all repos — mgba @ bb37a60765fafdce9db1aeb0f70f951c29522777

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 <mgba/core/log.h>
  9#include <mgba-util/configuration.h>
 10#include <mgba-util/formatting.h>
 11#include <mgba-util/math.h>
 12#include <mgba-util/vector.h>
 13#include <mgba-util/vfs.h>
 14
 15mLOG_DECLARE_CATEGORY(OPENGL);
 16mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL", "video.ogl");
 17
 18#define MAX_PASSES 8
 19
 20static const GLchar* const _gles2Header =
 21	"#version 100\n"
 22	"precision mediump float;\n";
 23
 24static const GLchar* const _gl3Header =
 25	"#version 120\n";
 26
 27static const char* const _vertexShader =
 28	"attribute vec4 position;\n"
 29	"varying vec2 texCoord;\n"
 30
 31	"void main() {\n"
 32	"	gl_Position = position;\n"
 33	"	texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
 34	"}";
 35
 36static const char* const _nullVertexShader =
 37	"attribute vec4 position;\n"
 38	"varying vec2 texCoord;\n"
 39
 40	"void main() {\n"
 41	"	gl_Position = position;\n"
 42	"	texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
 43	"}";
 44
 45static const char* const _fragmentShader =
 46	"varying vec2 texCoord;\n"
 47	"uniform sampler2D tex;\n"
 48	"uniform float gamma;\n"
 49	"uniform vec3 desaturation;\n"
 50	"uniform vec3 scale;\n"
 51	"uniform vec3 bias;\n"
 52
 53	"void main() {\n"
 54	"	vec4 color = texture2D(tex, texCoord);\n"
 55	"	color.a = 1.;\n"
 56	"	float average = dot(color.rgb, vec3(1.)) / 3.;\n"
 57	"	color.rgb = mix(color.rgb, vec3(average), desaturation);\n"
 58	"	color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
 59	"	gl_FragColor = color;\n"
 60	"}";
 61
 62static const char* const _nullFragmentShader =
 63	"varying vec2 texCoord;\n"
 64	"uniform sampler2D tex;\n"
 65
 66	"void main() {\n"
 67	"	vec4 color = texture2D(tex, texCoord);\n"
 68	"	color.a = 1.;\n"
 69	"	gl_FragColor = color;\n"
 70	"}";
 71
 72static const GLfloat _vertices[] = {
 73	-1.f, -1.f,
 74	-1.f, 1.f,
 75	1.f, 1.f,
 76	1.f, -1.f,
 77};
 78
 79static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
 80	UNUSED(handle);
 81	struct mGLES2Context* context = (struct mGLES2Context*) v;
 82	glGenTextures(1, &context->tex);
 83	glBindTexture(GL_TEXTURE_2D, context->tex);
 84	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 85	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 86
 87	glClearColor(0.f, 0.f, 0.f, 1.f);
 88
 89	struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
 90	uniforms[0].name = "gamma";
 91	uniforms[0].readableName = "Gamma";
 92	uniforms[0].type = GL_FLOAT;
 93	uniforms[0].value.f = 1.0f;
 94	uniforms[0].min.f = 0.1f;
 95	uniforms[0].max.f = 3.0f;
 96	uniforms[1].name = "scale";
 97	uniforms[1].readableName = "Scale";
 98	uniforms[1].type = GL_FLOAT_VEC3;
 99	uniforms[1].value.fvec3[0] = 1.0f;
100	uniforms[1].value.fvec3[1] = 1.0f;
101	uniforms[1].value.fvec3[2] = 1.0f;
102	uniforms[1].min.fvec3[0] = -1.0f;
103	uniforms[1].min.fvec3[1] = -1.0f;
104	uniforms[1].min.fvec3[2] = -1.0f;
105	uniforms[1].max.fvec3[0] = 2.0f;
106	uniforms[1].max.fvec3[1] = 2.0f;
107	uniforms[1].max.fvec3[2] = 2.0f;
108	uniforms[2].name = "bias";
109	uniforms[2].readableName = "Bias";
110	uniforms[2].type = GL_FLOAT_VEC3;
111	uniforms[2].value.fvec3[0] = 0.0f;
112	uniforms[2].value.fvec3[1] = 0.0f;
113	uniforms[2].value.fvec3[2] = 0.0f;
114	uniforms[2].min.fvec3[0] = -1.0f;
115	uniforms[2].min.fvec3[1] = -1.0f;
116	uniforms[2].min.fvec3[2] = -1.0f;
117	uniforms[2].max.fvec3[0] = 1.0f;
118	uniforms[2].max.fvec3[1] = 1.0f;
119	uniforms[2].max.fvec3[2] = 1.0f;
120	uniforms[3].name = "desaturation";
121	uniforms[3].readableName = "Desaturation";
122	uniforms[3].type = GL_FLOAT_VEC3;
123	uniforms[3].value.fvec3[0] = 0.0f;
124	uniforms[3].value.fvec3[1] = 0.0f;
125	uniforms[3].value.fvec3[2] = 0.0f;
126	uniforms[3].min.fvec3[0] = 0.0f;
127	uniforms[3].min.fvec3[1] = 0.0f;
128	uniforms[3].min.fvec3[2] = 0.0f;
129	uniforms[3].max.fvec3[0] = 1.0f;
130	uniforms[3].max.fvec3[1] = 1.0f;
131	uniforms[3].max.fvec3[2] = 1.0f;
132	mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
133	mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
134	glDeleteFramebuffers(1, &context->finalShader.fbo);
135	glDeleteTextures(1, &context->finalShader.tex);
136	context->finalShader.fbo = 0;
137	context->finalShader.tex = 0;
138}
139
140static void mGLES2ContextSetDimensions(struct VideoBackend* v, unsigned width, unsigned height) {
141	struct mGLES2Context* context = (struct mGLES2Context*) v;
142	v->width = width;
143	v->height = height;
144
145	glBindTexture(GL_TEXTURE_2D, context->tex);
146#ifdef COLOR_16_BIT
147#ifdef COLOR_5_6_5
