all repos — mgba @ ac9c2476953df4da60883ce825b7eac264a35348

mGBA Game Boy Advance Emulator

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

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "gles2.h"
  7
  8#include "gba/video.h"
  9#include "util/configuration.h"
 10#include "util/formatting.h"
 11#include "util/vector.h"
 12#include "util/vfs.h"
 13
 14#define MAX_PASSES 8
 15
 16static const 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 scale;\n"
 39	"uniform vec3 bias;\n"
 40
 41	"void main() {\n"
 42	"	vec4 color = texture2D(tex, texCoord);\n"
 43	"	color.a = 1.;\n"
 44	"	color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
 45	"	gl_FragColor = color;\n"
 46	"}";
 47
 48static const char* const _nullFragmentShader =
 49	"varying vec2 texCoord;\n"
 50	"uniform sampler2D tex;\n"
 51
 52	"void main() {\n"
 53	"	vec4 color = texture2D(tex, texCoord);\n"
 54	"	color.a = 1.;\n"
 55	"	gl_FragColor = color;\n"
 56	"}";
 57
 58static const GLfloat _vertices[] = {
 59	-1.f, -1.f,
 60	-1.f, 1.f,
 61	1.f, 1.f,
 62	1.f, -1.f,
 63};
 64
 65static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
 66	UNUSED(handle);
 67	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
 68	glGenTextures(1, &context->tex);
 69	glBindTexture(GL_TEXTURE_2D, context->tex);
 70	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 71	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 72
 73#ifdef COLOR_16_BIT
 74#ifdef COLOR_5_6_5
 75	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
 76#else
 77	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);
 78#endif
 79#else
 80	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 81#endif
 82
 83	glClearColor(0.f, 0.f, 0.f, 1.f);
 84
 85	struct GBAGLES2Uniform* uniforms = malloc(sizeof(struct GBAGLES2Uniform) * 3);
 86	uniforms[0].name = "gamma";
 87	uniforms[0].type = GL_FLOAT;
 88	uniforms[0].value.f = 1.0f;
 89	uniforms[1].name = "scale";
 90	uniforms[1].type = GL_FLOAT_VEC3;
 91	uniforms[1].value.fvec3[0] = 1.0f;
 92	uniforms[1].value.fvec3[1] = 1.0f;
 93	uniforms[1].value.fvec3[2] = 1.0f;
 94	uniforms[2].name = "bias";
 95	uniforms[2].type = GL_FLOAT_VEC3;
 96	uniforms[2].value.fvec3[0] = 0.0f;
 97	uniforms[2].value.fvec3[1] = 0.0f;
 98	uniforms[2].value.fvec3[2] = 0.0f;
 99	GBAGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, uniforms, 3);
100	GBAGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, 0, 0);
101	glDeleteFramebuffers(1, &context->finalShader.fbo);
102	context->finalShader.fbo = 0;
103}
104
105static void GBAGLES2ContextDeinit(struct VideoBackend* v) {
106	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
107	glDeleteTextures(1, &context->tex);
108	GBAGLES2ShaderDeinit(&context->initialShader);
109	GBAGLES2ShaderDeinit(&context->finalShader);
110	free(context->initialShader.uniforms);
111}
112
113static void GBAGLES2ContextResized(struct VideoBackend* v, int w, int h) {
114	int drawW = w;
115	int drawH = h;
116	if (v->lockAspectRatio) {
117		if (w * 2 > h * 3) {
118			drawW = h * 3 / 2;
119		} else if (w * 2 < h * 3) {
120			drawH = w * 2 / 3;
121		}
122	}
123	glViewport(0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
124	glClearColor(0.f, 0.f, 0.f, 1.f);
125	glClear(GL_COLOR_BUFFER_BIT);
126	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
127}
128
129static void GBAGLES2ContextClear(struct VideoBackend* v) {
130	UNUSED(v);
131	glClearColor(0.f, 0.f, 0.f, 1.f);
132	glClear(GL_COLOR_BUFFER_BIT);
133}
134
135void _drawShader(struct GBAGLES2Shader* shader) {
136	GLint viewport[4];
137	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
138	if (shader->blend) {
139		glEnable(GL_BLEND);
140		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
141	} else {
142		glDisable(GL_BLEND);
143		glClear(GL_COLOR_BUFFER_BIT);
144	}
145
146	glGetIntegerv(GL_VIEWPORT, viewport);
147	int drawW = shader->width;
148	int drawH = shader->height;
149	int padW = 0;
150	int padH = 0;
151	if (!shader->width) {
152		drawW = viewport[2];
153		padW = viewport[0];
154	}
155	if (!shader->height) {
156		drawH = viewport[3];
157		padH = viewport[1];
158	}
159	glViewport(padW, padH, drawW, drawH);
160	if (!shader->width || !shader->height) {
161		GLint oldTex;
162		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
