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/math.h>
12#include <mgba-util/vector.h>
13#include <mgba-util/vfs.h>
14
15mLOG_DECLARE_CATEGORY(OPENGL);
16mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL", "video.ogl");
17
18#define MAX_PASSES 8
19
20static const GLchar* const _gles2Header =
21 "#version 100\n"
22 "precision mediump float;\n";
23
24static const GLchar* const _gl3Header =
25 "#version 120\n";
26
27static const char* const _vertexShader =
28 "attribute vec4 position;\n"
29 "varying vec2 texCoord;\n"
30
31 "void main() {\n"
32 " gl_Position = position;\n"
33 " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
34 "}";
35
36static const char* const _nullVertexShader =
37 "attribute vec4 position;\n"
38 "varying vec2 texCoord;\n"
39
40 "void main() {\n"
41 " gl_Position = position;\n"
42 " texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
43 "}";
44
45static const char* const _fragmentShader =
46 "varying vec2 texCoord;\n"
47 "uniform sampler2D tex;\n"
48 "uniform float gamma;\n"
49 "uniform vec3 desaturation;\n"
50 "uniform vec3 scale;\n"
51 "uniform vec3 bias;\n"
52
53 "void main() {\n"
54 " vec4 color = texture2D(tex, texCoord);\n"
55 " color.a = 1.;\n"
56 " float average = dot(color.rgb, vec3(1.)) / 3.;\n"
57 " color.rgb = mix(color.rgb, vec3(average), desaturation);\n"
58 " color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
59 " gl_FragColor = color;\n"
60 "}";
61
62static const char* const _nullFragmentShader =
63 "varying vec2 texCoord;\n"
64 "uniform sampler2D tex;\n"
65
66 "void main() {\n"
67 " vec4 color = texture2D(tex, texCoord);\n"
68 " color.a = 1.;\n"
69 " gl_FragColor = color;\n"
70 "}";
71
72static const GLfloat _vertices[] = {
73 -1.f, -1.f,
74 -1.f, 1.f,
75 1.f, 1.f,
76 1.f, -1.f,
77};
78
79static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
80 UNUSED(handle);
81 struct mGLES2Context* context = (struct mGLES2Context*) v;
82 glGenTextures(1, &context->tex);
83 glBindTexture(GL_TEXTURE_2D, context->tex);
84 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
85 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
86
87 glGenBuffers(1, &context->vbo);
88 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
89 glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
90
91 struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
92 uniforms[0].name = "gamma";
93 uniforms[0].readableName = "Gamma";
94 uniforms[0].type = GL_FLOAT;
95 uniforms[0].value.f = 1.0f;
96 uniforms[0].min.f = 0.1f;
97 uniforms[0].max.f = 3.0f;
98 uniforms[1].name = "scale";
99 uniforms[1].readableName = "Scale";
100 uniforms[1].type = GL_FLOAT_VEC3;
101 uniforms[1].value.fvec3[0] = 1.0f;
102 uniforms[1].value.fvec3[1] = 1.0f;
103 uniforms[1].value.fvec3[2] = 1.0f;
104 uniforms[1].min.fvec3[0] = -1.0f;
105 uniforms[1].min.fvec3[1] = -1.0f;
106 uniforms[1].min.fvec3[2] = -1.0f;
107 uniforms[1].max.fvec3[0] = 2.0f;
108 uniforms[1].max.fvec3[1] = 2.0f;
109 uniforms[1].max.fvec3[2] = 2.0f;
110 uniforms[2].name = "bias";
111 uniforms[2].readableName = "Bias";
112 uniforms[2].type = GL_FLOAT_VEC3;
113 uniforms[2].value.fvec3[0] = 0.0f;
114 uniforms[2].value.fvec3[1] = 0.0f;
115 uniforms[2].value.fvec3[2] = 0.0f;
116 uniforms[2].min.fvec3[0] = -1.0f;
117 uniforms[2].min.fvec3[1] = -1.0f;
118 uniforms[2].min.fvec3[2] = -1.0f;
119 uniforms[2].max.fvec3[0] = 1.0f;
120 uniforms[2].max.fvec3[1] = 1.0f;
121 uniforms[2].max.fvec3[2] = 1.0f;
122 uniforms[3].name = "desaturation";
123 uniforms[3].readableName = "Desaturation";
124 uniforms[3].type = GL_FLOAT_VEC3;
125 uniforms[3].value.fvec3[0] = 0.0f;
126 uniforms[3].value.fvec3[1] = 0.0f;
127 uniforms[3].value.fvec3[2] = 0.0f;
128 uniforms[3].min.fvec3[0] = 0.0f;
129 uniforms[3].min.fvec3[1] = 0.0f;
130 uniforms[3].min.fvec3[2] = 0.0f;
131 uniforms[3].max.fvec3[0] = 1.0f;
132 uniforms[3].max.fvec3[1] = 1.0f;
133 uniforms[3].max.fvec3[2] = 1.0f;
134 mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
135 mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
136
137 glBindVertexArray(context->initialShader.vao);
138 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
139 glVertexAttribPointer(context->initialShader.positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
140 glBindVertexArray(context->finalShader.vao);
141 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
142 glVertexAttribPointer(context->finalShader.positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
143 glBindVertexArray(0);
144
145 glDeleteFramebuffers(1, &context->finalShader.fbo);
146 glDeleteTextures(1, &context->finalShader.tex);
147 context->finalShader.fbo = 0;
