all repos — mgba @ b325376f05945b2ca3d00b30e57de9187c5b0ef4

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 "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 GBAGLES2ContextInit(struct VideoBackend* v, unsigned width, unsigned height, WHandle handle) {
 75	UNUSED(handle);
 76	struct GBAGLES2Context* context = (struct GBAGLES2Context*) 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	v->width = width;
 82	v->height = height;
 83
 84#ifdef COLOR_16_BIT
 85#ifdef COLOR_5_6_5
 86	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
 87#else
 88	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
 89#endif
 90#else
 91	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 92#endif
 93
 94	glClearColor(0.f, 0.f, 0.f, 1.f);
 95
 96	struct GBAGLES2Uniform* uniforms = malloc(sizeof(struct GBAGLES2Uniform) * 4);
 97	uniforms[0].name = "gamma";
 98	uniforms[0].readableName = "Gamma";
 99	uniforms[0].type = GL_FLOAT;
100	uniforms[0].value.f = 1.0f;
101	uniforms[0].min.f = 0.1f;
102	uniforms[0].max.f = 3.0f;
103	uniforms[1].name = "scale";
104	uniforms[1].readableName = "Scale";
105	uniforms[1].type = GL_FLOAT_VEC3;
106	uniforms[1].value.fvec3[0] = 1.0f;
107	uniforms[1].value.fvec3[1] = 1.0f;
108	uniforms[1].value.fvec3[2] = 1.0f;
109	uniforms[1].min.fvec3[0] = -1.0f;
110	uniforms[1].min.fvec3[1] = -1.0f;
111	uniforms[1].min.fvec3[2] = -1.0f;
112	uniforms[1].max.fvec3[0] = 2.0f;
113	uniforms[1].max.fvec3[1] = 2.0f;
114	uniforms[1].max.fvec3[2] = 2.0f;
115	uniforms[2].name = "bias";
116	uniforms[2].readableName = "Bias";
117	uniforms[2].type = GL_FLOAT_VEC3;
118	uniforms[2].value.fvec3[0] = 0.0f;
119	uniforms[2].value.fvec3[1] = 0.0f;
120	uniforms[2].value.fvec3[2] = 0.0f;
121	uniforms[2].min.fvec3[0] = -1.0f;
122	uniforms[2].min.fvec3[1] = -1.0f;
123	uniforms[2].min.fvec3[2] = -1.0f;
124	uniforms[2].max.fvec3[0] = 1.0f;
125	uniforms[2].max.fvec3[1] = 1.0f;
126	uniforms[2].max.fvec3[2] = 1.0f;
127	uniforms[3].name = "desaturation";
128	uniforms[3].readableName = "Desaturation";
129	uniforms[3].type = GL_FLOAT_VEC3;
130	uniforms[3].value.fvec3[0] = 0.0f;
131	uniforms[3].value.fvec3[1] = 0.0f;
132	uniforms[3].value.fvec3[2] = 0.0f;
133	uniforms[3].min.fvec3[0] = 0.0f;
134	uniforms[3].min.fvec3[1] = 0.0f;
135	uniforms[3].min.fvec3[2] = 0.0f;
136	uniforms[3].max.fvec3[0] = 1.0f;
137	uniforms[3].max.fvec3[1] = 1.0f;
138	uniforms[3].max.fvec3[2] = 1.0f;
139	GBAGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
140	GBAGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
141	glDeleteFramebuffers(1, &context->finalShader.fbo);
142	glDeleteTextures(1, &context->finalShader.tex);
143	context->finalShader.fbo = 0;
144	context->finalShader.tex = 0;
145}
146
147static void GBAGLES2ContextDeinit(struct VideoBackend* v) {
148	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
149	glDeleteTextures(1, &context->tex);
150	GBAGLES2ShaderDeinit(&context->initialShader);
151	GBAGLES2ShaderDeinit(&context->finalShader);
152	free(context->initialShader.uniforms);
153}
154
155static void GBAGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) {
156	unsigned drawW = w;
157	unsigned drawH = h;
158	if (v->lockAspectRatio) {
159		if (w * 2 > h * 3) {
160			drawW = h * 3 / 2;
161		} else if (w * 2 < h * 3) {
162			drawH = w * 2 / 3;
163		}
164	}
165	glViewport(0, 0, v->width, v->height);
166	glClearColor(0.f, 0.f, 0.f, 1.f);
167	glClear(GL_COLOR_BUFFER_BIT);
168	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
169}
170
171static void GBAGLES2ContextClear(struct VideoBackend* v) {
172	UNUSED(v);
173	glClearColor(0.f, 0.f, 0.f, 1.f);
174	glClear(GL_COLOR_BUFFER_BIT);
175}
176
177void _drawShader(struct GBAGLES2Context* context, struct GBAGLES2Shader* shader) {
178	GLint viewport[4];
179	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
180	if (shader->blend) {
181		glEnable(GL_BLEND);
182		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
183	} else {
184		glDisable(GL_BLEND);
185		glClear(GL_COLOR_BUFFER_BIT);
186	}
187
188	glGetIntegerv(GL_VIEWPORT, viewport);
189	int drawW = shader->width;
190	int drawH = shader->height;
191	int padW = 0;
192	int padH = 0;
193	if (!shader->width) {
194		drawW = viewport[2];
195		padW = viewport[0];
196	} else if (shader->width < 0) {
197		drawW = context->d.width * -shader->width;
198	}
199	if (!shader->height) {
200		drawH = viewport[3];
201		padH = viewport[1];
202	} else if (shader->height < 0) {
203		drawH = context->d.height * -shader->height;
204	}
205	if (shader->integerScaling) {
206		padW = 0;
207		padH = 0;
208		drawW -= drawW % context->d.width;
209		drawH -= drawH % context->d.height;
210	}
211	glViewport(padW, padH, drawW, drawH);
212	if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
213		GLint oldTex;
214		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
215		glBindTexture(GL_TEXTURE_2D, shader->tex);
216		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