163		glBindTexture(GL_TEXTURE_2D, shader->tex);
164		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
165		glBindTexture(GL_TEXTURE_2D, oldTex);
166	}
167
168	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
169	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
170	glUseProgram(shader->program);
171	glUniform1i(shader->texLocation, 0);
172	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
173	glEnableVertexAttribArray(shader->positionLocation);
174	size_t u;
175	for (u = 0; u < shader->nUniforms; ++u) {
176		struct GBAGLES2Uniform* uniform = &shader->uniforms[u];
177		switch (uniform->type) {
178		case GL_FLOAT:
179			glUniform1f(uniform->location, uniform->value.f);
180			break;
181		case GL_INT:
182			glUniform1i(uniform->location, uniform->value.i);
183			break;
184		case GL_BOOL:
185			glUniform1i(uniform->location, uniform->value.b);
186			break;
187		case GL_FLOAT_VEC2:
188			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
189			break;
190		case GL_FLOAT_VEC3:
191			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
192			break;
193		case GL_FLOAT_VEC4:
194			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
195			break;
196		case GL_INT_VEC2:
197			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
198			break;
199		case GL_INT_VEC3:
200			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
201			break;
202		case GL_INT_VEC4:
203			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
204			break;
205		case GL_BOOL_VEC2:
206			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
207			break;
208		case GL_BOOL_VEC3:
209			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
210			break;
211		case GL_BOOL_VEC4:
212			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
213			break;
214		case GL_FLOAT_MAT2:
215			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
216			break;
217		case GL_FLOAT_MAT3:
218			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
219			break;
220		case GL_FLOAT_MAT4:
221			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
222			break;
223		}
224	}
225	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
226	glBindTexture(GL_TEXTURE_2D, shader->tex);
227	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
228}
229
230void GBAGLES2ContextDrawFrame(struct VideoBackend* v) {
231	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
232	glActiveTexture(GL_TEXTURE0);
233	glBindTexture(GL_TEXTURE_2D, context->tex);
234
235	context->finalShader.filter = v->filter;
236	_drawShader(&context->initialShader);
237	size_t n;
238	for (n = 0; n < context->nShaders; ++n) {
239		_drawShader(&context->shaders[n]);
240	}
241	_drawShader(&context->finalShader);
242	glBindFramebuffer(GL_FRAMEBUFFER, 0);
243	glUseProgram(0);
244}
245
246void GBAGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
247	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
248	glBindTexture(GL_TEXTURE_2D, context->tex);
249	glPixelStorei(GL_UNPACK_ROW_LENGTH, 256);
250#ifdef COLOR_16_BIT
251#ifdef COLOR_5_6_5
252	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
253#else
254	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);
255#endif
256#else
257	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
258#endif
259	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
260}
261
262void GBAGLES2ContextCreate(struct GBAGLES2Context* context) {
263	context->d.init = GBAGLES2ContextInit;
264	context->d.deinit = GBAGLES2ContextDeinit;
265	context->d.resized = GBAGLES2ContextResized;
266	context->d.swap = 0;
267	context->d.clear = GBAGLES2ContextClear;
268	context->d.postFrame = GBAGLES2ContextPostFrame;
269	context->d.drawFrame = GBAGLES2ContextDrawFrame;
270	context->d.setMessage = 0;
271	context->d.clearMessage = 0;
272	context->shaders = 0;
273	context->nShaders = 0;
274}
275
276void GBAGLES2ShaderInit(struct GBAGLES2Shader* shader, const char* vs, const char* fs, int width, int height, struct GBAGLES2Uniform* uniforms, size_t nUniforms) {
277	shader->width = width >= 0 ? width : VIDEO_HORIZONTAL_PIXELS;
278	shader->height = height >= 0 ? height : VIDEO_VERTICAL_PIXELS;
279	shader->filter = false;
280	shader->blend = false;
281	shader->uniforms = uniforms;
282	shader->nUniforms = nUniforms;
283	glGenFramebuffers(1, &shader->fbo);
