all repos — mgba @ 6bc609b1e02610abb0a100d73c223fecb74a8611

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 GLchar* const _gles2Header =
 17	"#version 100\n"
 18	"precision mediump float;\n";
 19
 20static const GLchar* const _gl3Header =
 21	"#version 120\n";
 22
 23static const char* const _vertexShader =
 24	"attribute vec4 position;\n"
 25	"varying vec2 texCoord;\n"
 26
 27	"void main() {\n"
 28	"	gl_Position = position;\n"
 29	"	texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
 30	"}";
 31
 32static const char* const _nullVertexShader =
 33	"attribute vec4 position;\n"
 34	"varying vec2 texCoord;\n"
 35
 36	"void main() {\n"
 37	"	gl_Position = position;\n"
 38	"	texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
 39	"}";
 40
 41static const char* const _fragmentShader =
 42	"varying vec2 texCoord;\n"
 43	"uniform sampler2D tex;\n"
 44	"uniform float gamma;\n"
 45	"uniform vec3 desaturation;\n"
 46	"uniform vec3 scale;\n"
 47	"uniform vec3 bias;\n"
 48
 49	"void main() {\n"
 50	"	vec4 color = texture2D(tex, texCoord);\n"
 51	"	color.a = 1.;\n"
 52	"	float average = dot(color.rgb, vec3(1.)) / 3.;\n"
 53	"	color.rgb = vec3(average) * desaturation + color.rgb * (vec3(1.) - desaturation);\n"
 54	"	color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
 55	"	gl_FragColor = color;\n"
 56	"}";
 57
 58static const char* const _nullFragmentShader =
 59	"varying vec2 texCoord;\n"
 60	"uniform sampler2D tex;\n"
 61
 62	"void main() {\n"
 63	"	vec4 color = texture2D(tex, texCoord);\n"
 64	"	color.a = 1.;\n"
 65	"	gl_FragColor = color;\n"
 66	"}";
 67
 68static const GLfloat _vertices[] = {
 69	-1.f, -1.f,
 70	-1.f, 1.f,
 71	1.f, 1.f,
 72	1.f, -1.f,
 73};
 74
 75static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
 76	UNUSED(handle);
 77	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
 78	glGenTextures(1, &context->tex);
 79	glBindTexture(GL_TEXTURE_2D, context->tex);
 80	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 81	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 82
 83#ifdef COLOR_16_BIT
 84#ifdef COLOR_5_6_5
 85	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
 86#else
 87	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);
 88#endif
 89#else
 90	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 91#endif
 92
 93	glClearColor(0.f, 0.f, 0.f, 1.f);
 94
 95	struct GBAGLES2Uniform* uniforms = malloc(sizeof(struct GBAGLES2Uniform) * 4);
 96	uniforms[0].name = "gamma";
 97	uniforms[0].readableName = "Gamma";
 98	uniforms[0].type = GL_FLOAT;
 99	uniforms[0].value.f = 1.0f;
100	uniforms[0].min.f = 0.1f;
101	uniforms[0].max.f = 3.0f;
102	uniforms[1].name = "scale";
103	uniforms[1].readableName = "Scale";
104	uniforms[1].type = GL_FLOAT_VEC3;
105	uniforms[1].value.fvec3[0] = 1.0f;
106	uniforms[1].value.fvec3[1] = 1.0f;
107	uniforms[1].value.fvec3[2] = 1.0f;
108	uniforms[1].min.fvec3[0] = -1.0f;
109	uniforms[1].min.fvec3[1] = -1.0f;
110	uniforms[1].min.fvec3[2] = -1.0f;
111	uniforms[1].max.fvec3[0] = 2.0f;
112	uniforms[1].max.fvec3[1] = 2.0f;
113	uniforms[1].max.fvec3[2] = 2.0f;
114	uniforms[2].name = "bias";
115	uniforms[2].readableName = "Bias";
116	uniforms[2].type = GL_FLOAT_VEC3;
117	uniforms[2].value.fvec3[0] = 0.0f;
118	uniforms[2].value.fvec3[1] = 0.0f;
119	uniforms[2].value.fvec3[2] = 0.0f;
120	uniforms[2].min.fvec3[0] = -1.0f;
121	uniforms[2].min.fvec3[1] = -1.0f;
122	uniforms[2].min.fvec3[2] = -1.0f;
123	uniforms[2].max.fvec3[0] = 1.0f;
124	uniforms[2].max.fvec3[1] = 1.0f;
125	uniforms[2].max.fvec3[2] = 1.0f;
126	uniforms[3].name = "desaturation";
127	uniforms[3].readableName = "Desaturation";
128	uniforms[3].type = GL_FLOAT_VEC3;
129	uniforms[3].value.fvec3[0] = 0.0f;
130	uniforms[3].value.fvec3[1] = 0.0f;
131	uniforms[3].value.fvec3[2] = 0.0f;
132	uniforms[3].min.fvec3[0] = 0.0f;
133	uniforms[3].min.fvec3[1] = 0.0f;
134	uniforms[3].min.fvec3[2] = 0.0f;
135	uniforms[3].max.fvec3[0] = 1.0f;
136	uniforms[3].max.fvec3[1] = 1.0f;
137	uniforms[3].max.fvec3[2] = 1.0f;
138	GBAGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, uniforms, 4);
139	GBAGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, 0, 0);
140	glDeleteFramebuffers(1, &context->finalShader.fbo);
141	context->finalShader.fbo = 0;
142}
143
144static void GBAGLES2ContextDeinit(struct VideoBackend* v) {
145	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