217		glBindTexture(GL_TEXTURE_2D, oldTex);
218	}
219
220	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
221	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
222	glUseProgram(shader->program);
223	glUniform1i(shader->texLocation, 0);
224	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
225	glEnableVertexAttribArray(shader->positionLocation);
226	size_t u;
227	for (u = 0; u < shader->nUniforms; ++u) {
228		struct GBAGLES2Uniform* uniform = &shader->uniforms[u];
229		switch (uniform->type) {
230		case GL_FLOAT:
231			glUniform1f(uniform->location, uniform->value.f);
232			break;
233		case GL_INT:
234			glUniform1i(uniform->location, uniform->value.i);
235			break;
236		case GL_BOOL:
237			glUniform1i(uniform->location, uniform->value.b);
238			break;
239		case GL_FLOAT_VEC2:
240			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
241			break;
242		case GL_FLOAT_VEC3:
243			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
244			break;
245		case GL_FLOAT_VEC4:
246			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
247			break;
248		case GL_INT_VEC2:
249			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
250			break;
251		case GL_INT_VEC3:
252			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
253			break;
254		case GL_INT_VEC4:
255			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
256			break;
257		case GL_BOOL_VEC2:
258			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
259			break;
260		case GL_BOOL_VEC3:
261			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
262			break;
263		case GL_BOOL_VEC4:
264			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
265			break;
266		case GL_FLOAT_MAT2:
267			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
268			break;
269		case GL_FLOAT_MAT3:
270			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
271			break;
272		case GL_FLOAT_MAT4:
273			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
274			break;
275		}
276	}
277	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
278	glBindTexture(GL_TEXTURE_2D, shader->tex);
279	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
280}
281
282void GBAGLES2ContextDrawFrame(struct VideoBackend* v) {
283	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
284	glActiveTexture(GL_TEXTURE0);
285	glBindTexture(GL_TEXTURE_2D, context->tex);
286
287	context->finalShader.filter = v->filter;
288	_drawShader(context, &context->initialShader);
289	size_t n;
290	for (n = 0; n < context->nShaders; ++n) {
291		_drawShader(context, &context->shaders[n]);
292	}
293	_drawShader(context, &context->finalShader);
294	glBindFramebuffer(GL_FRAMEBUFFER, 0);
295	glUseProgram(0);
296}
297
298void GBAGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
299	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
300	glBindTexture(GL_TEXTURE_2D, context->tex);
301#ifdef COLOR_16_BIT
302#ifdef COLOR_5_6_5
303	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
304#else
305	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
306#endif
307#else
308	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
309#endif
310}
311
312void GBAGLES2ContextCreate(struct GBAGLES2Context* context) {
313	context->d.init = GBAGLES2ContextInit;
314	context->d.deinit = GBAGLES2ContextDeinit;
315	context->d.resized = GBAGLES2ContextResized;
316	context->d.swap = 0;
317	context->d.clear = GBAGLES2ContextClear;
318	context->d.postFrame = GBAGLES2ContextPostFrame;
319	context->d.drawFrame = GBAGLES2ContextDrawFrame;
320	context->d.setMessage = 0;
321	context->d.clearMessage = 0;
322	context->shaders = 0;
323	context->nShaders = 0;
324}
325
326void GBAGLES2ShaderInit(struct GBAGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct GBAGLES2Uniform* uniforms, size_t nUniforms) {
327	shader->width = width;
328	shader->height = height;
329	shader->integerScaling = integerScaling;
330	shader->filter = false;
331	shader->blend = false;
332	shader->uniforms = uniforms;
333	shader->nUniforms = nUniforms;
334	glGenFramebuffers(1, &shader->fbo);
335	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
336
337	glGenTextures(1, &shader->tex);
338	glBindTexture(GL_TEXTURE_2D, shader->tex);
339	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
340	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
341	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
342	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
343	if (shader->width > 0 && shader->height > 0) {
344		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
345	}
346
347	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
348	shader->program = glCreateProgram();
349	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
350	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
351	const GLchar* shaderBuffer[2];
352	const GLubyte* version = glGetString(GL_VERSION);
353	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
354		shaderBuffer[0] = _gl3Header;
