all repos — mgba @ ac02bd4dbb7de277ccf5f5efe1ceaa61462ec210

mGBA Game Boy Advance Emulator

src/platform/opengl/gles2.c (view raw)

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "gles2.h"
  7
  8#include "gba/video.h"
  9#include "util/configuration.h"
 10#include "util/vfs.h"
 11
 12#define MAX_PASSES 8
 13
 14static const char* const _vertexShader =
 15	"attribute vec4 position;\n"
 16	"varying vec2 texCoord;\n"
 17
 18	"void main() {\n"
 19	"	gl_Position = position;\n"
 20	"	texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
 21	"}";
 22
 23static const char* const _nullVertexShader =
 24	"attribute vec4 position;\n"
 25	"varying vec2 texCoord;\n"
 26
 27	"void main() {\n"
 28	"	gl_Position = position;\n"
 29	"	texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
 30	"}";
 31
 32static const char* const _fragmentShader =
 33	"varying vec2 texCoord;\n"
 34	"uniform sampler2D tex;\n"
 35	"uniform float gamma;\n"
 36	"uniform vec3 scale;\n"
 37	"uniform vec3 bias;\n"
 38
 39	"void main() {\n"
 40	"	vec4 color = texture2D(tex, texCoord);\n"
 41	"	color.a = 1.;\n"
 42	"	color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
 43	"	gl_FragColor = color;\n"
 44	"}";
 45
 46static const char* const _nullFragmentShader =
 47	"varying vec2 texCoord;\n"
 48	"uniform sampler2D tex;\n"
 49
 50	"void main() {\n"
 51	"	vec4 color = texture2D(tex, texCoord);\n"
 52	"	color.a = 1.;\n"
 53	"	gl_FragColor = color;\n"
 54	"}";
 55
 56static const GLfloat _vertices[] = {
 57	-1.f, -1.f,
 58	-1.f, 1.f,
 59	1.f, 1.f,
 60	1.f, -1.f,
 61};
 62
 63
 64static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
 65	UNUSED(handle);
 66	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
 67	glGenTextures(1, &context->tex);
 68	glBindTexture(GL_TEXTURE_2D, context->tex);
 69	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 70	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 71
 72#ifdef COLOR_16_BIT
 73#ifdef COLOR_5_6_5
 74	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
 75#else
 76	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);
 77#endif
 78#else
 79	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 80#endif
 81
 82	glClearColor(0.f, 0.f, 0.f, 1.f);
 83
 84	struct GBAGLES2Uniform* uniforms = malloc(sizeof(struct GBAGLES2Uniform) * 3);
 85	uniforms[0].name = "gamma";
 86	uniforms[0].type = GL_FLOAT;
 87	uniforms[0].value.f = 1.0f;
 88	uniforms[1].name = "scale";
 89	uniforms[1].type = GL_FLOAT_VEC3;
 90	uniforms[1].value.fvec3[0] = 1.0f;
 91	uniforms[1].value.fvec3[1] = 1.0f;
 92	uniforms[1].value.fvec3[2] = 1.0f;
 93	uniforms[2].name = "bias";
 94	uniforms[2].type = GL_FLOAT_VEC3;
 95	uniforms[2].value.fvec3[0] = 0.0f;
 96	uniforms[2].value.fvec3[1] = 0.0f;
 97	uniforms[2].value.fvec3[2] = 0.0f;
 98	GBAGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, uniforms, 3);
 99	GBAGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, 0, 0);
100	glDeleteFramebuffers(1, &context->finalShader.fbo);
101	context->finalShader.fbo = 0;
102}
103
104static void GBAGLES2ContextDeinit(struct VideoBackend* v) {
105	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
106	glDeleteTextures(1, &context->tex);
107	GBAGLES2ShaderDeinit(&context->initialShader);
108	GBAGLES2ShaderDeinit(&context->finalShader);
109	free(context->initialShader.uniforms);
110}
111
112static void GBAGLES2ContextResized(struct VideoBackend* v, int w, int h) {
113	int drawW = w;
114	int drawH = h;
115	if (v->lockAspectRatio) {
116		if (w * 2 > h * 3) {
117			drawW = h * 3 / 2;
118		} else if (w * 2 < h * 3) {
119			drawH = w * 2 / 3;
120		}
121	}
122	glViewport(0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
123	glClearColor(0.f, 0.f, 0.f, 1.f);
124	glClear(GL_COLOR_BUFFER_BIT);
125	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
126}
127
128static void GBAGLES2ContextClear(struct VideoBackend* v) {
129	UNUSED(v);
