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