355	} else {
356		shaderBuffer[0] = _gles2Header;
357	}
358	if (vs) {
359		shaderBuffer[1] = vs;
360	} else {
361		shaderBuffer[1] = _nullVertexShader;
362	}
363	glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
364
365	if (fs) {
366		shaderBuffer[1] = fs;
367	} else {
368		shaderBuffer[1] = _nullFragmentShader;
369	}
370	glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
371
372	glAttachShader(shader->program, shader->vertexShader);
373	glAttachShader(shader->program, shader->fragmentShader);
374	char log[1024];
375	glCompileShader(shader->fragmentShader);
376	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
377	if (log[0]) {
378		printf("%s\n", log);
379	}
380	glCompileShader(shader->vertexShader);
381	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
382	if (log[0]) {
383		printf("%s\n", log);
384	}
385	glLinkProgram(shader->program);
386	glGetProgramInfoLog(shader->program, 1024, 0, log);
387	if (log[0]) {
388		printf("%s\n", log);
389	}
390
391	shader->texLocation = glGetUniformLocation(shader->program, "tex");
392	shader->positionLocation = glGetAttribLocation(shader->program, "position");
393	size_t i;
394	for (i = 0; i < shader->nUniforms; ++i) {
395		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
396	}
397	glBindFramebuffer(GL_FRAMEBUFFER, 0);
398}
399
400void GBAGLES2ShaderDeinit(struct GBAGLES2Shader* shader) {
401	glDeleteTextures(1, &shader->tex);
402	glDeleteShader(shader->fragmentShader);
403	glDeleteProgram(shader->program);
404	glDeleteFramebuffers(1, &shader->fbo);
405}
406
407void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader* shaders, size_t nShaders) {
408	if (context->shaders) {
409		if (context->shaders == shaders && context->nShaders == nShaders) {
410			return;
411		}
412		GBAGLES2ShaderDetach(context);
413	}
414	context->shaders = shaders;
415	context->nShaders = nShaders;
416	size_t i;
417	for (i = 0; i < nShaders; ++i) {
418		glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
419		glClear(GL_COLOR_BUFFER_BIT);
420	}
421	glBindFramebuffer(GL_FRAMEBUFFER, 0);
422}
423
424void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
425	if (!context->shaders) {
426		return;
427	}
428	context->shaders = 0;
429	context->nShaders = 0;
430}
431
432static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
433	const char* charValue = ConfigurationGetValue(config, section, key);
434	if (!charValue) {
435		return false;
436	}
437	char* end;
438	unsigned long value = strtol(charValue, &end, 10);
439	if (*end) {
440		return false;
441	}
442	*out = value;
443	return true;
444}
445
446static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
447	const char* charValue = ConfigurationGetValue(config, section, key);
448	if (!charValue) {
449		return false;
450	}
451	char* end;
452	float value = strtof_u(charValue, &end);
453	if (*end) {
454		return false;
455	}
456	*out = value;
457	return true;
458}
459
460static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
461	const char* charValue = ConfigurationGetValue(config, section, key);
462	if (!charValue) {
463		return false;
464	}
465	if (!strcmp(charValue, "true")) {
466		*out = GL_TRUE;
467		return true;
468	}
469	if (!strcmp(charValue, "false")) {
470		*out = GL_FALSE;
471		return true;
472	}
473	char* end;
474	unsigned long value = strtol(charValue, &end, 10);
475	if (*end) {
476		return false;
477	}
478	*out = value;
479	return true;
480}
481
482DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
483DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
484
485static void _uniformHandler(const char* sectionName, void* user) {
486	struct GBAGLES2UniformList* uniforms = user;
487	unsigned passId;
488	int sentinel;
489	if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
490		return;
491	}
492	struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms);
493	u->name = sectionName;
494}
495
496
497static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union GBAGLES2UniformValue* value) {
498	char fieldName[16];
499	switch (type) {
500	case GL_FLOAT:
501		value->f = 0;
502		_lookupFloatValue(description, name, field, &value->f);
503		break;
504	case GL_FLOAT_VEC2:
505		value->fvec2[0] = 0;
506		value->fvec2[1] = 0;
507		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
508		_lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
509		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
510		_lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
511		break;
512	case GL_FLOAT_VEC3:
513		value->fvec3[0] = 0;
514		value->fvec3[1] = 0;
515		value->fvec3[2] = 0;
516		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
517		_lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
518		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
519		_lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
520		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
521		_lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