130	glClearColor(0.f, 0.f, 0.f, 1.f);
131	glClear(GL_COLOR_BUFFER_BIT);
132}
133
134void _drawShader(struct GBAGLES2Shader* shader) {
135	GLint viewport[4];
136	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
137	if (shader->blend) {
138		glEnable(GL_BLEND);
139		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
140	} else {
141		glDisable(GL_BLEND);
142	}
143
144	glGetIntegerv(GL_VIEWPORT, viewport);
145	int drawW = shader->width;
146	int drawH = shader->height;
147	int padW = 0;
148	int padH = 0;
149	if (!shader->width) {
150		drawW = viewport[2];
151		padW = viewport[0];
152	}
153	if (!shader->height) {
154		drawH = viewport[3];
155		padH = viewport[1];
156	}
157	glViewport(padW, padH, drawW, drawH);
158	if (!shader->width || !shader->height) {
159		GLint oldTex;
160		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
161		glBindTexture(GL_TEXTURE_2D, shader->tex);
162		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
163		glBindTexture(GL_TEXTURE_2D, oldTex);
164	}
165
166	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
167	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
168	glUseProgram(shader->program);
169	glUniform1i(shader->texLocation, 0);
170	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
171	glEnableVertexAttribArray(shader->positionLocation);
172	size_t u;
173	for (u = 0; u < shader->nUniforms; ++u) {
174		struct GBAGLES2Uniform* uniform = &shader->uniforms[u];
175		switch (uniform->type) {
176		case GL_FLOAT:
177			glUniform1f(uniform->location, uniform->value.f);
178			break;
179		case GL_INT:
180			glUniform1i(uniform->location, uniform->value.i);
181			break;
182		case GL_UNSIGNED_INT:
183			glUniform1ui(uniform->location, uniform->value.ui);
184			break;
185		case GL_BOOL:
186			glUniform1i(uniform->location, uniform->value.b);
187			break;
188		case GL_FLOAT_VEC2:
189			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
190			break;
191		case GL_FLOAT_VEC3:
192			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
193			break;
194		case GL_FLOAT_VEC4:
195			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
196			break;
197		case GL_INT_VEC2:
198			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
199			break;
200		case GL_INT_VEC3:
201			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
202			break;
203		case GL_INT_VEC4:
204			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
205			break;
206		case GL_BOOL_VEC2:
207			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
208			break;
209		case GL_BOOL_VEC3:
210			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
211			break;
212		case GL_BOOL_VEC4:
213			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
214			break;
215		case GL_FLOAT_MAT2:
216			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
217			break;
218		case GL_FLOAT_MAT3:
219			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
220			break;
221		case GL_FLOAT_MAT4:
222			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
223			break;
224		}
225	}
226	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
227	glBindFramebuffer(GL_FRAMEBUFFER, 0);
228	glBindTexture(GL_TEXTURE_2D, shader->tex);
229	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
230}
231
232void GBAGLES2ContextDrawFrame(struct VideoBackend* v) {
233	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
234	glActiveTexture(GL_TEXTURE0);
235	glBindTexture(GL_TEXTURE_2D, context->tex);
236
237	context->finalShader.filter = v->filter;
238	_drawShader(&context->initialShader);
239	size_t n;
240	for (n = 0; n < context->nShaders; ++n) {
241		_drawShader(&context->shaders[n]);
242	}
243	_drawShader(&context->finalShader);
244	glUseProgram(0);
245}
246
247void GBAGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
248	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
249	glBindTexture(GL_TEXTURE_2D, context->tex);
250	glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