148 context->finalShader.tex = 0;
149}
150
151static void mGLES2ContextSetDimensions(struct VideoBackend* v, unsigned width, unsigned height) {
152 struct mGLES2Context* context = (struct mGLES2Context*) v;
153 v->width = width;
154 v->height = height;
155
156 glBindTexture(GL_TEXTURE_2D, context->tex);
157#ifdef COLOR_16_BIT
158#ifdef COLOR_5_6_5
159 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
160#else
161 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
162#endif
163#elif defined(__BIG_ENDIAN__)
164 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
165#else
166 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
167#endif
168}
169
170static void mGLES2ContextDeinit(struct VideoBackend* v) {
171 struct mGLES2Context* context = (struct mGLES2Context*) v;
172 glDeleteTextures(1, &context->tex);
173 glDeleteBuffers(1, &context->vbo);
174 mGLES2ShaderDeinit(&context->initialShader);
175 mGLES2ShaderDeinit(&context->finalShader);
176 free(context->initialShader.uniforms);
177}
178
179static void mGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) {
180 unsigned drawW = w;
181 unsigned drawH = h;
182 if (v->lockAspectRatio) {
183 if (w * v->height > h * v->width) {
184 drawW = h * v->width / v->height;
185 } else if (w * v->height < h * v->width) {
186 drawH = w * v->height / v->width;
187 }
188 }
189 if (v->lockIntegerScaling) {
190 drawW -= drawW % v->width;
191 drawH -= drawH % v->height;
192 }
193 glBindFramebuffer(GL_FRAMEBUFFER, 0);
194 glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
195}
196
197static void mGLES2ContextClear(struct VideoBackend* v) {
198 UNUSED(v);
199 glBindFramebuffer(GL_FRAMEBUFFER, 0);
200 glClearColor(0.f, 0.f, 0.f, 1.f);
201 glClear(GL_COLOR_BUFFER_BIT);
202}
203
204void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
205 GLint viewport[4];
206 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
207
208 glGetIntegerv(GL_VIEWPORT, viewport);
209 int drawW = shader->width;
210 int drawH = shader->height;
211 int padW = 0;
212 int padH = 0;
213 if (!drawW) {
214 drawW = viewport[2];
215 padW = viewport[0];
216 } else if (shader->width < 0) {
217 drawW = context->d.width * -shader->width;
218 }
219 if (!drawH) {
220 drawH = viewport[3];
221 padH = viewport[1];
222 } else if (shader->height < 0) {
223 drawH = context->d.height * -shader->height;
224 }
225 if (shader->integerScaling) {
226 padW = 0;
227 padH = 0;
228 drawW -= drawW % context->d.width;
229 drawH -= drawH % context->d.height;
230 }
231 glViewport(padW, padH, drawW, drawH);
232 if (shader->blend) {
233 glEnable(GL_BLEND);
234 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
235 } else {
236 glDisable(GL_BLEND);
237 glClearColor(0.f, 0.f, 0.f, 1.f);
238 glClear(GL_COLOR_BUFFER_BIT);
239 }
240
241 if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
242 GLint oldTex;
243 glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
244 glBindTexture(GL_TEXTURE_2D, shader->tex);
245 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
246 glBindTexture(GL_TEXTURE_2D, oldTex);
247 }
248
249 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
250 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
251 glUseProgram(shader->program);
252 glUniform1i(shader->texLocation, 0);
253 glUniform2f(shader->texSizeLocation, context->d.width - padW, context->d.height - padH);
254 glBindVertexArray(shader->vao);
255 size_t u;
256 for (u = 0; u < shader->nUniforms; ++u) {
257 struct mGLES2Uniform* uniform = &shader->uniforms[u];
258 switch (uniform->type) {
259 case GL_FLOAT:
260 glUniform1f(uniform->location, uniform->value.f);
261 break;
262 case GL_INT:
263 glUniform1i(uniform->location, uniform->value.i);
264 break;
265 case GL_BOOL:
266 glUniform1i(uniform->location, uniform->value.b);
267 break;
268 case GL_FLOAT_VEC2:
269 glUniform2fv(uniform->location, 1, uniform->value.fvec2);
270 break;
271 case GL_FLOAT_VEC3:
272 glUniform3fv(uniform->location, 1, uniform->value.fvec3);
273 break;
274 case GL_FLOAT_VEC4:
275 glUniform4fv(uniform->location, 1, uniform->value.fvec4);
276 break;
277 case GL_INT_VEC2:
278 glUniform2iv(uniform->location, 1, uniform->value.ivec2);
279 break;
280 case GL_INT_VEC3:
281 glUniform3iv(uniform->location, 1, uniform->value.ivec3);
282 break;
283 case GL_INT_VEC4:
284 glUniform4iv(uniform->location, 1, uniform->value.ivec4);
285 break;
286 case GL_BOOL_VEC2:
287 glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
288 break;
289 case GL_BOOL_VEC3:
290 glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
291 break;
292 case GL_BOOL_VEC4:
293 glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