284	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
285
286	glGenTextures(1, &shader->tex);
287	glBindTexture(GL_TEXTURE_2D, shader->tex);
288	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
289	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
290	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
291	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
292	if (shader->width && shader->height) {
293		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
294	}
295
296	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
297	shader->program = glCreateProgram();
298	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
299	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
300	if (vs) {
301		glShaderSource(shader->vertexShader, 1, (const GLchar**) &vs, 0);
302	} else {
303		glShaderSource(shader->vertexShader, 1, (const GLchar**) &_nullVertexShader, 0);
304	}
305	if (fs) {
306		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &fs, 0);
307	} else {
308		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &_nullFragmentShader, 0);
309	}
310	glAttachShader(shader->program, shader->vertexShader);
311	glAttachShader(shader->program, shader->fragmentShader);
312	char log[1024];
313	glCompileShader(shader->fragmentShader);
314	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
315	if (log[0]) {
316		printf("%s\n", log);
317	}
318	glCompileShader(shader->vertexShader);
319	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
320	if (log[0]) {
321		printf("%s\n", log);
322	}
323	glLinkProgram(shader->program);
324	glGetProgramInfoLog(shader->program, 1024, 0, log);
325	if (log[0]) {
326		printf("%s\n", log);
327	}
328
329	shader->texLocation = glGetUniformLocation(shader->program, "tex");
330	shader->positionLocation = glGetAttribLocation(shader->program, "position");
331	size_t i;
332	for (i = 0; i < shader->nUniforms; ++i) {
333		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
334	}
335	glBindFramebuffer(GL_FRAMEBUFFER, 0);
336}
337
338void GBAGLES2ShaderDeinit(struct GBAGLES2Shader* shader) {
339	glDeleteTextures(1, &shader->tex);
340	glDeleteShader(shader->fragmentShader);
341	glDeleteProgram(shader->program);
342	glDeleteFramebuffers(1, &shader->fbo);
343}
344
345void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader* shaders, size_t nShaders) {
346	if (context->shaders) {
347		if (context->shaders == shaders && context->nShaders == nShaders) {
348			return;
349		}
350		GBAGLES2ShaderDetach(context);
351	}
352	context->shaders = shaders;
353	context->nShaders = nShaders;
354	size_t i;
355	for (i = 0; i < nShaders; ++i) {
356		glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
357		glClear(GL_COLOR_BUFFER_BIT);
358	}
359	glBindFramebuffer(GL_FRAMEBUFFER, 0);
360}
361
362void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
363	if (!context->shaders) {
364		return;
365	}
366	context->shaders = 0;
367}
368
369static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
370	const char* charValue = ConfigurationGetValue(config, section, key);
371	if (!charValue) {
372		return false;
373	}
374	char* end;
375	unsigned long value = strtol(charValue, &end, 10);
376	if (*end) {
377		return false;
378	}
379	*out = value;
380	return true;
381}
382
383static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
384	const char* charValue = ConfigurationGetValue(config, section, key);
385	if (!charValue) {
386		return false;
387	}
388	char* end;
389	float value = strtof_u(charValue, &end);
390	if (*end) {
391		return false;
392	}
393	*out = value;
394	return true;
395}
396
397static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
398	const char* charValue = ConfigurationGetValue(config, section, key);
399	if (!charValue) {
400		return false;
401	}
402	if (!strcmp(charValue, "true")) {
403		*out = GL_TRUE;
404		return true;
405	}
406	if (!strcmp(charValue, "false")) {
407		*out = GL_FALSE;
408		return true;
409	}
410	char* end;
411	unsigned long value = strtol(charValue, &end, 10);
412	if (*end) {
413		return false;
414	}
415	*out = value;
416	return true;
417}
418
419DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
420DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
421
422static void _uniformHandler(const char* sectionName, void* user) {
