShaders; ++n) {
892 mGLES2ShaderDeinit(&shaderBlock[n]);
893 }
894 }
895 }
896 }
897 manifest->close(manifest);
898 ConfigurationDeinit(&description);
899 return success;
900}
901
902void mGLES2ShaderFree(struct VideoShader* shader) {
903 free((void*) shader->name);
904 free((void*) shader->author);
905 free((void*) shader->description);
906 shader->name = 0;
907 shader->author = 0;
908 shader->description = 0;
909 struct mGLES2Shader* shaders = shader->passes;
910 size_t n;
911 for (n = 0; n < shader->nPasses; ++n) {
912 mGLES2ShaderDeinit(&shaders[n]);
913 size_t u;
914 for (u = 0; u < shaders[n].nUniforms; ++u) {
915 free((void*) shaders[n].uniforms[u].name);
916 free((void*) shaders[n].uniforms[u].readableName);
917 }
918 }
919 free(shaders);
920 shader->passes = 0;
921 shader->nPasses = 0;
922}