251#ifdef COLOR_16_BIT
252#ifdef COLOR_5_6_5
253	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
254#else
255	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);
256#endif
257#else
258	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
259#endif
260	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
261}
262
263void GBAGLES2ContextCreate(struct GBAGLES2Context* context) {
264	context->d.init = GBAGLES2ContextInit;
265	context->d.deinit = GBAGLES2ContextDeinit;
266	context->d.resized = GBAGLES2ContextResized;
267	context->d.swap = 0;
268	context->d.clear = GBAGLES2ContextClear;
269	context->d.postFrame = GBAGLES2ContextPostFrame;
270	context->d.drawFrame = GBAGLES2ContextDrawFrame;
271	context->d.setMessage = 0;
272	context->d.clearMessage = 0;
273	context->shaders = 0;
274	context->nShaders = 0;
275}
276
277void GBAGLES2ShaderInit(struct GBAGLES2Shader* shader, const char* vs, const char* fs, int width, int height, struct GBAGLES2Uniform* uniforms, size_t nUniforms) {
278	shader->width = width >= 0 ? width : VIDEO_HORIZONTAL_PIXELS;
279	shader->height = height >= 0 ? height : VIDEO_VERTICAL_PIXELS;
280	shader->filter = false;
281	shader->blend = false;
282	shader->uniforms = uniforms;
283	shader->nUniforms = nUniforms;
284	glGenFramebuffers(1, &shader->fbo);
285	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
286
287	glGenTextures(1, &shader->tex);
288	glBindTexture(GL_TEXTURE_2D, shader->tex);
289	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
290	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
291	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
292	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
293	if (shader->width && shader->height) {
294		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
295	}
296
297	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
298	shader->program = glCreateProgram();
299	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
300	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
301	if (vs) {
302		glShaderSource(shader->vertexShader, 1, (const GLchar**) &vs, 0);
303	} else {
304		glShaderSource(shader->vertexShader, 1, (const GLchar**) &_nullVertexShader, 0);
305	}
306	if (fs) {
307		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &fs, 0);
308	} else {
309		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &_nullFragmentShader, 0);
310	}
311	glAttachShader(shader->program, shader->vertexShader);
312	glAttachShader(shader->program, shader->fragmentShader);
313	char log[1024];
314	glCompileShader(shader->fragmentShader);
315	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
316	printf("%s\n", log);
317	glCompileShader(shader->vertexShader);
318	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
319	printf("%s\n", log);
320	glLinkProgram(shader->program);
321	glGetProgramInfoLog(shader->program, 1024, 0, log);
322	printf("%s\n", log);
323
324	shader->texLocation = glGetUniformLocation(shader->program, "tex");
325	shader->positionLocation = glGetAttribLocation(shader->program, "position");
326	size_t i;
327	for (i = 0; i < shader->nUniforms; ++i) {
328		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
329	}
330	glBindFramebuffer(GL_FRAMEBUFFER, 0);
331}
332
333void GBAGLES2ShaderDeinit(struct GBAGLES2Shader* shader) {
334	glDeleteTextures(1, &shader->tex);
335	glDeleteShader(shader->fragmentShader);
336	glDeleteProgram(shader->program);
337	glDeleteFramebuffers(1, &shader->fbo);
338}
339
340void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader* shaders, size_t nShaders) {
341	if (context->shaders) {
342		if (context->shaders == shaders && context->nShaders == nShaders) {
343			return;
344		}
345		GBAGLES2ShaderDetach(context);
346	}
347	context->shaders = shaders;
348	context->nShaders = nShaders;
349}
350
351void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
352	if (!context->shaders) {
353		return;
354	}