423	struct GBAGLES2UniformList* uniforms = user;
424	if (strstr(sectionName, "uniform.") != sectionName) {
425		return;
426	}
427	struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms);
428	u->name = sectionName;
429}
430
431static bool _loadUniform(struct Configuration* description, struct GBAGLES2Uniform* uniform) {
432	const char* type = ConfigurationGetValue(description, uniform->name, "type");
433	if (!strcmp(type, "float")) {
434		uniform->type = GL_FLOAT;
435		uniform->value.f = 0;
436		_lookupFloatValue(description, uniform->name, "default", &uniform->value.f);
437	} else if (!strcmp(type, "float2")) {
438		uniform->type = GL_FLOAT_VEC2;
439		uniform->value.fvec2[0] = 0;
440		uniform->value.fvec2[1] = 0;
441		_lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec2[0]);
442		_lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec2[1]);
443	} else if (!strcmp(type, "float3")) {
444		uniform->type = GL_FLOAT_VEC3;
445		uniform->value.fvec3[0] = 0;
446		uniform->value.fvec3[1] = 0;
447		uniform->value.fvec3[2] = 0;
448		_lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec3[0]);
449		_lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec3[1]);
450		_lookupFloatValue(description, uniform->name, "default[2]", &uniform->value.fvec3[2]);
451	} else if (!strcmp(type, "float4")) {
452		uniform->type = GL_FLOAT_VEC4;
453		uniform->value.fvec4[0] = 0;
454		uniform->value.fvec4[1] = 0;
455		uniform->value.fvec4[2] = 0;
456		uniform->value.fvec4[3] = 0;
457		_lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec4[0]);
458		_lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec4[1]);
459		_lookupFloatValue(description, uniform->name, "default[2]", &uniform->value.fvec4[2]);
460		_lookupFloatValue(description, uniform->name, "default[3]", &uniform->value.fvec4[3]);
461	} else if (!strcmp(type, "float2x2")) {
462		uniform->type = GL_FLOAT_MAT2;
463		uniform->value.fmat2x2[0] = 0;
464		uniform->value.fmat2x2[1] = 0;
465		uniform->value.fmat2x2[2] = 0;
466		uniform->value.fmat2x2[3] = 0;
467		_lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat2x2[0]);
468		_lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat2x2[1]);
469		_lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat2x2[2]);
470		_lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat2x2[3]);
471	} else if (!strcmp(type, "float3x3")) {
472		uniform->type = GL_FLOAT_MAT3;
473		uniform->value.fmat3x3[0] = 0;
474		uniform->value.fmat3x3[1] = 0;
475		uniform->value.fmat3x3[2] = 0;
476		uniform->value.fmat3x3[3] = 0;
477		uniform->value.fmat3x3[4] = 0;
478		uniform->value.fmat3x3[5] = 0;
479		uniform->value.fmat3x3[6] = 0;
480		uniform->value.fmat3x3[7] = 0;
481		uniform->value.fmat3x3[8] = 0;
482		_lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat3x3[0]);
483		_lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat3x3[1]);
484		_lookupFloatValue(description, uniform->name, "default[0,2]", &uniform->value.fmat3x3[2]);
485		_lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat3x3[3]);
486		_lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat3x3[4]);
487		_lookupFloatValue(description, uniform->name, "default[1,2]", &uniform->value.fmat3x3[5]);
488		_lookupFloatValue(description, uniform->name, "default[2,0]", &uniform->value.fmat3x3[6]);
489		_lookupFloatValue(description, uniform->name, "default[2,1]", &uniform->value.fmat3x3[7]);
490		_lookupFloatValue(description, uniform->name, "default[2,2]", &uniform->value.fmat3x3[8]);
491	} else if (!strcmp(type, "float4x4")) {
492		uniform->type = GL_FLOAT_MAT4;
493		uniform->value.fmat4x4[0] = 0;
494		uniform->value.fmat4x4[1] = 0;
495		uniform->value.fmat4x4[2] = 0;
496		uniform->value.fmat4x4[3] = 0;
497		uniform->value.fmat4x4[4] = 0;
498		uniform->value.fmat4x4[5] = 0;
499		uniform->value.fmat4x4[6] = 0;
500		uniform->value.fmat4x4[7] = 0;
501		uniform->value.fmat4x4[8] = 0;
502		uniform->value.fmat4x4[9] = 0;
503		uniform->value.fmat4x4[10] = 0;
504		uniform->value.fmat4x4[11] = 0;
505		uniform->value.fmat4x4[12] = 0;
506		uniform->value.fmat4x4[13] = 0;
507		uniform->value.fmat4x4[14] = 0;
508		uniform->value.fmat4x4[15] = 0;
509		_lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat4x4[0]);
510		_lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat4x4[1]);