146	glDeleteTextures(1, &context->tex);
147	GBAGLES2ShaderDeinit(&context->initialShader);
148	GBAGLES2ShaderDeinit(&context->finalShader);
149	free(context->initialShader.uniforms);
150}
151
152static void GBAGLES2ContextResized(struct VideoBackend* v, int w, int h) {
153	int drawW = w;
154	int drawH = h;
155	if (v->lockAspectRatio) {
156		if (w * 2 > h * 3) {
157			drawW = h * 3 / 2;
158		} else if (w * 2 < h * 3) {
159			drawH = w * 2 / 3;
160		}
161	}
162	glViewport(0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
163	glClearColor(0.f, 0.f, 0.f, 1.f);
164	glClear(GL_COLOR_BUFFER_BIT);
165	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
166}
167
168static void GBAGLES2ContextClear(struct VideoBackend* v) {
169	UNUSED(v);
170	glClearColor(0.f, 0.f, 0.f, 1.f);
171	glClear(GL_COLOR_BUFFER_BIT);
172}
173
174void _drawShader(struct GBAGLES2Shader* shader) {
175	GLint viewport[4];
176	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
177	if (shader->blend) {
178		glEnable(GL_BLEND);
179		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
180	} else {
181		glDisable(GL_BLEND);
182		glClear(GL_COLOR_BUFFER_BIT);
183	}
184
185	glGetIntegerv(GL_VIEWPORT, viewport);
186	int drawW = shader->width;
187	int drawH = shader->height;
188	int padW = 0;
189	int padH = 0;
190	if (!shader->width) {
191		drawW = viewport[2];
192		padW = viewport[0];
193	}
194	if (!shader->height) {
195		drawH = viewport[3];
196		padH = viewport[1];
197	}
198	glViewport(padW, padH, drawW, drawH);
199	if (!shader->width || !shader->height) {
200		GLint oldTex;
201		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
202		glBindTexture(GL_TEXTURE_2D, shader->tex);
203		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
204		glBindTexture(GL_TEXTURE_2D, oldTex);
205	}
206
207	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
208	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
209	glUseProgram(shader->program);
210	glUniform1i(shader->texLocation, 0);
211	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
212	glEnableVertexAttribArray(shader->positionLocation);
213	size_t u;
214	for (u = 0; u < shader->nUniforms; ++u) {
215		struct GBAGLES2Uniform* uniform = &shader->uniforms[u];
216		switch (uniform->type) {
217		case GL_FLOAT:
218			glUniform1f(uniform->location, uniform->value.f);
219			break;
220		case GL_INT:
221			glUniform1i(uniform->location, uniform->value.i);
222			break;
223		case GL_BOOL:
224			glUniform1i(uniform->location, uniform->value.b);
225			break;
226		case GL_FLOAT_VEC2:
227			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
228			break;
229		case GL_FLOAT_VEC3:
230			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
231			break;
232		case GL_FLOAT_VEC4:
233			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
234			break;
235		case GL_INT_VEC2:
236			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
237			break;
238		case GL_INT_VEC3:
239			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
240			break;
241		case GL_INT_VEC4:
242			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
243			break;
244		case GL_BOOL_VEC2:
245			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
246			break;
247		case GL_BOOL_VEC3:
248			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
249			break;
250		case GL_BOOL_VEC4:
251			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
252			break;
253		case GL_FLOAT_MAT2:
254			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
255			break;
256		case GL_FLOAT_MAT3:
257			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
258			break;
259		case GL_FLOAT_MAT4:
260			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
261			break;
262		}
263	}
264	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
265	glBindTexture(GL_TEXTURE_2D, shader->tex);
266	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
267}
268
269void GBAGLES2ContextDrawFrame(struct VideoBackend* v) {
270	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
271	glActiveTexture(GL_TEXTURE0);
272	glBindTexture(GL_TEXTURE_2D, context->tex);
273
274	context->finalShader.filter = v->filter;
275	_drawShader(&context->initialShader);
276	size_t n;
277	for (n = 0; n < context->nShaders; ++n) {
278		_drawShader(&context->shaders[n]);
279	}
280	_drawShader(&context->finalShader);
281	glBindFramebuffer(GL_FRAMEBUFFER, 0);
282	glUseProgram(0);
283}
284