522		break;
523	case GL_FLOAT_VEC4:
524		value->fvec4[0] = 0;
525		value->fvec4[1] = 0;
526		value->fvec4[2] = 0;
527		value->fvec4[3] = 0;
528		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
529		_lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
530		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
531		_lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
532		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
533		_lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
534		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
535		_lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
536		break;
537	case GL_FLOAT_MAT2:
538		value->fmat2x2[0] = 0;
539		value->fmat2x2[1] = 0;
540		value->fmat2x2[2] = 0;
541		value->fmat2x2[3] = 0;
542		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
543		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
544		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
545		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
546		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
547		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
548		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
549		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
550		break;
551	case GL_FLOAT_MAT3:
552		value->fmat3x3[0] = 0;
553		value->fmat3x3[1] = 0;
554		value->fmat3x3[2] = 0;
555		value->fmat3x3[3] = 0;
556		value->fmat3x3[4] = 0;
557		value->fmat3x3[5] = 0;
558		value->fmat3x3[6] = 0;
559		value->fmat3x3[7] = 0;
560		value->fmat3x3[8] = 0;
561		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
562		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
563		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
564		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
565		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
566		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
567		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
568		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
569		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
570		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
571		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
572		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
573		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
574		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
575		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
576		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
577		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
578		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
579		break;
580	case GL_FLOAT_MAT4:
581		value->fmat4x4[0] = 0;
582		value->fmat4x4[1] = 0;
583		value->fmat4x4[2] = 0;
584		value->fmat4x4[3] = 0;
585		value->fmat4x4[4] = 0;
586		value->fmat4x4[5] = 0;
587		value->fmat4x4[6] = 0;
588		value->fmat4x4[7] = 0;
589		value->fmat4x4[8] = 0;
590		value->fmat4x4[9] = 0;
591		value->fmat4x4[10] = 0;
592		value->fmat4x4[11] = 0;
593		value->fmat4x4[12] = 0;
594		value->fmat4x4[13] = 0;
595		value->fmat4x4[14] = 0;
596		value->fmat4x4[15] = 0;
597		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
598		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
599		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
600		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
601		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
602		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
603		snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
604		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
605		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
606		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
607		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
608		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
609		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
610		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
611		snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
612		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
613		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
614		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
615		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
616		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
617		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
618		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
619		snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
620		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
621		snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
622		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
623		snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
624		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
625		snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
626		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
627		snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