148	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
149#else
150	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
151#endif
152#elif defined(__BIG_ENDIAN__)
153	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
154#else
155	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
156#endif
157}
158
159static void mGLES2ContextDeinit(struct VideoBackend* v) {
160	struct mGLES2Context* context = (struct mGLES2Context*) v;
161	glDeleteTextures(1, &context->tex);
162	mGLES2ShaderDeinit(&context->initialShader);
163	mGLES2ShaderDeinit(&context->finalShader);
164	free(context->initialShader.uniforms);
165}
166
167static void mGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) {
168	unsigned drawW = w;
169	unsigned drawH = h;
170	if (v->lockAspectRatio) {
171		if (w * v->height > h * v->width) {
172			drawW = h * v->width / v->height;
173		} else if (w * v->height < h * v->width) {
174			drawH = w * v->height / v->width;
175		}
176	}
177	if (v->lockIntegerScaling) {
178		drawW -= drawW % v->width;
179		drawH -= drawH % v->height;
180	}
181	glViewport(0, 0, w, h);
182	glClearColor(0.f, 0.f, 0.f, 1.f);
183	glClear(GL_COLOR_BUFFER_BIT);
184	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
185}
186
187static void mGLES2ContextClear(struct VideoBackend* v) {
188	UNUSED(v);
189	glClearColor(0.f, 0.f, 0.f, 1.f);
190	glClear(GL_COLOR_BUFFER_BIT);
191}
192
193void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
194	GLint viewport[4];
195	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
196
197	glGetIntegerv(GL_VIEWPORT, viewport);
198	int drawW = shader->width;
199	int drawH = shader->height;
200	int padW = 0;
201	int padH = 0;
202	if (!drawW) {
203		drawW = viewport[2];
204		padW = viewport[0];
205	} else if (shader->width < 0) {
206		drawW = context->d.width * -shader->width;
207	}
208	if (!drawH) {
209		drawH = viewport[3];
210		padH = viewport[1];
211	} else if (shader->height < 0) {
212		drawH = context->d.height * -shader->height;
213	}
214	if (shader->integerScaling) {
215		padW = 0;
216		padH = 0;
217		drawW -= drawW % context->d.width;
218		drawH -= drawH % context->d.height;
219	}
220	glViewport(padW, padH, drawW, drawH);
221	if (shader->blend) {
222		glEnable(GL_BLEND);
223		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
224	} else {
225		glDisable(GL_BLEND);
226		glClear(GL_COLOR_BUFFER_BIT);
227	}
228
229	if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
230		GLint oldTex;
231		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
232		glBindTexture(GL_TEXTURE_2D, shader->tex);
233		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
234		glBindTexture(GL_TEXTURE_2D, oldTex);
235	}
236
237	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
238	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
239	glUseProgram(shader->program);
240	glUniform1i(shader->texLocation, 0);
241	glUniform2f(shader->texSizeLocation, context->d.width - padW, context->d.height - padH);
242	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
243	glEnableVertexAttribArray(shader->positionLocation);
244	size_t u;
245	for (u = 0; u < shader->nUniforms; ++u) {
246		struct mGLES2Uniform* uniform = &shader->uniforms[u];
247		switch (uniform->type) {
248		case GL_FLOAT:
249			glUniform1f(uniform->location, uniform->value.f);
250			break;
251		case GL_INT:
252			glUniform1i(uniform->location, uniform->value.i);
253			break;
254		case GL_BOOL:
255			glUniform1i(uniform->location, uniform->value.b);
256			break;
257		case GL_FLOAT_VEC2:
258			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
259			break;
260		case GL_FLOAT_VEC3:
261			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
262			break;
263		case GL_FLOAT_VEC4:
264			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
265			break;
266		case GL_INT_VEC2:
267			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
268			break;
269		case GL_INT_VEC3:
270			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
271			break;
272		case GL_INT_VEC4:
273			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
274			break;
275		case GL_BOOL_VEC2:
276			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
277			break;
278		case GL_BOOL_VEC3:
279			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
280			break;
281		case GL_BOOL_VEC4:
282			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
283			break;
284		case GL_FLOAT_MAT2:
285			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
286			break;
287		case GL_FLOAT_MAT3:
288			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
289			break;
290		case GL_FLOAT_MAT4:
291			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
292			break;
293		}
