src/platform/opengl/gles2.c (view raw)
1/* Copyright (c) 2013-2015 Jeffrey Pfau
2 *
3 * This Source Code Form is subject to the terms of the Mozilla Public
4 * License, v. 2.0. If a copy of the MPL was not distributed with this
5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
6#include "gles2.h"
7
8#include "gba/video.h"
9#include "util/configuration.h"
10#include "util/formatting.h"
11#include "util/vector.h"
12#include "util/vfs.h"
13
14#define MAX_PASSES 8
15
16static const char* const _vertexShader =
17 "attribute vec4 position;\n"
18 "varying vec2 texCoord;\n"
19
20 "void main() {\n"
21 " gl_Position = position;\n"
22 " texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
23 "}";
24
25static const char* const _nullVertexShader =
26 "attribute vec4 position;\n"
27 "varying vec2 texCoord;\n"
28
29 "void main() {\n"
30 " gl_Position = position;\n"
31 " texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
32 "}";
33
34static const char* const _fragmentShader =
35 "varying vec2 texCoord;\n"
36 "uniform sampler2D tex;\n"
37 "uniform float gamma;\n"
38 "uniform vec3 desaturation;\n"
39 "uniform vec3 scale;\n"
40 "uniform vec3 bias;\n"
41
42 "void main() {\n"
43 " vec4 color = texture2D(tex, texCoord);\n"
44 " color.a = 1.;\n"
45 " float average = dot(color.rgb, vec3(1.)) / 3.;\n"
46 " color.rgb = vec3(average) * desaturation + color.rgb * (vec3(1.) - desaturation);\n"
47 " color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
48 " gl_FragColor = color;\n"
49 "}";
50
51static const char* const _nullFragmentShader =
52 "varying vec2 texCoord;\n"
53 "uniform sampler2D tex;\n"
54
55 "void main() {\n"
56 " vec4 color = texture2D(tex, texCoord);\n"
57 " color.a = 1.;\n"
58 " gl_FragColor = color;\n"
59 "}";
60
61static const GLfloat _vertices[] = {
62 -1.f, -1.f,
63 -1.f, 1.f,
64 1.f, 1.f,
65 1.f, -1.f,
66};
67
68static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
69 UNUSED(handle);
70 struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
71 glGenTextures(1, &context->tex);
72 glBindTexture(GL_TEXTURE_2D, context->tex);
73 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
74 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
75
76#ifdef COLOR_16_BIT
77#ifdef COLOR_5_6_5
78 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
79#else
80 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);
81#endif
82#else
83 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
84#endif
85
86 glClearColor(0.f, 0.f, 0.f, 1.f);
87
88 struct GBAGLES2Uniform* uniforms = malloc(sizeof(struct GBAGLES2Uniform) * 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 GBAGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, uniforms, 4);
132 GBAGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, 0, 0);
133 glDeleteFramebuffers(1, &context->finalShader.fbo);
134 context->finalShader.fbo = 0;
135}
136
137static void GBAGLES2ContextDeinit(struct VideoBackend* v) {
138 struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
139 glDeleteTextures(1, &context->tex);
140 GBAGLES2ShaderDeinit(&context->initialShader);
141 GBAGLES2ShaderDeinit(&context->finalShader);
142 free(context->initialShader.uniforms);
143}
144
145static void GBAGLES2ContextResized(struct VideoBackend* v, int w, int h) {
146 int drawW = w;
147 int drawH = h;
148 if (v->lockAspectRatio) {
149 if (w * 2 > h * 3) {
150 drawW = h * 3 / 2;
151 } else if (w * 2 < h * 3) {
152 drawH = w * 2 / 3;
153 }
154 }
155 glViewport(0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
156 glClearColor(0.f, 0.f, 0.f, 1.f);
157 glClear(GL_COLOR_BUFFER_BIT);
158 glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
159}
160
161static void GBAGLES2ContextClear(struct VideoBackend* v) {
162 UNUSED(v);
163 glClearColor(0.f, 0.f, 0.f, 1.f);
164 glClear(GL_COLOR_BUFFER_BIT);
165}
166
167void _drawShader(struct GBAGLES2Shader* shader) {
168 GLint viewport[4];
169 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
170 if (shader->blend) {
171 glEnable(GL_BLEND);
172 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
173 } else {
174 glDisable(GL_BLEND);
175 glClear(GL_COLOR_BUFFER_BIT);
176 }
177
178 glGetIntegerv(GL_VIEWPORT, viewport);
179 int drawW = shader->width;
180 int drawH = shader->height;
181 int padW = 0;
182 int padH = 0;
183 if (!shader->width) {
184 drawW = viewport[2];
185 padW = viewport[0];
186 }
187 if (!shader->height) {
188 drawH = viewport[3];
189 padH = viewport[1];
190 }
191 glViewport(padW, padH, drawW, drawH);
192 if (!shader->width || !shader->height) {
193 GLint oldTex;
194 glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
195 glBindTexture(GL_TEXTURE_2D, shader->tex);
196 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
197 glBindTexture(GL_TEXTURE_2D, oldTex);