511		_lookupFloatValue(description, uniform->name, "default[0,2]", &uniform->value.fmat4x4[2]);
512		_lookupFloatValue(description, uniform->name, "default[0,3]", &uniform->value.fmat4x4[3]);
513		_lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat4x4[4]);
514		_lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat4x4[5]);
515		_lookupFloatValue(description, uniform->name, "default[1,2]", &uniform->value.fmat4x4[6]);
516		_lookupFloatValue(description, uniform->name, "default[1,3]", &uniform->value.fmat4x4[7]);
517		_lookupFloatValue(description, uniform->name, "default[2,0]", &uniform->value.fmat4x4[8]);
518		_lookupFloatValue(description, uniform->name, "default[2,1]", &uniform->value.fmat4x4[9]);
519		_lookupFloatValue(description, uniform->name, "default[2,2]", &uniform->value.fmat4x4[10]);
520		_lookupFloatValue(description, uniform->name, "default[2,3]", &uniform->value.fmat4x4[11]);
521		_lookupFloatValue(description, uniform->name, "default[3,0]", &uniform->value.fmat4x4[12]);
522		_lookupFloatValue(description, uniform->name, "default[3,1]", &uniform->value.fmat4x4[13]);
523		_lookupFloatValue(description, uniform->name, "default[3,2]", &uniform->value.fmat4x4[14]);
524		_lookupFloatValue(description, uniform->name, "default[3,3]", &uniform->value.fmat4x4[15]);
525	} else if (!strcmp(type, "int")) {
526		uniform->type = GL_INT;
527		uniform->value.i = 0;
528		_lookupIntValue(description, uniform->name, "default", &uniform->value.i);
529	} else if (!strcmp(type, "int2")) {
530		uniform->type = GL_INT_VEC2;
531		uniform->value.ivec2[0] = 0;
532		uniform->value.ivec2[1] = 0;
533		_lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec2[0]);
534		_lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec2[1]);
535	} else if (!strcmp(type, "int3")) {
536		uniform->type = GL_INT_VEC3;
537		uniform->value.ivec3[0] = 0;
538		uniform->value.ivec3[1] = 0;
539		uniform->value.ivec3[2] = 0;
540		_lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec3[0]);
541		_lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec3[1]);
542		_lookupIntValue(description, uniform->name, "default[2]", &uniform->value.ivec3[2]);
543	} else if (!strcmp(type, "int4")) {
544		uniform->type = GL_INT_VEC4;
545		uniform->value.ivec4[0] = 0;
546		uniform->value.ivec4[1] = 0;
547		uniform->value.ivec4[2] = 0;
548		uniform->value.ivec4[3] = 0;
549		_lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec4[0]);
550		_lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec4[1]);
551		_lookupIntValue(description, uniform->name, "default[2]", &uniform->value.ivec4[2]);
552		_lookupIntValue(description, uniform->name, "default[3]", &uniform->value.ivec4[3]);
553	} else if (!strcmp(type, "bool")) {
554		uniform->type = GL_BOOL;
555		uniform->value.b = 0;
556		_lookupBoolValue(description, uniform->name, "default", &uniform->value.b);
557	} else if (!strcmp(type, "int2")) {
558		uniform->type = GL_BOOL_VEC2;
559		uniform->value.bvec2[0] = 0;
560		uniform->value.bvec2[1] = 0;
561		_lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec2[0]);
562		_lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec2[1]);
563	} else if (!strcmp(type, "int3")) {
564		uniform->type = GL_BOOL_VEC3;
565		uniform->value.bvec3[0] = 0;
566		uniform->value.bvec3[1] = 0;
567		uniform->value.bvec3[2] = 0;
568		_lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec3[0]);
569		_lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec3[1]);
570		_lookupBoolValue(description, uniform->name, "default[2]", &uniform->value.bvec3[2]);
571	} else if (!strcmp(type, "int4")) {
572		uniform->type = GL_BOOL_VEC4;
573		uniform->value.bvec4[0] = 0;
574		uniform->value.bvec4[1] = 0;
575		uniform->value.bvec4[2] = 0;
576		uniform->value.bvec4[3] = 0;
577		_lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec4[0]);
578		_lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec4[1]);
579		_lookupBoolValue(description, uniform->name, "default[2]", &uniform->value.bvec4[2]);
580		_lookupBoolValue(description, uniform->name, "default[3]", &uniform->value.bvec4[3]);
581	} else {
582		return false;
583	}
584	uniform->name = strdup(uniform->name + strlen("uniform."));
585	return true;
586}
587