285void GBAGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
286	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
287	glBindTexture(GL_TEXTURE_2D, context->tex);
288#ifdef COLOR_16_BIT
289#ifdef COLOR_5_6_5
290	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
291#else
292	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);
293#endif
294#else
295	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
296#endif
297}
298
299void GBAGLES2ContextCreate(struct GBAGLES2Context* context) {
300	context->d.init = GBAGLES2ContextInit;
301	context->d.deinit = GBAGLES2ContextDeinit;
302	context->d.resized = GBAGLES2ContextResized;
303	context->d.swap = 0;
304	context->d.clear = GBAGLES2ContextClear;
305	context->d.postFrame = GBAGLES2ContextPostFrame;
306	context->d.drawFrame = GBAGLES2ContextDrawFrame;
307	context->d.setMessage = 0;
308	context->d.clearMessage = 0;
309	context->shaders = 0;
310	context->nShaders = 0;
311}
312
313void GBAGLES2ShaderInit(struct GBAGLES2Shader* shader, const char* vs, const char* fs, int width, int height, struct GBAGLES2Uniform* uniforms, size_t nUniforms) {
314	shader->width = width >= 0 ? width : VIDEO_HORIZONTAL_PIXELS;
315	shader->height = height >= 0 ? height : VIDEO_VERTICAL_PIXELS;
316	shader->filter = false;
317	shader->blend = false;
318	shader->uniforms = uniforms;
319	shader->nUniforms = nUniforms;
320	glGenFramebuffers(1, &shader->fbo);
321	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
322
323	glGenTextures(1, &shader->tex);
324	glBindTexture(GL_TEXTURE_2D, shader->tex);
325	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
326	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
327	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
328	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
329	if (shader->width && shader->height) {
330		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
331	}
332
333	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
334	shader->program = glCreateProgram();
335	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
336	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
337	const GLchar* shaderBuffer[2];
338	const GLubyte* version = glGetString(GL_VERSION);
339	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
340		shaderBuffer[0] = _gl3Header;
341	} else {
342		shaderBuffer[0] = _gles2Header;
343	}
344	if (vs) {
345		shaderBuffer[1] = vs;
346	} else {
347		shaderBuffer[1] = _nullVertexShader;
348	}
349	glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
350
351	if (fs) {
352		shaderBuffer[1] = fs;
353	} else {
354		shaderBuffer[1] = _nullFragmentShader;
355	}
356	glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
357
358	glAttachShader(shader->program, shader->vertexShader);
359	glAttachShader(shader->program, shader->fragmentShader);
360	char log[1024];
361	glCompileShader(shader->fragmentShader);
362	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
363	if (log[0]) {
364		printf("%s\n", log);
365	}
366	glCompileShader(shader->vertexShader);
367	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
368	if (log[0]) {
369		printf("%s\n", log);
370	}
371	glLinkProgram(shader->program);
372	glGetProgramInfoLog(shader->program, 1024, 0, log);
373	if (log[0]) {
374		printf("%s\n", log);
375	}
376
377	shader->texLocation = glGetUniformLocation(shader->program, "tex");
378	shader->positionLocation = glGetAttribLocation(shader->program, "position");
379	size_t i;
380	for (i = 0; i < shader->nUniforms; ++i) {
381		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
382	}
383	glBindFramebuffer(GL_FRAMEBUFFER, 0);
384}
385
386void GBAGLES2ShaderDeinit(struct GBAGLES2Shader* shader) {
387	glDeleteTextures(1, &shader->tex);
388	glDeleteShader(shader->fragmentShader);
389	glDeleteProgram(shader->program);
390	glDeleteFramebuffers(1, &shader->fbo);
391}
392
393void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader* shaders, size_t nShaders) {
394	if (context->shaders) {
395		if (context->shaders == shaders && context->nShaders == nShaders) {
396			return;
397		}
398		GBAGLES2ShaderDetach(context);
399	}
400	context->shaders = shaders;
401	context->nShaders = nShaders;
402	size_t i;
403	for (i = 0; i < nShaders; ++i) {
404		glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
405		glClear(GL_COLOR_BUFFER_BIT);
406	}
407	glBindFramebuffer(GL_FRAMEBUFFER, 0);
408}
409