198 }
199
200 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
201 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
202 glUseProgram(shader->program);
203 glUniform1i(shader->texLocation, 0);
204 glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
205 glEnableVertexAttribArray(shader->positionLocation);
206 size_t u;
207 for (u = 0; u < shader->nUniforms; ++u) {
208 struct GBAGLES2Uniform* uniform = &shader->uniforms[u];
209 switch (uniform->type) {
210 case GL_FLOAT:
211 glUniform1f(uniform->location, uniform->value.f);
212 break;
213 case GL_INT:
214 glUniform1i(uniform->location, uniform->value.i);
215 break;
216 case GL_BOOL:
217 glUniform1i(uniform->location, uniform->value.b);
218 break;
219 case GL_FLOAT_VEC2:
220 glUniform2fv(uniform->location, 1, uniform->value.fvec2);
221 break;
222 case GL_FLOAT_VEC3:
223 glUniform3fv(uniform->location, 1, uniform->value.fvec3);
224 break;
225 case GL_FLOAT_VEC4:
226 glUniform4fv(uniform->location, 1, uniform->value.fvec4);
227 break;
228 case GL_INT_VEC2:
229 glUniform2iv(uniform->location, 1, uniform->value.ivec2);
230 break;
231 case GL_INT_VEC3:
232 glUniform3iv(uniform->location, 1, uniform->value.ivec3);
233 break;
234 case GL_INT_VEC4:
235 glUniform4iv(uniform->location, 1, uniform->value.ivec4);
236 break;
237 case GL_BOOL_VEC2:
238 glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
239 break;
240 case GL_BOOL_VEC3:
241 glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
242 break;
243 case GL_BOOL_VEC4:
244 glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
245 break;
246 case GL_FLOAT_MAT2:
247 glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
248 break;
249 case GL_FLOAT_MAT3:
250 glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
251 break;
252 case GL_FLOAT_MAT4:
253 glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
254 break;
255 }
256 }
257 glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
258 glBindTexture(GL_TEXTURE_2D, shader->tex);
259 glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
260}
261
262void GBAGLES2ContextDrawFrame(struct VideoBackend* v) {
263 struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
264 glActiveTexture(GL_TEXTURE0);
265 glBindTexture(GL_TEXTURE_2D, context->tex);
266
267 context->finalShader.filter = v->filter;
268 _drawShader(&context->initialShader);
269 size_t n;
270 for (n = 0; n < context->nShaders; ++n) {
271 _drawShader(&context->shaders[n]);
272 }
273 _drawShader(&context->finalShader);
274 glBindFramebuffer(GL_FRAMEBUFFER, 0);
275 glUseProgram(0);
276}
277
278void GBAGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
279 struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
280 glBindTexture(GL_TEXTURE_2D, context->tex);
281#ifdef COLOR_16_BIT
282#ifdef COLOR_5_6_5
283 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
284#else
285 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);
286#endif
287#else
288 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
289#endif
290}
291
292void GBAGLES2ContextCreate(struct GBAGLES2Context* context) {
293 context->d.init = GBAGLES2ContextInit;
294 context->d.deinit = GBAGLES2ContextDeinit;
295 context->d.resized = GBAGLES2ContextResized;
296 context->d.swap = 0;
297 context->d.clear = GBAGLES2ContextClear;
298 context->d.postFrame = GBAGLES2ContextPostFrame;
299 context->d.drawFrame = GBAGLES2ContextDrawFrame;
300 context->d.setMessage = 0;
301 context->d.clearMessage = 0;
302 context->shaders = 0;
303 context->nShaders = 0;
304}
305
306void GBAGLES2ShaderInit(struct GBAGLES2Shader* shader, const char* vs, const char* fs, int width, int height, struct GBAGLES2Uniform* uniforms, size_t nUniforms) {
307 shader->width = width >= 0 ? width : VIDEO_HORIZONTAL_PIXELS;
308 shader->height = height >= 0 ? height : VIDEO_VERTICAL_PIXELS;
309 shader->filter = false;
310 shader->blend = false;
311 shader->uniforms = uniforms;
312 shader->nUniforms = nUniforms;
313 glGenFramebuffers(1, &shader->fbo);
314 glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
315
316 glGenTextures(1, &shader->tex);
317 glBindTexture(GL_TEXTURE_2D, shader->tex);
318 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
319 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
320 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
321 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
322 if (shader->width && shader->height) {
323 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
324 }
325
326 glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
327 shader->program = glCreateProgram();
328 shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
329 shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
330 if (vs) {
331 glShaderSource(shader->vertexShader, 1, (const GLchar**) &vs, 0);