588bool GBAGLES2ShaderLoad(struct GBAGLES2Shader** shaders, size_t* nShaders, struct GBAGLES2ShaderMetadata* metadata, struct VDir* dir) {
589	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
590	if (!manifest) {
591		return false;
592	}
593	bool success = false;
594	struct Configuration description;
595	ConfigurationInit(&description);
596	if (ConfigurationReadVFile(&description, manifest)) {
597		int inShaders;
598		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
599		if (inShaders > MAX_PASSES || inShaders < 1) {
600			success = false;
601		}
602		if (success) {
603			if (metadata) {
604				metadata->name = ConfigurationGetValue(&description, "shader", "name");
605				if (metadata->name) {
606					metadata->name = strdup(metadata->name);
607				}
608				metadata->author = ConfigurationGetValue(&description, "shader", "author");
609				if (metadata->author) {
610					metadata->author = strdup(metadata->author);
611				}
612				metadata->description = ConfigurationGetValue(&description, "shader", "description");
613				if (metadata->description) {
614					metadata->description = strdup(metadata->description);
615				}
616			}
617			struct GBAGLES2Shader* shaderBlock = malloc(sizeof(struct GBAGLES2Shader) * inShaders);
618			int n;
619			for (n = 0; n < inShaders; ++n) {
620				char passName[12];
621				snprintf(passName, sizeof(passName), "pass.%u", n);
622				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
623				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
624				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
625					success = false;
626					break;
627				}
628				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
629					success = false;
630					break;
631				}
632				char* fssrc = 0;
633				char* vssrc = 0;
634				if (fs) {
635					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
636					if (!fsf) {
637						success = false;
638						break;
639					}
640					fssrc = malloc(fsf->size(fsf) + 1);
641					fssrc[fsf->size(fsf)] = '\0';
642					fsf->read(fsf, fssrc, fsf->size(fsf));
643					fsf->close(fsf);
644				}
645				if (vs) {
646					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
647					if (!vsf) {
648						success = false;
649						free(fssrc);
650						break;
651					}
652					vssrc = malloc(vsf->size(vsf) + 1);
653					vssrc[vsf->size(vsf)] = '\0';
654					vsf->read(vsf, vssrc, vsf->size(vsf));
655					vsf->close(vsf);
656				}
657				int width = 0;
658				int height = 0;
659				_lookupIntValue(&description, passName, "width", &width);
660				_lookupIntValue(&description, passName, "height", &height);
661
662				struct GBAGLES2UniformList uniformVector;
663				GBAGLES2UniformListInit(&uniformVector, 0);
664				ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
665				size_t u;
666				for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) {
667					struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u);
668					if (!_loadUniform(&description, uniform)) {
669						GBAGLES2UniformListUnshift(&uniformVector, u, 1);
670						--u;
671					}
672				}
673				u = GBAGLES2UniformListSize(&uniformVector);
674				struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
675				memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
676				GBAGLES2UniformListDeinit(&uniformVector);
677
678				GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, uniformBlock, u);
679				int b = 0;
680				_lookupIntValue(&description, passName, "blend", &b);
681				if (b) {
682					shaderBlock[n].blend = b;
683				}
684				b = 0;
685				_lookupIntValue(&description, passName, "filter", &b);
686				if (b) {
687					shaderBlock[n].filter = b;
688				}
689				free(fssrc);
690				free(vssrc);
691			}
692			if (success) {
693				*nShaders = inShaders;
694				*shaders = shaderBlock;
695			} else {
696				inShaders = n;
697				for (n = 0; n < inShaders; ++n) {
698					GBAGLES2ShaderDeinit(&shaderBlock[n]);
699				}
700			}
701		}
702	}
703	ConfigurationDeinit(&description);
704	return success;
705}
706
707void GBAGLES2ShaderFree(struct GBAGLES2Shader* shaders, size_t nShaders) {
708	size_t n;
709	for (n = 0; n < nShaders; ++n) {
710		GBAGLES2ShaderDeinit(&shaders[n]);
711		size_t u;
712		for (u = 0; u < shaders[n].nUniforms; ++u) {
713			free((void*) shaders[n].uniforms[u].name);
714		}
715	}
716	free(shaders);
717}