294 break;
295 case GL_FLOAT_MAT2:
296 glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
297 break;
298 case GL_FLOAT_MAT3:
299 glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
300 break;
301 case GL_FLOAT_MAT4:
302 glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
303 break;
304 }
305 }
306 glEnableVertexAttribArray(shader->positionLocation);
307 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
308 glBindTexture(GL_TEXTURE_2D, shader->tex);
309}
310
311void mGLES2ContextDrawFrame(struct VideoBackend* v) {
312 struct mGLES2Context* context = (struct mGLES2Context*) v;
313 glActiveTexture(GL_TEXTURE0);
314 glBindTexture(GL_TEXTURE_2D, context->tex);
315
316 GLint viewport[4];
317 glGetIntegerv(GL_VIEWPORT, viewport);
318
319 context->finalShader.filter = v->filter;
320 _drawShader(context, &context->initialShader);
321 size_t n;
322 for (n = 0; n < context->nShaders; ++n) {
323 glViewport(0, 0, viewport[2], viewport[3]);
324 _drawShader(context, &context->shaders[n]);
325 }
326 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
327 _drawShader(context, &context->finalShader);
328 glBindFramebuffer(GL_FRAMEBUFFER, 0);
329 glUseProgram(0);
330}
331
332void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
333 struct mGLES2Context* context = (struct mGLES2Context*) v;
334 glBindTexture(GL_TEXTURE_2D, context->tex);
335#ifdef COLOR_16_BIT
336#ifdef COLOR_5_6_5
337 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
338#else
339 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
340#endif
341#elif defined(__BIG_ENDIAN__)
342 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, frame);
343#else
344 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
345#endif
346}
347
348void mGLES2ContextCreate(struct mGLES2Context* context) {
349 context->d.init = mGLES2ContextInit;
350 context->d.deinit = mGLES2ContextDeinit;
351 context->d.setDimensions = mGLES2ContextSetDimensions;
352 context->d.resized = mGLES2ContextResized;
353 context->d.swap = 0;
354 context->d.clear = mGLES2ContextClear;
355 context->d.postFrame = mGLES2ContextPostFrame;
356 context->d.drawFrame = mGLES2ContextDrawFrame;
357 context->d.setMessage = 0;
358 context->d.clearMessage = 0;
359 context->shaders = 0;
360 context->nShaders = 0;
361}
362
363void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) {
364 shader->width = width;
365 shader->height = height;
366 shader->integerScaling = integerScaling;
367 shader->filter = false;
368 shader->blend = false;
369 shader->uniforms = uniforms;
370 shader->nUniforms = nUniforms;
371 glGenFramebuffers(1, &shader->fbo);
372 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
373
374 glGenTextures(1, &shader->tex);
375 glBindTexture(GL_TEXTURE_2D, shader->tex);
376 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
377 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
378 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
379 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
380 if (shader->width > 0 && shader->height > 0) {
381 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
382 }
383
384 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
385 shader->program = glCreateProgram();
386 shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
387 shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
388 const GLchar* shaderBuffer[2];
389 const GLubyte* version = glGetString(GL_VERSION);
390 if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
391 shaderBuffer[0] = _gl3Header;
392 } else {
393 shaderBuffer[0] = _gles2Header;
394 }
395 if (vs) {
396 shaderBuffer[1] = vs;
397 } else {
398 shaderBuffer[1] = _nullVertexShader;
399 }
400 glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
401
402 if (fs) {
403 shaderBuffer[1] = fs;
404 } else {
405 shaderBuffer[1] = _nullFragmentShader;
406 }
407 glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
408
409 glAttachShader(shader->program, shader->vertexShader);
410 glAttachShader(shader->program, shader->fragmentShader);
411 char log[1024];
412 glCompileShader(shader->fragmentShader);
413 glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
414 if (log[0]) {
415 mLOG(OPENGL, ERROR, "%s\n", log);
416 }
417 glCompileShader(shader->vertexShader);
418 glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
419 if (log[0]) {
420 mLOG(OPENGL, ERROR, "%s\n", log);
421 }
422 glLinkProgram(shader->program);
423 glGetProgramInfoLog(shader->program, 1024, 0, log);
424 if (log[0]) {
425 mLOG(OPENGL, ERROR, "%s\n", log);
426 }
427
428 shader->texLocation = glGetUniformLocation(shader->program, "tex");