332 } else {
333 glShaderSource(shader->vertexShader, 1, (const GLchar**) &_nullVertexShader, 0);
334 }
335 if (fs) {
336 glShaderSource(shader->fragmentShader, 1, (const GLchar**) &fs, 0);
337 } else {
338 glShaderSource(shader->fragmentShader, 1, (const GLchar**) &_nullFragmentShader, 0);
339 }
340 glAttachShader(shader->program, shader->vertexShader);
341 glAttachShader(shader->program, shader->fragmentShader);
342 char log[1024];
343 glCompileShader(shader->fragmentShader);
344 glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
345 if (log[0]) {
346 printf("%s\n", log);
347 }
348 glCompileShader(shader->vertexShader);
349 glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
350 if (log[0]) {
351 printf("%s\n", log);
352 }
353 glLinkProgram(shader->program);
354 glGetProgramInfoLog(shader->program, 1024, 0, log);
355 if (log[0]) {
356 printf("%s\n", log);
357 }
358
359 shader->texLocation = glGetUniformLocation(shader->program, "tex");
360 shader->positionLocation = glGetAttribLocation(shader->program, "position");
361 size_t i;
362 for (i = 0; i < shader->nUniforms; ++i) {
363 shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
364 }
365 glBindFramebuffer(GL_FRAMEBUFFER, 0);
366}
367
368void GBAGLES2ShaderDeinit(struct GBAGLES2Shader* shader) {
369 glDeleteTextures(1, &shader->tex);
370 glDeleteShader(shader->fragmentShader);
371 glDeleteProgram(shader->program);
372 glDeleteFramebuffers(1, &shader->fbo);
373}
374
375void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader* shaders, size_t nShaders) {
376 if (context->shaders) {
377 if (context->shaders == shaders && context->nShaders == nShaders) {
378 return;
379 }
380 GBAGLES2ShaderDetach(context);
381 }
382 context->shaders = shaders;
383 context->nShaders = nShaders;
384 size_t i;
385 for (i = 0; i < nShaders; ++i) {
386 glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
387 glClear(GL_COLOR_BUFFER_BIT);
388 }
389 glBindFramebuffer(GL_FRAMEBUFFER, 0);
390}
391
392void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
393 if (!context->shaders) {
394 return;
395 }
396 context->shaders = 0;
397 context->nShaders = 0;
398}
399
400static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
401 const char* charValue = ConfigurationGetValue(config, section, key);
402 if (!charValue) {
403 return false;
404 }
405 char* end;
406 unsigned long value = strtol(charValue, &end, 10);
407 if (*end) {
408 return false;
409 }
410 *out = value;
411 return true;
412}
413
414static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
415 const char* charValue = ConfigurationGetValue(config, section, key);
416 if (!charValue) {
417 return false;
418 }
419 char* end;
420 float value = strtof_u(charValue, &end);
421 if (*end) {
422 return false;
423 }
424 *out = value;
425 return true;
426}
427
428static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
429 const char* charValue = ConfigurationGetValue(config, section, key);
430 if (!charValue) {
431 return false;
432 }
433 if (!strcmp(charValue, "true")) {
434 *out = GL_TRUE;
435 return true;
436 }
437 if (!strcmp(charValue, "false")) {
438 *out = GL_FALSE;
439 return true;
440 }
441 char* end;
442 unsigned long value = strtol(charValue, &end, 10);
443 if (*end) {
444 return false;
445 }
446 *out = value;
447 return true;
448}
449
450DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
451DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
452
453static void _uniformHandler(const char* sectionName, void* user) {
454 struct GBAGLES2UniformList* uniforms = user;
455 unsigned passId;
456 int sentinel;
457 if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
458 return;
459 }
460 struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms);
461 u->name = sectionName;
462}
463
464
465static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union GBAGLES2UniformValue* value) {
466 char fieldName[16];
467 switch (type) {
468 case GL_FLOAT:
469 value->f = 0;
470 _lookupFloatValue(description, name, field, &value->f);
471 break;
472 case GL_FLOAT_VEC2:
473 value->fvec2[0] = 0;
474 value->fvec2[1] = 0;
475 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
476 _lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
477 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
478 _lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
479 break;
480 case GL_FLOAT_VEC3:
481 value->fvec3[0] = 0;
482 value->fvec3[1] = 0;
483 value->fvec3[2] = 0;
484 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
485 _lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
486 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
487 _lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
488 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