628		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
629		break;
630	case GL_INT:
631		value->i = 0;
632		_lookupIntValue(description, name, field, &value->i);
633		break;
634	case GL_INT_VEC2:
635		value->ivec2[0] = 0;
636		value->ivec2[1] = 0;
637		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
638		_lookupIntValue(description, name, fieldName, &value->ivec2[0]);
639		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
640		_lookupIntValue(description, name, fieldName, &value->ivec2[1]);
641		break;
642	case GL_INT_VEC3:
643		value->ivec3[0] = 0;
644		value->ivec3[1] = 0;
645		value->ivec3[2] = 0;
646		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
647		_lookupIntValue(description, name, fieldName, &value->ivec3[0]);
648		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
649		_lookupIntValue(description, name, fieldName, &value->ivec3[1]);
650		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
651		_lookupIntValue(description, name, fieldName, &value->ivec3[2]);
652		break;
653	case GL_INT_VEC4:
654		value->ivec4[0] = 0;
655		value->ivec4[1] = 0;
656		value->ivec4[2] = 0;
657		value->ivec4[3] = 0;
658		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
659		_lookupIntValue(description, name, fieldName, &value->ivec4[0]);
660		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
661		_lookupIntValue(description, name, fieldName, &value->ivec4[1]);
662		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
663		_lookupIntValue(description, name, fieldName, &value->ivec4[2]);
664		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
665		_lookupIntValue(description, name, fieldName, &value->ivec4[3]);
666		break;
667	case GL_BOOL:
668		value->b = 0;
669		_lookupBoolValue(description, name, field, &value->b);
670		break;
671	case GL_BOOL_VEC2:
672		value->bvec2[0] = 0;
673		value->bvec2[1] = 0;
674		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
675		_lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
676		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
677		_lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
678		break;
679	case GL_BOOL_VEC3:
680		value->bvec3[0] = 0;
681		value->bvec3[1] = 0;
682		value->bvec3[2] = 0;
683		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
684		_lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
685		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
686		_lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
687		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
688		_lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
689		break;
690	case GL_BOOL_VEC4:
691		value->bvec4[0] = 0;
692		value->bvec4[1] = 0;
693		value->bvec4[2] = 0;
694		value->bvec4[3] = 0;
695		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
696		_lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
697		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
698		_lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
699		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
700		_lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
701		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
702		_lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
703		break;
704	}
705}
706
707static bool _loadUniform(struct Configuration* description, size_t pass, struct GBAGLES2Uniform* uniform) {
708	unsigned passId;
709	if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
710		return false;
711	}
712	const char* type = ConfigurationGetValue(description, uniform->name, "type");
713	if (!type) {
714		return false;
715	}
716	if (!strcmp(type, "float")) {
717		uniform->type = GL_FLOAT;
718	} else if (!strcmp(type, "float2")) {
719		uniform->type = GL_FLOAT_VEC2;
720	} else if (!strcmp(type, "float3")) {
721		uniform->type = GL_FLOAT_VEC3;
722	} else if (!strcmp(type, "float4")) {
723		uniform->type = GL_FLOAT_VEC4;
724	} else if (!strcmp(type, "float2x2")) {
725		uniform->type = GL_FLOAT_MAT2;
726	} else if (!strcmp(type, "float3x3")) {
727		uniform->type = GL_FLOAT_MAT3;
728	} else if (!strcmp(type, "float4x4")) {
729		uniform->type = GL_FLOAT_MAT4;
730	} else if (!strcmp(type, "int")) {
731		uniform->type = GL_INT;
732	} else if (!strcmp(type, "int2")) {
733		uniform->type = GL_INT_VEC2;
734	} else if (!strcmp(type, "int3")) {
735		uniform->type = GL_INT_VEC3;
736	} else if (!strcmp(type, "int4")) {
737		uniform->type = GL_INT_VEC4;
738	} else if (!strcmp(type, "bool")) {
739		uniform->type = GL_BOOL;
740	} else if (!strcmp(type, "int2")) {
741		uniform->type = GL_BOOL_VEC2;
742	} else if (!strcmp(type, "int3")) {
743		uniform->type = GL_BOOL_VEC3;
744	} else if (!strcmp(type, "int4")) {
745		uniform->type = GL_BOOL_VEC4;
746	} else {
747		return false;
748	}
749	_loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
750	_loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
751	_loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