429 shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
430 shader->positionLocation = glGetAttribLocation(shader->program, "position");
431 size_t i;
432 for (i = 0; i < shader->nUniforms; ++i) {
433 shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
434 }
435
436 glGenVertexArrays(1, &shader->vao);
437
438 glBindFramebuffer(GL_FRAMEBUFFER, 0);
439}
440
441void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
442 glDeleteTextures(1, &shader->tex);
443 glDeleteShader(shader->fragmentShader);
444 glDeleteProgram(shader->program);
445 glDeleteFramebuffers(1, &shader->fbo);
446 glDeleteVertexArrays(1, &shader->vao);
447}
448
449void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
450 if (context->shaders) {
451 if (context->shaders == shaders && context->nShaders == nShaders) {
452 return;
453 }
454 mGLES2ShaderDetach(context);
455 }
456 context->shaders = shaders;
457 context->nShaders = nShaders;
458 size_t i;
459 for (i = 0; i < nShaders; ++i) {
460 glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
461 glClearColor(0.f, 0.f, 0.f, 1.f);
462 glClear(GL_COLOR_BUFFER_BIT);
463
464 glBindVertexArray(context->shaders[i].vao);
465 glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
466 glVertexAttribPointer(context->shaders[i].positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
467 glEnableVertexAttribArray(context->shaders[i].positionLocation);
468 }
469 glBindVertexArray(0);
470 glBindFramebuffer(GL_FRAMEBUFFER, 0);
471}
472
473void mGLES2ShaderDetach(struct mGLES2Context* context) {
474 if (!context->shaders) {
475 return;
476 }
477 context->shaders = 0;
478 context->nShaders = 0;
479}
480
481static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
482 const char* charValue = ConfigurationGetValue(config, section, key);
483 if (!charValue) {
484 return false;
485 }
486 char* end;
487 unsigned long value = strtol(charValue, &end, 10);
488 if (*end) {
489 return false;
490 }
491 *out = value;
492 return true;
493}
494
495static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
496 const char* charValue = ConfigurationGetValue(config, section, key);
497 if (!charValue) {
498 return false;
499 }
500 char* end;
501 float value = strtof_u(charValue, &end);
502 if (*end) {
503 return false;
504 }
505 *out = value;
506 return true;
507}
508
509static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
510 const char* charValue = ConfigurationGetValue(config, section, key);
511 if (!charValue) {
512 return false;
513 }
514 if (!strcmp(charValue, "true")) {
515 *out = GL_TRUE;
516 return true;
517 }
518 if (!strcmp(charValue, "false")) {
519 *out = GL_FALSE;
520 return true;
521 }
522 char* end;
523 unsigned long value = strtol(charValue, &end, 10);
524 if (*end) {
525 return false;
526 }
527 *out = value;
528 return true;
529}
530
531DECLARE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
532DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
533
534static void _uniformHandler(const char* sectionName, void* user) {
535 struct mGLES2UniformList* uniforms = user;
536 unsigned passId;
537 int sentinel;
538 if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
539 return;
540 }
541 struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms);
542 u->name = sectionName;
543}
544
545
546static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) {
547 char fieldName[16];
548 switch (type) {
549 case GL_FLOAT:
550 value->f = 0;
551 _lookupFloatValue(description, name, field, &value->f);
552 break;
553 case GL_FLOAT_VEC2:
554 value->fvec2[0] = 0;
555 value->fvec2[1] = 0;
556 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
557 _lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
558 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
559 _lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
560 break;
561 case GL_FLOAT_VEC3:
562 value->fvec3[0] = 0;
563 value->fvec3[1] = 0;
564 value->fvec3[2] = 0;
565 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
566 _lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
567 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
568 _lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
569 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
570 _lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
571 break;
572 case GL_FLOAT_VEC4:
573 value->fvec4[0] = 0;
574 value->fvec4[1] = 0;
575 value->fvec4[2] = 0;
576 value->fvec4[3] = 0;
577 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
578 _lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
579 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
580 _lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