355	context->shaders = 0;
356}
357
358static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
359	const char* charValue = ConfigurationGetValue(config, section, key);
360	if (!charValue) {
361		return false;
362	}
363	char* end;
364	unsigned long value = strtol(charValue, &end, 10);
365	if (*end) {
366		return false;
367	}
368	*out = value;
369	return true;
370}
371
372bool GBAGLES2ShaderLoad(struct GBAGLES2Shader** shaders, size_t* nShaders, struct GBAGLES2ShaderMetadata* metadata, struct VDir* dir) {
373	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
374	if (!manifest) {
375		return false;
376	}
377	bool success = false;
378	struct Configuration description;
379	ConfigurationInit(&description);
380	if (ConfigurationReadVFile(&description, manifest)) {
381		int inShaders;
382		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
383		if (inShaders > MAX_PASSES || inShaders < 1) {
384			success = false;
385		}
386		if (success) {
387			if (metadata) {
388				metadata->name = ConfigurationGetValue(&description, "shader", "name");
389				if (metadata->name) {
390					metadata->name = strdup(metadata->name);
391				}
392				metadata->author = ConfigurationGetValue(&description, "shader", "author");
393				if (metadata->author) {
394					metadata->author = strdup(metadata->author);
395				}
396				metadata->description = ConfigurationGetValue(&description, "shader", "description");
397				if (metadata->description) {
398					metadata->description = strdup(metadata->description);
399				}
400			}
401			struct GBAGLES2Shader* shaderBlock = malloc(sizeof(struct GBAGLES2Shader) * inShaders);
402			int n;
403			for (n = 0; n < inShaders; ++n) {
404				char passName[12];
405				snprintf(passName, sizeof(passName), "pass.%u", n);
406				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
407				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
408				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
409					success = false;
410					break;
411				}
412				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
413					success = false;
414					break;
415				}
416				char* fssrc = 0;
417				char* vssrc = 0;
418				if (fs) {
419					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
420					if (!fsf) {
421						success = false;
422						break;
423					}
424					fssrc = malloc(fsf->size(fsf));
425					fsf->read(fsf, fssrc, fsf->size(fsf));
426					fsf->close(fsf);
427				}
428				if (vs) {
429					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
430					if (!vsf) {
431						success = false;
432						free(fssrc);
433						break;
434					}
435					vssrc = malloc(vsf->size(vsf));
436					vsf->read(vsf, vssrc, vsf->size(vsf));
437					vsf->close(vsf);
438				}
439				int width = 0;
440				int height = 0;
441				_lookupIntValue(&description, passName, "width", &width);
442				_lookupIntValue(&description, passName, "height", &height);
443				GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, 0, 0);
444				int b = 0;
445				_lookupIntValue(&description, passName, "blend", &b);
446				if (b) {
447					shaderBlock[n].blend = b;
448				}
449				b = 0;
450				_lookupIntValue(&description, passName, "filter", &b);
451				if (b) {
452					shaderBlock[n].filter = b;
453				}
454				free(fssrc);
455				free(vssrc);
456			}
457			if (success) {
458				*nShaders = inShaders;
459				*shaders = shaderBlock;
460			} else {
461				inShaders = n;
462				for (n = 0; n < inShaders; ++n) {
463					GBAGLES2ShaderDeinit(&shaderBlock[n]);
464				}
465			}
466		}
467	}
468	ConfigurationDeinit(&description);
469	return success;
470}
471
472void GBAGLES2ShaderFree(struct GBAGLES2Shader* shaders, size_t nShaders) {
473	size_t n;
474	for (n = 0; n < nShaders; ++n) {
475		GBAGLES2ShaderDeinit(&shaders[n]);
476		size_t u;
477		for (u = 0; u < shaders[n].nUniforms; ++u) {
478			free((void*) shaders[n].uniforms[u].name);
479		}
480	}
481	free(shaders);
482}