410void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
411	if (!context->shaders) {
412		return;
413	}
414	context->shaders = 0;
415	context->nShaders = 0;
416}
417
418static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
419	const char* charValue = ConfigurationGetValue(config, section, key);
420	if (!charValue) {
421		return false;
422	}
423	char* end;
424	unsigned long value = strtol(charValue, &end, 10);
425	if (*end) {
426		return false;
427	}
428	*out = value;
429	return true;
430}
431
432static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
433	const char* charValue = ConfigurationGetValue(config, section, key);
434	if (!charValue) {
435		return false;
436	}
437	char* end;
438	float value = strtof_u(charValue, &end);
439	if (*end) {
440		return false;
441	}
442	*out = value;
443	return true;
444}
445
446static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
447	const char* charValue = ConfigurationGetValue(config, section, key);
448	if (!charValue) {
449		return false;
450	}
451	if (!strcmp(charValue, "true")) {
452		*out = GL_TRUE;
453		return true;
454	}
455	if (!strcmp(charValue, "false")) {
456		*out = GL_FALSE;
457		return true;
458	}
459	char* end;
460	unsigned long value = strtol(charValue, &end, 10);
461	if (*end) {
462		return false;
463	}
464	*out = value;
465	return true;
466}
467
468DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
469DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
470
471static void _uniformHandler(const char* sectionName, void* user) {
472	struct GBAGLES2UniformList* uniforms = user;
473	unsigned passId;
474	int sentinel;
475	if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
476		return;
477	}
478	struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms);
479	u->name = sectionName;
480}
481
482
483static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union GBAGLES2UniformValue* value) {
484	char fieldName[16];
485	switch (type) {
486	case GL_FLOAT:
487		value->f = 0;
488		_lookupFloatValue(description, name, field, &value->f);
489		break;
490	case GL_FLOAT_VEC2:
491		value->fvec2[0] = 0;
492		value->fvec2[1] = 0;
493		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
494		_lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
495		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
496		_lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
497		break;
498	case GL_FLOAT_VEC3:
499		value->fvec3[0] = 0;
500		value->fvec3[1] = 0;
501		value->fvec3[2] = 0;
502		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
503		_lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
504		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
505		_lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
506		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
507		_lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
508		break;
509	case GL_FLOAT_VEC4:
510		value->fvec4[0] = 0;
511		value->fvec4[1] = 0;
512		value->fvec4[2] = 0;
513		value->fvec4[3] = 0;
514		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
515		_lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
516		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
517		_lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
518		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
519		_lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
520		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
521		_lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
522		break;
523	case GL_FLOAT_MAT2:
524		value->fmat2x2[0] = 0;
525		value->fmat2x2[1] = 0;
526		value->fmat2x2[2] = 0;
527		value->fmat2x2[3] = 0;
528		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
529		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
530		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
531		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
532		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
533		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
534		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
535		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
536		break;
537	case GL_FLOAT_MAT3:
538		value->fmat3x3[0] = 0;
539		value->fmat3x3[1] = 0;
540		value->fmat3x3[2] = 0;
541		value->fmat3x3[3] = 0;
542		value->fmat3x3[4] = 0;
543		value->fmat3x3[5] = 0;
544		value->fmat3x3[6] = 0;
545		value->fmat3x3[7] = 0;
546		value->fmat3x3[8] = 0;