581 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
582 _lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
583 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
584 _lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
585 break;
586 case GL_FLOAT_MAT2:
587 value->fmat2x2[0] = 0;
588 value->fmat2x2[1] = 0;
589 value->fmat2x2[2] = 0;
590 value->fmat2x2[3] = 0;
591 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
592 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
593 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
594 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
595 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
596 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
597 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
598 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
599 break;
600 case GL_FLOAT_MAT3:
601 value->fmat3x3[0] = 0;
602 value->fmat3x3[1] = 0;
603 value->fmat3x3[2] = 0;
604 value->fmat3x3[3] = 0;
605 value->fmat3x3[4] = 0;
606 value->fmat3x3[5] = 0;
607 value->fmat3x3[6] = 0;
608 value->fmat3x3[7] = 0;
609 value->fmat3x3[8] = 0;
610 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
611 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
612 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
613 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
614 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
615 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
616 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
617 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
618 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
619 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
620 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
621 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
622 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
623 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
624 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
625 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
626 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
627 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
628 break;
629 case GL_FLOAT_MAT4:
630 value->fmat4x4[0] = 0;
631 value->fmat4x4[1] = 0;
632 value->fmat4x4[2] = 0;
633 value->fmat4x4[3] = 0;
634 value->fmat4x4[4] = 0;
635 value->fmat4x4[5] = 0;
636 value->fmat4x4[6] = 0;
637 value->fmat4x4[7] = 0;
638 value->fmat4x4[8] = 0;
639 value->fmat4x4[9] = 0;
640 value->fmat4x4[10] = 0;
641 value->fmat4x4[11] = 0;
642 value->fmat4x4[12] = 0;
643 value->fmat4x4[13] = 0;
644 value->fmat4x4[14] = 0;
645 value->fmat4x4[15] = 0;
646 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
647 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
648 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
649 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
650 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
651 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
652 snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
653 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
654 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
655 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
656 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
657 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
658 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
659 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
660 snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
661 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
662 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
663 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
664 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
665 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
666 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
667 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
668 snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
669 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
670 snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
671 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
672 snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
673 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
674 snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
675 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
676 snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
677 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
678 break;
679 case GL_INT:
680 value->i = 0;
681 _lookupIntValue(description, name, field, &value->i);