752	const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
753	if (readable) {
754		uniform->readableName = strdup(readable);
755	} else {
756		uniform->readableName = 0;
757	}
758	uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
759	return true;
760}
761
762bool GBAGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
763	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
764	if (!manifest) {
765		return false;
766	}
767	bool success = false;
768	struct Configuration description;
769	ConfigurationInit(&description);
770	if (ConfigurationReadVFile(&description, manifest)) {
771		int inShaders;
772		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
773		if (inShaders > MAX_PASSES || inShaders < 1) {
774			success = false;
775		}
776		if (success) {
777			struct GBAGLES2Shader* shaderBlock = malloc(sizeof(struct GBAGLES2Shader) * inShaders);
778			int n;
779			for (n = 0; n < inShaders; ++n) {
780				char passName[12];
781				snprintf(passName, sizeof(passName), "pass.%u", n);
782				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
783				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
784				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
785					success = false;
786					break;
787				}
788				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
789					success = false;
790					break;
791				}
792				char* fssrc = 0;
793				char* vssrc = 0;
794				if (fs) {
795					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
796					if (!fsf) {
797						success = false;
798						break;
799					}
800					fssrc = malloc(fsf->size(fsf) + 1);
801					fssrc[fsf->size(fsf)] = '\0';
802					fsf->read(fsf, fssrc, fsf->size(fsf));
803					fsf->close(fsf);
804				}
805				if (vs) {
806					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
807					if (!vsf) {
808						success = false;
809						free(fssrc);
810						break;
811					}
812					vssrc = malloc(vsf->size(vsf) + 1);
813					vssrc[vsf->size(vsf)] = '\0';
814					vsf->read(vsf, vssrc, vsf->size(vsf));
815					vsf->close(vsf);
816				}
817				int width = 0;
818				int height = 0;
819				int scaling = 0;
820				_lookupIntValue(&description, passName, "width", &width);
821				_lookupIntValue(&description, passName, "height", &height);
822				_lookupIntValue(&description, passName, "integerScaling", &scaling);
823
824				struct GBAGLES2UniformList uniformVector;
825				GBAGLES2UniformListInit(&uniformVector, 0);
826				ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
827				size_t u;
828				for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) {
829					struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u);
830					if (!_loadUniform(&description, n, uniform)) {
831						GBAGLES2UniformListShift(&uniformVector, u, 1);
832						--u;
833					}
834				}
835				u = GBAGLES2UniformListSize(&uniformVector);
836				struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
837				memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
838				GBAGLES2UniformListDeinit(&uniformVector);
839
840				GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
841				int b = 0;
842				_lookupIntValue(&description, passName, "blend", &b);
843				if (b) {
844					shaderBlock[n].blend = b;
845				}
846				b = 0;
847				_lookupIntValue(&description, passName, "filter", &b);
848				if (b) {
849					shaderBlock[n].filter = b;
850				}
851				free(fssrc);
852				free(vssrc);
853			}
854			if (success) {
855				shader->nPasses = inShaders;
856				shader->passes = shaderBlock;
857				shader->name = ConfigurationGetValue(&description, "shader", "name");
858				if (shader->name) {
859					shader->name = strdup(shader->name);
860				}
861				shader->author = ConfigurationGetValue(&description, "shader", "author");
862				if (shader->author) {
863					shader->author = strdup(shader->author);
864				}
865				shader->description = ConfigurationGetValue(&description, "shader", "description");
866				if (shader->description) {
867					shader->description = strdup(shader->description);
868				}
869			} else {
870				inShaders = n;
871				for (n = 0; n < inShaders; ++n) {
872					GBAGLES2ShaderDeinit(&shaderBlock[n]);
873				}
874			}
875		}
876	}
877	ConfigurationDeinit(&description);
878	return success;
879}
880
881void GBAGLES2ShaderFree(struct VideoShader* shader) {
882	free((void*) shader->name);
883	free((void*) shader->author);
884	free((void*) shader->description);
885	shader->name = 0;
886	shader->author = 0;
887	shader->description = 0;
888	struct GBAGLES2Shader* shaders = shader->passes;
889	size_t n;
890	for (n = 0; n < shader->nPasses; ++n) {
891		GBAGLES2ShaderDeinit(&shaders[n]);
892		size_t u;
893		for (u = 0; u < shaders[n].nUniforms; ++u) {
894			free((void*) shaders[n].uniforms[u].name);
895			free((void*) shaders[n].uniforms[u].readableName);
896		}
897	}
898	free(shaders);
899	shader->passes = 0;
900	shader->nPasses = 0;
901}