547		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
548		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
549		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
550		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
551		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
552		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
553		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
554		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
555		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
556		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
557		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
558		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
559		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
560		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
561		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
562		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
563		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
564		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
565		break;
566	case GL_FLOAT_MAT4:
567		value->fmat4x4[0] = 0;
568		value->fmat4x4[1] = 0;
569		value->fmat4x4[2] = 0;
570		value->fmat4x4[3] = 0;
571		value->fmat4x4[4] = 0;
572		value->fmat4x4[5] = 0;
573		value->fmat4x4[6] = 0;
574		value->fmat4x4[7] = 0;
575		value->fmat4x4[8] = 0;
576		value->fmat4x4[9] = 0;
577		value->fmat4x4[10] = 0;
578		value->fmat4x4[11] = 0;
579		value->fmat4x4[12] = 0;
580		value->fmat4x4[13] = 0;
581		value->fmat4x4[14] = 0;
582		value->fmat4x4[15] = 0;
583		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
584		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
585		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
586		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
587		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
588		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
589		snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
590		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
591		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
592		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
593		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
594		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
595		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
596		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
597		snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
598		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
599		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
600		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
601		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
602		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
603		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
604		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
605		snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
606		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
607		snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
608		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
609		snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
610		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
611		snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
612		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
613		snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
614		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
615		break;
616	case GL_INT:
617		value->i = 0;
618		_lookupIntValue(description, name, field, &value->i);
619		break;
620	case GL_INT_VEC2:
621		value->ivec2[0] = 0;
622		value->ivec2[1] = 0;
623		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
624		_lookupIntValue(description, name, fieldName, &value->ivec2[0]);
625		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
626		_lookupIntValue(description, name, fieldName, &value->ivec2[1]);
627		break;
628	case GL_INT_VEC3:
629		value->ivec3[0] = 0;
630		value->ivec3[1] = 0;
631		value->ivec3[2] = 0;
632		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
633		_lookupIntValue(description, name, fieldName, &value->ivec3[0]);
634		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
635		_lookupIntValue(description, name, fieldName, &value->ivec3[1]);
636		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