294	}
295	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
296	glBindTexture(GL_TEXTURE_2D, shader->tex);
297}
298
299void mGLES2ContextDrawFrame(struct VideoBackend* v) {
300	struct mGLES2Context* context = (struct mGLES2Context*) v;
301	glActiveTexture(GL_TEXTURE0);
302	glBindTexture(GL_TEXTURE_2D, context->tex);
303
304	GLint viewport[4];
305	glGetIntegerv(GL_VIEWPORT, viewport);
306
307	context->finalShader.filter = v->filter;
308	_drawShader(context, &context->initialShader);
309	size_t n;
310	for (n = 0; n < context->nShaders; ++n) {
311		glViewport(0, 0, viewport[2], viewport[3]);
312		_drawShader(context, &context->shaders[n]);
313	}
314	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
315	_drawShader(context, &context->finalShader);
316	glBindFramebuffer(GL_FRAMEBUFFER, 0);
317	glUseProgram(0);
318}
319
320void mGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
321	struct mGLES2Context* context = (struct mGLES2Context*) v;
322	glBindTexture(GL_TEXTURE_2D, context->tex);
323#ifdef COLOR_16_BIT
324#ifdef COLOR_5_6_5
325	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
326#else
327	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
328#endif
329#elif defined(__BIG_ENDIAN__)
330	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, frame);
331#else
332	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, v->width, v->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
333#endif
334}
335
336void mGLES2ContextCreate(struct mGLES2Context* context) {
337	context->d.init = mGLES2ContextInit;
338	context->d.deinit = mGLES2ContextDeinit;
339	context->d.setDimensions = mGLES2ContextSetDimensions;
340	context->d.resized = mGLES2ContextResized;
341	context->d.swap = 0;
342	context->d.clear = mGLES2ContextClear;
343	context->d.postFrame = mGLES2ContextPostFrame;
344	context->d.drawFrame = mGLES2ContextDrawFrame;
345	context->d.setMessage = 0;
346	context->d.clearMessage = 0;
347	context->shaders = 0;
348	context->nShaders = 0;
349}
350
351void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) {
352	shader->width = width;
353	shader->height = height;
354	shader->integerScaling = integerScaling;
355	shader->filter = false;
356	shader->blend = false;
357	shader->uniforms = uniforms;
358	shader->nUniforms = nUniforms;
359	glGenFramebuffers(1, &shader->fbo);
360	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
361
362	glGenTextures(1, &shader->tex);
363	glBindTexture(GL_TEXTURE_2D, shader->tex);
364	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
365	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
366	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
367	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
368	if (shader->width > 0 && shader->height > 0) {
369		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
370	}
371
372	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
373	shader->program = glCreateProgram();
374	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
375	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
376	const GLchar* shaderBuffer[2];
377	const GLubyte* version = glGetString(GL_VERSION);
378	if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES "))) {
379		shaderBuffer[0] = _gl3Header;
380	} else {
381		shaderBuffer[0] = _gles2Header;
382	}
383	if (vs) {
384		shaderBuffer[1] = vs;
385	} else {
386		shaderBuffer[1] = _nullVertexShader;
387	}
388	glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
389
390	if (fs) {
391		shaderBuffer[1] = fs;
392	} else {
393		shaderBuffer[1] = _nullFragmentShader;
394	}
395	glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
396
397	glAttachShader(shader->program, shader->vertexShader);
398	glAttachShader(shader->program, shader->fragmentShader);
399	char log[1024];
400	glCompileShader(shader->fragmentShader);
401	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
402	if (log[0]) {
403		mLOG(OPENGL, ERROR, "%s\n", log);
404	}
405	glCompileShader(shader->vertexShader);
406	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
407	if (log[0]) {
408		mLOG(OPENGL, ERROR, "%s\n", log);
409	}
410	glLinkProgram(shader->program);
411	glGetProgramInfoLog(shader->program, 1024, 0, log);
412	if (log[0]) {
413		mLOG(OPENGL, ERROR, "%s\n", log);
414	}
415
416	shader->texLocation = glGetUniformLocation(shader->program, "tex");
417	shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
418	shader->positionLocation = glGetAttribLocation(shader->program, "position");
419	size_t i;
420	for (i = 0; i < shader->nUniforms; ++i) {
421		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
422	}
423	glBindFramebuffer(GL_FRAMEBUFFER, 0);
424}
425