489 _lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
490 break;
491 case GL_FLOAT_VEC4:
492 value->fvec4[0] = 0;
493 value->fvec4[1] = 0;
494 value->fvec4[2] = 0;
495 value->fvec4[3] = 0;
496 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
497 _lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
498 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
499 _lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
500 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
501 _lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
502 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
503 _lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
504 break;
505 case GL_FLOAT_MAT2:
506 value->fmat2x2[0] = 0;
507 value->fmat2x2[1] = 0;
508 value->fmat2x2[2] = 0;
509 value->fmat2x2[3] = 0;
510 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
511 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
512 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
513 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
514 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
515 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
516 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
517 _lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
518 break;
519 case GL_FLOAT_MAT3:
520 value->fmat3x3[0] = 0;
521 value->fmat3x3[1] = 0;
522 value->fmat3x3[2] = 0;
523 value->fmat3x3[3] = 0;
524 value->fmat3x3[4] = 0;
525 value->fmat3x3[5] = 0;
526 value->fmat3x3[6] = 0;
527 value->fmat3x3[7] = 0;
528 value->fmat3x3[8] = 0;
529 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
530 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
531 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
532 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
533 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
534 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
535 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
536 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
537 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
538 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
539 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
540 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
541 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
542 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
543 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
544 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
545 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
546 _lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
547 break;
548 case GL_FLOAT_MAT4:
549 value->fmat4x4[0] = 0;
550 value->fmat4x4[1] = 0;
551 value->fmat4x4[2] = 0;
552 value->fmat4x4[3] = 0;
553 value->fmat4x4[4] = 0;
554 value->fmat4x4[5] = 0;
555 value->fmat4x4[6] = 0;
556 value->fmat4x4[7] = 0;
557 value->fmat4x4[8] = 0;
558 value->fmat4x4[9] = 0;
559 value->fmat4x4[10] = 0;
560 value->fmat4x4[11] = 0;
561 value->fmat4x4[12] = 0;
562 value->fmat4x4[13] = 0;
563 value->fmat4x4[14] = 0;
564 value->fmat4x4[15] = 0;
565 snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
566 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
567 snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
568 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
569 snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
570 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
571 snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
572 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
573 snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
574 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
575 snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
576 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
577 snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
578 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
579 snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
580 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
581 snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
582 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
583 snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
584 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
585 snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
586 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
587 snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
588 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
589 snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
590 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
591 snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
592 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