637		_lookupIntValue(description, name, fieldName, &value->ivec3[2]);
638		break;
639	case GL_INT_VEC4:
640		value->ivec4[0] = 0;
641		value->ivec4[1] = 0;
642		value->ivec4[2] = 0;
643		value->ivec4[3] = 0;
644		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
645		_lookupIntValue(description, name, fieldName, &value->ivec4[0]);
646		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
647		_lookupIntValue(description, name, fieldName, &value->ivec4[1]);
648		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
649		_lookupIntValue(description, name, fieldName, &value->ivec4[2]);
650		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
651		_lookupIntValue(description, name, fieldName, &value->ivec4[3]);
652		break;
653	case GL_BOOL:
654		value->b = 0;
655		_lookupBoolValue(description, name, field, &value->b);
656		break;
657	case GL_BOOL_VEC2:
658		value->bvec2[0] = 0;
659		value->bvec2[1] = 0;
660		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
661		_lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
662		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
663		_lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
664		break;
665	case GL_BOOL_VEC3:
666		value->bvec3[0] = 0;
667		value->bvec3[1] = 0;
668		value->bvec3[2] = 0;
669		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
670		_lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
671		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
672		_lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
673		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
674		_lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
675		break;
676	case GL_BOOL_VEC4:
677		value->bvec4[0] = 0;
678		value->bvec4[1] = 0;
679		value->bvec4[2] = 0;
680		value->bvec4[3] = 0;
681		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
682		_lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
683		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
684		_lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
685		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
686		_lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
687		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
688		_lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
689		break;
690	}
691}
692
693static bool _loadUniform(struct Configuration* description, size_t pass, struct GBAGLES2Uniform* uniform) {
694	unsigned passId;
695	if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
696		return false;
697	}
698	const char* type = ConfigurationGetValue(description, uniform->name, "type");
699	if (!type) {
700		return false;
701	}
702	if (!strcmp(type, "float")) {
703		uniform->type = GL_FLOAT;
704	} else if (!strcmp(type, "float2")) {
705		uniform->type = GL_FLOAT_VEC2;
706	} else if (!strcmp(type, "float3")) {
707		uniform->type = GL_FLOAT_VEC3;
708	} else if (!strcmp(type, "float4")) {
709		uniform->type = GL_FLOAT_VEC4;
710	} else if (!strcmp(type, "float2x2")) {
711		uniform->type = GL_FLOAT_MAT2;
712	} else if (!strcmp(type, "float3x3")) {
713		uniform->type = GL_FLOAT_MAT3;
714	} else if (!strcmp(type, "float4x4")) {
715		uniform->type = GL_FLOAT_MAT4;
716	} else if (!strcmp(type, "int")) {
717		uniform->type = GL_INT;
718	} else if (!strcmp(type, "int2")) {
719		uniform->type = GL_INT_VEC2;
720	} else if (!strcmp(type, "int3")) {
721		uniform->type = GL_INT_VEC3;
722	} else if (!strcmp(type, "int4")) {
723		uniform->type = GL_INT_VEC4;
724	} else if (!strcmp(type, "bool")) {
725		uniform->type = GL_BOOL;
726	} else if (!strcmp(type, "int2")) {
727		uniform->type = GL_BOOL_VEC2;
728	} else if (!strcmp(type, "int3")) {
729		uniform->type = GL_BOOL_VEC3;
730	} else if (!strcmp(type, "int4")) {
731		uniform->type = GL_BOOL_VEC4;
732	} else {
733		return false;
734	}
735	_loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
736	_loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
737	_loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
738	const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
739	if (readable) {
740		uniform->readableName = strdup(readable);
741	} else {
742		uniform->readableName = 0;
743	}
744	uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
745	return true;
746}
747
748bool GBAGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
749	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
750	if (!manifest) {
751		return false;
752	}