682 break;
683 case GL_INT_VEC2:
684 value->ivec2[0] = 0;
685 value->ivec2[1] = 0;
686 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
687 _lookupIntValue(description, name, fieldName, &value->ivec2[0]);
688 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
689 _lookupIntValue(description, name, fieldName, &value->ivec2[1]);
690 break;
691 case GL_INT_VEC3:
692 value->ivec3[0] = 0;
693 value->ivec3[1] = 0;
694 value->ivec3[2] = 0;
695 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
696 _lookupIntValue(description, name, fieldName, &value->ivec3[0]);
697 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
698 _lookupIntValue(description, name, fieldName, &value->ivec3[1]);
699 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
700 _lookupIntValue(description, name, fieldName, &value->ivec3[2]);
701 break;
702 case GL_INT_VEC4:
703 value->ivec4[0] = 0;
704 value->ivec4[1] = 0;
705 value->ivec4[2] = 0;
706 value->ivec4[3] = 0;
707 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
708 _lookupIntValue(description, name, fieldName, &value->ivec4[0]);
709 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
710 _lookupIntValue(description, name, fieldName, &value->ivec4[1]);
711 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
712 _lookupIntValue(description, name, fieldName, &value->ivec4[2]);
713 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
714 _lookupIntValue(description, name, fieldName, &value->ivec4[3]);
715 break;
716 case GL_BOOL:
717 value->b = 0;
718 _lookupBoolValue(description, name, field, &value->b);
719 break;
720 case GL_BOOL_VEC2:
721 value->bvec2[0] = 0;
722 value->bvec2[1] = 0;
723 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
724 _lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
725 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
726 _lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
727 break;
728 case GL_BOOL_VEC3:
729 value->bvec3[0] = 0;
730 value->bvec3[1] = 0;
731 value->bvec3[2] = 0;
732 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
733 _lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
734 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
735 _lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
736 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
737 _lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
738 break;
739 case GL_BOOL_VEC4:
740 value->bvec4[0] = 0;
741 value->bvec4[1] = 0;
742 value->bvec4[2] = 0;
743 value->bvec4[3] = 0;
744 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
745 _lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
746 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
747 _lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
748 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
749 _lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
750 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
751 _lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
752 break;
753 }
754}
755
756static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) {
757 unsigned passId;
758 if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
759 return false;
760 }
761 const char* type = ConfigurationGetValue(description, uniform->name, "type");
762 if (!type) {
763 return false;
764 }
765 if (!strcmp(type, "float")) {
766 uniform->type = GL_FLOAT;
767 } else if (!strcmp(type, "float2")) {
768 uniform->type = GL_FLOAT_VEC2;
769 } else if (!strcmp(type, "float3")) {
770 uniform->type = GL_FLOAT_VEC3;
771 } else if (!strcmp(type, "float4")) {
772 uniform->type = GL_FLOAT_VEC4;
773 } else if (!strcmp(type, "float2x2")) {
774 uniform->type = GL_FLOAT_MAT2;
775 } else if (!strcmp(type, "float3x3")) {
776 uniform->type = GL_FLOAT_MAT3;
777 } else if (!strcmp(type, "float4x4")) {
778 uniform->type = GL_FLOAT_MAT4;
779 } else if (!strcmp(type, "int")) {
780 uniform->type = GL_INT;
781 } else if (!strcmp(type, "int2")) {
782 uniform->type = GL_INT_VEC2;
783 } else if (!strcmp(type, "int3")) {
784 uniform->type = GL_INT_VEC3;
785 } else if (!strcmp(type, "int4")) {
786 uniform->type = GL_INT_VEC4;
787 } else if (!strcmp(type, "bool")) {
788 uniform->type = GL_BOOL;
789 } else if (!strcmp(type, "bool2")) {
790 uniform->type = GL_BOOL_VEC2;
791 } else if (!strcmp(type, "bool3")) {
792 uniform->type = GL_BOOL_VEC3;
793 } else if (!strcmp(type, "bool4")) {
794 uniform->type = GL_BOOL_VEC4;
795 } else {
796 return false;
797 }
798 _loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
799 _loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
800 _loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