593 snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
594 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
595 snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
596 _lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
597 break;
598 case GL_INT:
599 value->i = 0;
600 _lookupIntValue(description, name, field, &value->i);
601 break;
602 case GL_INT_VEC2:
603 value->ivec2[0] = 0;
604 value->ivec2[1] = 0;
605 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
606 _lookupIntValue(description, name, fieldName, &value->ivec2[0]);
607 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
608 _lookupIntValue(description, name, fieldName, &value->ivec2[1]);
609 break;
610 case GL_INT_VEC3:
611 value->ivec3[0] = 0;
612 value->ivec3[1] = 0;
613 value->ivec3[2] = 0;
614 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
615 _lookupIntValue(description, name, fieldName, &value->ivec3[0]);
616 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
617 _lookupIntValue(description, name, fieldName, &value->ivec3[1]);
618 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
619 _lookupIntValue(description, name, fieldName, &value->ivec3[2]);
620 break;
621 case GL_INT_VEC4:
622 value->ivec4[0] = 0;
623 value->ivec4[1] = 0;
624 value->ivec4[2] = 0;
625 value->ivec4[3] = 0;
626 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
627 _lookupIntValue(description, name, fieldName, &value->ivec4[0]);
628 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
629 _lookupIntValue(description, name, fieldName, &value->ivec4[1]);
630 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
631 _lookupIntValue(description, name, fieldName, &value->ivec4[2]);
632 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
633 _lookupIntValue(description, name, fieldName, &value->ivec4[3]);
634 break;
635 case GL_BOOL:
636 value->b = 0;
637 _lookupBoolValue(description, name, field, &value->b);
638 break;
639 case GL_BOOL_VEC2:
640 value->bvec2[0] = 0;
641 value->bvec2[1] = 0;
642 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
643 _lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
644 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
645 _lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
646 break;
647 case GL_BOOL_VEC3:
648 value->bvec3[0] = 0;
649 value->bvec3[1] = 0;
650 value->bvec3[2] = 0;
651 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
652 _lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
653 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
654 _lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
655 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
656 _lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
657 break;
658 case GL_BOOL_VEC4:
659 value->bvec4[0] = 0;
660 value->bvec4[1] = 0;
661 value->bvec4[2] = 0;
662 value->bvec4[3] = 0;
663 snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
664 _lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
665 snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
666 _lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
667 snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
668 _lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
669 snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
670 _lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
671 break;
672 }
673}
674
675static bool _loadUniform(struct Configuration* description, size_t pass, struct GBAGLES2Uniform* uniform) {
676 unsigned passId;
677 if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
678 return false;
679 }
680 const char* type = ConfigurationGetValue(description, uniform->name, "type");
681 if (!type) {
682 return false;
683 }
684 if (!strcmp(type, "float")) {
685 uniform->type = GL_FLOAT;
686 } else if (!strcmp(type, "float2")) {
687 uniform->type = GL_FLOAT_VEC2;
688 } else if (!strcmp(type, "float3")) {
689 uniform->type = GL_FLOAT_VEC3;
690 } else if (!strcmp(type, "float4")) {
691 uniform->type = GL_FLOAT_VEC4;
692 } else if (!strcmp(type, "float2x2")) {
693 uniform->type = GL_FLOAT_MAT2;
694 } else if (!strcmp(type, "float3x3")) {
695 uniform->type = GL_FLOAT_MAT3;
696 } else if (!strcmp(type, "float4x4")) {
697 uniform->type = GL_FLOAT_MAT4;
698 } else if (!strcmp(type, "int")) {
699 uniform->type = GL_INT;
700 } else if (!strcmp(type, "int2")) {
701 uniform->type = GL_INT_VEC2;
702 } else if (!strcmp(type, "int3")) {
703 uniform->type = GL_INT_VEC3;
704 } else if (!strcmp(type, "int4")) {
705 uniform->type = GL_INT_VEC4;
706 } else if (!strcmp(type, "bool")) {
707 uniform->type = GL_BOOL;
708 } else if (!strcmp(type, "int2")) {
709 uniform->type = GL_BOOL_VEC2;
710 } else if (!strcmp(type, "int3")) {
711 uniform->type = GL_BOOL_VEC3;
712 } else if (!strcmp(type, "int4")) {
713 uniform->type = GL_BOOL_VEC4;