426void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
427	glDeleteTextures(1, &shader->tex);
428	glDeleteShader(shader->fragmentShader);
429	glDeleteProgram(shader->program);
430	glDeleteFramebuffers(1, &shader->fbo);
431}
432
433void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
434	if (context->shaders) {
435		if (context->shaders == shaders && context->nShaders == nShaders) {
436			return;
437		}
438		mGLES2ShaderDetach(context);
439	}
440	context->shaders = shaders;
441	context->nShaders = nShaders;
442	size_t i;
443	for (i = 0; i < nShaders; ++i) {
444		glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
445		glClear(GL_COLOR_BUFFER_BIT);
446	}
447	glBindFramebuffer(GL_FRAMEBUFFER, 0);
448}
449
450void mGLES2ShaderDetach(struct mGLES2Context* context) {
451	if (!context->shaders) {
452		return;
453	}
454	context->shaders = 0;
455	context->nShaders = 0;
456}
457
458static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
459	const char* charValue = ConfigurationGetValue(config, section, key);
460	if (!charValue) {
461		return false;
462	}
463	char* end;
464	unsigned long value = strtol(charValue, &end, 10);
465	if (*end) {
466		return false;
467	}
468	*out = value;
469	return true;
470}
471
472static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
473	const char* charValue = ConfigurationGetValue(config, section, key);
474	if (!charValue) {
475		return false;
476	}
477	char* end;
478	float value = strtof_u(charValue, &end);
479	if (*end) {
480		return false;
481	}
482	*out = value;
483	return true;
484}
485
486static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
487	const char* charValue = ConfigurationGetValue(config, section, key);
488	if (!charValue) {
489		return false;
490	}
491	if (!strcmp(charValue, "true")) {
492		*out = GL_TRUE;
493		return true;
494	}
495	if (!strcmp(charValue, "false")) {
496		*out = GL_FALSE;
497		return true;
498	}
499	char* end;
500	unsigned long value = strtol(charValue, &end, 10);
501	if (*end) {
502		return false;
503	}
504	*out = value;
505	return true;
506}
507
508DECLARE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
509DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
510
511static void _uniformHandler(const char* sectionName, void* user) {
512	struct mGLES2UniformList* uniforms = user;
513	unsigned passId;
514	int sentinel;
515	if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
516		return;
517	}
518	struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms);
519	u->name = sectionName;
520}
521
522
523static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) {
524	char fieldName[16];
525	switch (type) {
526	case GL_FLOAT:
527		value->f = 0;
528		_lookupFloatValue(description, name, field, &value->f);
529		break;
530	case GL_FLOAT_VEC2:
531		value->fvec2[0] = 0;
532		value->fvec2[1] = 0;
533		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
534		_lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
535		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
536		_lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
537		break;
538	case GL_FLOAT_VEC3:
539		value->fvec3[0] = 0;
540		value->fvec3[1] = 0;
541		value->fvec3[2] = 0;
542		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
543		_lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
544		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
545		_lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
546		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
547		_lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
548		break;
549	case GL_FLOAT_VEC4:
550		value->fvec4[0] = 0;
551		value->fvec4[1] = 0;
552		value->fvec4[2] = 0;
553		value->fvec4[3] = 0;
554		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
555		_lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
556		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
557		_lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
558		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
559		_lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
560		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
561		_lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
562		break;
563	case GL_FLOAT_MAT2:
564		value->fmat2x2[0] = 0;
565		value->fmat2x2[1] = 0;
566		value->fmat2x2[2] = 0;
567		value->fmat2x2[3] = 0;
568		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
569		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
570		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
571		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
572		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
573		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