801 const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
802 if (readable) {
803 uniform->readableName = strdup(readable);
804 } else {
805 uniform->readableName = 0;
806 }
807 uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
808 return true;
809}
810
811bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
812 struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
813 if (!manifest) {
814 return false;
815 }
816 bool success = false;
817 struct Configuration description;
818 ConfigurationInit(&description);
819 if (ConfigurationReadVFile(&description, manifest)) {
820 int inShaders;
821 success = _lookupIntValue(&description, "shader", "passes", &inShaders);
822 if (inShaders > MAX_PASSES || inShaders < 1) {
823 success = false;
824 }
825 if (success) {
826 struct mGLES2Shader* shaderBlock = malloc(sizeof(struct mGLES2Shader) * inShaders);
827 int n;
828 for (n = 0; n < inShaders; ++n) {
829 char passName[12];
830 snprintf(passName, sizeof(passName), "pass.%u", n);
831 const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
832 const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
833 if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
834 success = false;
835 break;
836 }
837 if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
838 success = false;
839 break;
840 }
841 char* fssrc = 0;
842 char* vssrc = 0;
843 if (fs) {
844 struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
845 if (!fsf) {
846 success = false;
847 break;
848 }
849 fssrc = malloc(fsf->size(fsf) + 1);
850 fssrc[fsf->size(fsf)] = '\0';
851 fsf->read(fsf, fssrc, fsf->size(fsf));
852 fsf->close(fsf);
853 }
854 if (vs) {
855 struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
856 if (!vsf) {
857 success = false;
858 free(fssrc);
859 break;
860 }
861 vssrc = malloc(vsf->size(vsf) + 1);
862 vssrc[vsf->size(vsf)] = '\0';
863 vsf->read(vsf, vssrc, vsf->size(vsf));
864 vsf->close(vsf);
865 }
866 int width = 0;
867 int height = 0;
868 int scaling = 0;
869 _lookupIntValue(&description, passName, "width", &width);
870 _lookupIntValue(&description, passName, "height", &height);
871 _lookupIntValue(&description, passName, "integerScaling", &scaling);
872
873 struct mGLES2UniformList uniformVector;
874 mGLES2UniformListInit(&uniformVector, 0);
875 ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
876 size_t u;
877 for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) {
878 struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u);
879 if (!_loadUniform(&description, n, uniform)) {
880 mGLES2UniformListShift(&uniformVector, u, 1);
881 --u;
882 }
883 }
884 u = mGLES2UniformListSize(&uniformVector);
885 struct mGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
886 memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
887 mGLES2UniformListDeinit(&uniformVector);
888
889 mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
890 int b = 0;
891 _lookupIntValue(&description, passName, "blend", &b);
892 if (b) {
893 shaderBlock[n].blend = b;
894 }
895 b = 0;
896 _lookupIntValue(&description, passName, "filter", &b);
897 if (b) {
898 shaderBlock[n].filter = b;
899 }
900 free(fssrc);
901 free(vssrc);
902 }
903 if (success) {
904 shader->nPasses = inShaders;
905 shader->passes = shaderBlock;
906 shader->name = ConfigurationGetValue(&description, "shader", "name");
907 if (shader->name) {
908 shader->name = strdup(shader->name);
909 }
910 shader->author = ConfigurationGetValue(&description, "shader", "author");
911 if (shader->author) {
912 shader->author = strdup(shader->author);
913 }
914 shader->description = ConfigurationGetValue(&description, "shader", "description");
915 if (shader->description) {
916 shader->description = strdup(shader->description);
917 }
918 } else {
919 inShaders = n;
920 for (n = 0; n < inShaders; ++n) {
921 mGLES2ShaderDeinit(&shaderBlock[n]);
922 }
923 }
924 }
925 }
926 manifest->close(manifest);
927 ConfigurationDeinit(&description);
928 return success;
929}
930
931void mGLES2ShaderFree(struct VideoShader* shader) {
932 free((void*) shader->name);
933 free((void*) shader->author);
934 free((void*) shader->description);
935 shader->name = 0;
936 shader->author = 0;
937 shader->description = 0;
938 struct mGLES2Shader* shaders = shader->passes;
939 size_t n;
940 for (n = 0; n < shader->nPasses; ++n) {
941 mGLES2ShaderDeinit(&shaders[n]);
942 size_t u;
943 for (u = 0; u < shaders[n].nUniforms; ++u) {
944 free((void*) shaders[n].uniforms[u].name);
945 free((void*) shaders[n].uniforms[u].readableName);
946 }
947 }
948 free(shaders);
949 shader->passes = 0;
950 shader->nPasses = 0;
951}