714 } else {
715 return false;
716 }
717 _loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
718 _loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
719 _loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
720 const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
721 if (readable) {
722 uniform->readableName = strdup(readable);
723 } else {
724 uniform->readableName = 0;
725 }
726 uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
727 return true;
728}
729
730bool GBAGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
731 struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
732 if (!manifest) {
733 return false;
734 }
735 bool success = false;
736 struct Configuration description;
737 ConfigurationInit(&description);
738 if (ConfigurationReadVFile(&description, manifest)) {
739 int inShaders;
740 success = _lookupIntValue(&description, "shader", "passes", &inShaders);
741 if (inShaders > MAX_PASSES || inShaders < 1) {
742 success = false;
743 }
744 if (success) {
745 struct GBAGLES2Shader* shaderBlock = malloc(sizeof(struct GBAGLES2Shader) * inShaders);
746 int n;
747 for (n = 0; n < inShaders; ++n) {
748 char passName[12];
749 snprintf(passName, sizeof(passName), "pass.%u", n);
750 const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
751 const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
752 if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
753 success = false;
754 break;
755 }
756 if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
757 success = false;
758 break;
759 }
760 char* fssrc = 0;
761 char* vssrc = 0;
762 if (fs) {
763 struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
764 if (!fsf) {
765 success = false;
766 break;
767 }
768 fssrc = malloc(fsf->size(fsf) + 1);
769 fssrc[fsf->size(fsf)] = '\0';
770 fsf->read(fsf, fssrc, fsf->size(fsf));
771 fsf->close(fsf);
772 }
773 if (vs) {
774 struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
775 if (!vsf) {
776 success = false;
777 free(fssrc);
778 break;
779 }
780 vssrc = malloc(vsf->size(vsf) + 1);
781 vssrc[vsf->size(vsf)] = '\0';
782 vsf->read(vsf, vssrc, vsf->size(vsf));
783 vsf->close(vsf);
784 }
785 int width = 0;
786 int height = 0;
787 _lookupIntValue(&description, passName, "width", &width);
788 _lookupIntValue(&description, passName, "height", &height);
789
790 struct GBAGLES2UniformList uniformVector;
791 GBAGLES2UniformListInit(&uniformVector, 0);
792 ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
793 size_t u;
794 for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) {
795 struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u);
796 if (!_loadUniform(&description, n, uniform)) {
797 GBAGLES2UniformListShift(&uniformVector, u, 1);
798 --u;
799 }
800 }
801 u = GBAGLES2UniformListSize(&uniformVector);
802 struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
803 memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
804 GBAGLES2UniformListDeinit(&uniformVector);
805
806 GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, uniformBlock, u);
807 int b = 0;
808 _lookupIntValue(&description, passName, "blend", &b);
809 if (b) {
810 shaderBlock[n].blend = b;
811 }
812 b = 0;
813 _lookupIntValue(&description, passName, "filter", &b);
814 if (b) {
815 shaderBlock[n].filter = b;
816 }
817 free(fssrc);
818 free(vssrc);
819 }
820 if (success) {
821 shader->nPasses = inShaders;
822 shader->passes = shaderBlock;
823 shader->name = ConfigurationGetValue(&description, "shader", "name");
824 if (shader->name) {
825 shader->name = strdup(shader->name);
826 }
827 shader->author = ConfigurationGetValue(&description, "shader", "author");
828 if (shader->author) {
829 shader->author = strdup(shader->author);
830 }
831 shader->description = ConfigurationGetValue(&description, "shader", "description");
832 if (shader->description) {
833 shader->description = strdup(shader->description);
834 }
835 } else {
836 inShaders = n;
837 for (n = 0; n < inShaders; ++n) {
838 GBAGLES2ShaderDeinit(&shaderBlock[n]);
839 }
840 }
841 }
842 }
843 ConfigurationDeinit(&description);
844 return success;
845}
846
847void GBAGLES2ShaderFree(struct VideoShader* shader) {
848 free((void*) shader->name);
849 free((void*) shader->author);
850 free((void*) shader->description);
851 shader->name = 0;
852 shader->author = 0;
853 shader->description = 0;
854 struct GBAGLES2Shader* shaders = shader->passes;
855 size_t n;
856 for (n = 0; n < shader->nPasses; ++n) {
857 GBAGLES2ShaderDeinit(&shaders[n]);
858 size_t u;
859 for (u = 0; u < shaders[n].nUniforms; ++u) {
860 free((void*) shaders[n].uniforms[u].name);
861 free((void*) shaders[n].uniforms[u].readableName);
862 }
863 }
864 free(shaders);
865 shader->passes = 0;
866 shader->nPasses = 0;
867}