574		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
575		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
576		break;
577	case GL_FLOAT_MAT3:
578		value->fmat3x3[0] = 0;
579		value->fmat3x3[1] = 0;
580		value->fmat3x3[2] = 0;
581		value->fmat3x3[3] = 0;
582		value->fmat3x3[4] = 0;
583		value->fmat3x3[5] = 0;
584		value->fmat3x3[6] = 0;
585		value->fmat3x3[7] = 0;
586		value->fmat3x3[8] = 0;
587		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
588		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
589		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
590		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
591		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
592		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
593		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
594		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
595		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
596		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
597		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
598		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
599		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
600		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
601		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
602		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
603		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
604		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
605		break;
606	case GL_FLOAT_MAT4:
607		value->fmat4x4[0] = 0;
608		value->fmat4x4[1] = 0;
609		value->fmat4x4[2] = 0;
610		value->fmat4x4[3] = 0;
611		value->fmat4x4[4] = 0;
612		value->fmat4x4[5] = 0;
613		value->fmat4x4[6] = 0;
614		value->fmat4x4[7] = 0;
615		value->fmat4x4[8] = 0;
616		value->fmat4x4[9] = 0;
617		value->fmat4x4[10] = 0;
618		value->fmat4x4[11] = 0;
619		value->fmat4x4[12] = 0;
620		value->fmat4x4[13] = 0;
621		value->fmat4x4[14] = 0;
622		value->fmat4x4[15] = 0;
623		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
624		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
625		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
626		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
627		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
628		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
629		snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
630		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
631		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
632		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
633		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
634		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
635		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
636		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
637		snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
638		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
639		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
640		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
641		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
642		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
643		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
644		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
645		snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
646		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
647		snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
648		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
649		snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
650		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
651		snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
652		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
653		snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
654		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
655		break;
656	case GL_INT:
657		value->i = 0;
658		_lookupIntValue(description, name, field, &value->i);
659		break;
660	case GL_INT_VEC2:
661		value->ivec2[0] = 0;
662		value->ivec2[1] = 0;
663		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
664		_lookupIntValue(description, name, fieldName, &value->ivec2[0]);
665		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
666		_lookupIntValue(description, name, fieldName, &value->ivec2[1]);
667		break;
668	case GL_INT_VEC3:
669		value->ivec3[0] = 0;
670		value->ivec3[1] = 0;
671		value->ivec3[2] = 0;
672		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
673		_lookupIntValue(description, name, fieldName, &value->ivec3[0]);
674		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
675		_lookupIntValue(description, name, fieldName, &value->ivec3[1]);