753	bool success = false;
754	struct Configuration description;
755	ConfigurationInit(&description);
756	if (ConfigurationReadVFile(&description, manifest)) {
757		int inShaders;
758		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
759		if (inShaders > MAX_PASSES || inShaders < 1) {
760			success = false;
761		}
762		if (success) {
763			struct GBAGLES2Shader* shaderBlock = malloc(sizeof(struct GBAGLES2Shader) * inShaders);
764			int n;
765			for (n = 0; n < inShaders; ++n) {
766				char passName[12];
767				snprintf(passName, sizeof(passName), "pass.%u", n);
768				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
769				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
770				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
771					success = false;
772					break;
773				}
774				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
775					success = false;
776					break;
777				}
778				char* fssrc = 0;
779				char* vssrc = 0;
780				if (fs) {
781					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
782					if (!fsf) {
783						success = false;
784						break;
785					}
786					fssrc = malloc(fsf->size(fsf) + 1);
787					fssrc[fsf->size(fsf)] = '\0';
788					fsf->read(fsf, fssrc, fsf->size(fsf));
789					fsf->close(fsf);
790				}
791				if (vs) {
792					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
793					if (!vsf) {
794						success = false;
795						free(fssrc);
796						break;
797					}
798					vssrc = malloc(vsf->size(vsf) + 1);
799					vssrc[vsf->size(vsf)] = '\0';
800					vsf->read(vsf, vssrc, vsf->size(vsf));
801					vsf->close(vsf);
802				}
803				int width = 0;
804				int height = 0;
805				_lookupIntValue(&description, passName, "width", &width);
806				_lookupIntValue(&description, passName, "height", &height);
807
808				struct GBAGLES2UniformList uniformVector;
809				GBAGLES2UniformListInit(&uniformVector, 0);
810				ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
811				size_t u;
812				for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) {
813					struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u);
814					if (!_loadUniform(&description, n, uniform)) {
815						GBAGLES2UniformListShift(&uniformVector, u, 1);
816						--u;
817					}
818				}
819				u = GBAGLES2UniformListSize(&uniformVector);
820				struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
821				memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
822				GBAGLES2UniformListDeinit(&uniformVector);
823
824				GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, uniformBlock, u);
825				int b = 0;
826				_lookupIntValue(&description, passName, "blend", &b);
827				if (b) {
828					shaderBlock[n].blend = b;
829				}
830				b = 0;
831				_lookupIntValue(&description, passName, "filter", &b);
832				if (b) {
833					shaderBlock[n].filter = b;
834				}
835				free(fssrc);
836				free(vssrc);
837			}
838			if (success) {
839				shader->nPasses = inShaders;
840				shader->passes = shaderBlock;
841				shader->name = ConfigurationGetValue(&description, "shader", "name");
842				if (shader->name) {
843					shader->name = strdup(shader->name);
844				}
845				shader->author = ConfigurationGetValue(&description, "shader", "author");
846				if (shader->author) {
847					shader->author = strdup(shader->author);
848				}
849				shader->description = ConfigurationGetValue(&description, "shader", "description");
850				if (shader->description) {
851					shader->description = strdup(shader->description);
852				}
853			} else {
854				inShaders = n;
855				for (n = 0; n < inShaders; ++n) {
856					GBAGLES2ShaderDeinit(&shaderBlock[n]);
857				}
858			}
859		}
860	}
861	ConfigurationDeinit(&description);
862	return success;
863}
864
865void GBAGLES2ShaderFree(struct VideoShader* shader) {
866	free((void*) shader->name);
867	free((void*) shader->author);
868	free((void*) shader->description);
869	shader->name = 0;
870	shader->author = 0;
871	shader->description = 0;
872	struct GBAGLES2Shader* shaders = shader->passes;
873	size_t n;
874	for (n = 0; n < shader->nPasses; ++n) {
875		GBAGLES2ShaderDeinit(&shaders[n]);
876		size_t u;
877		for (u = 0; u < shaders[n].nUniforms; ++u) {
878			free((void*) shaders[n].uniforms[u].name);
879			free((void*) shaders[n].uniforms[u].readableName);
880		}
881	}
882	free(shaders);
883	shader->passes = 0;
884	shader->nPasses = 0;
885}