676		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
677		_lookupIntValue(description, name, fieldName, &value->ivec3[2]);
678		break;
679	case GL_INT_VEC4:
680		value->ivec4[0] = 0;
681		value->ivec4[1] = 0;
682		value->ivec4[2] = 0;
683		value->ivec4[3] = 0;
684		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
685		_lookupIntValue(description, name, fieldName, &value->ivec4[0]);
686		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
687		_lookupIntValue(description, name, fieldName, &value->ivec4[1]);
688		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
689		_lookupIntValue(description, name, fieldName, &value->ivec4[2]);
690		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
691		_lookupIntValue(description, name, fieldName, &value->ivec4[3]);
692		break;
693	case GL_BOOL:
694		value->b = 0;
695		_lookupBoolValue(description, name, field, &value->b);
696		break;
697	case GL_BOOL_VEC2:
698		value->bvec2[0] = 0;
699		value->bvec2[1] = 0;
700		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
701		_lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
702		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
703		_lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
704		break;
705	case GL_BOOL_VEC3:
706		value->bvec3[0] = 0;
707		value->bvec3[1] = 0;
708		value->bvec3[2] = 0;
709		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
710		_lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
711		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
712		_lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
713		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
714		_lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
715		break;
716	case GL_BOOL_VEC4:
717		value->bvec4[0] = 0;
718		value->bvec4[1] = 0;
719		value->bvec4[2] = 0;
720		value->bvec4[3] = 0;
721		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
722		_lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
723		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
724		_lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
725		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
726		_lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
727		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
728		_lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
729		break;
730	}
731}
732
733static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) {
734	unsigned passId;
735	if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
736		return false;
737	}
738	const char* type = ConfigurationGetValue(description, uniform->name, "type");
739	if (!type) {
740		return false;
741	}
742	if (!strcmp(type, "float")) {
743		uniform->type = GL_FLOAT;
744	} else if (!strcmp(type, "float2")) {
745		uniform->type = GL_FLOAT_VEC2;
746	} else if (!strcmp(type, "float3")) {
747		uniform->type = GL_FLOAT_VEC3;
748	} else if (!strcmp(type, "float4")) {
749		uniform->type = GL_FLOAT_VEC4;
750	} else if (!strcmp(type, "float2x2")) {
751		uniform->type = GL_FLOAT_MAT2;
752	} else if (!strcmp(type, "float3x3")) {
753		uniform->type = GL_FLOAT_MAT3;
754	} else if (!strcmp(type, "float4x4")) {
755		uniform->type = GL_FLOAT_MAT4;
756	} else if (!strcmp(type, "int")) {
757		uniform->type = GL_INT;
758	} else if (!strcmp(type, "int2")) {
759		uniform->type = GL_INT_VEC2;
760	} else if (!strcmp(type, "int3")) {
761		uniform->type = GL_INT_VEC3;
762	} else if (!strcmp(type, "int4")) {
763		uniform->type = GL_INT_VEC4;
764	} else if (!strcmp(type, "bool")) {
765		uniform->type = GL_BOOL;
766	} else if (!strcmp(type, "bool2")) {
767		uniform->type = GL_BOOL_VEC2;
768	} else if (!strcmp(type, "bool3")) {
769		uniform->type = GL_BOOL_VEC3;
770	} else if (!strcmp(type, "bool4")) {
771		uniform->type = GL_BOOL_VEC4;
772	} else {
773		return false;
774	}
775	_loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
776	_loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
777	_loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
778	const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
779	if (readable) {
780		uniform->readableName = strdup(readable);
781	} else {
782		uniform->readableName = 0;
783	}
784	uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
785	return true;
786}
787
788bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
789	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
790	if (!manifest) {
791		return false;
792	}
793	bool success = false;
794	struct Configuration description;
795	ConfigurationInit(&description);
796	if (ConfigurationReadVFile(&description, manifest)) {
797		int inShaders;
798		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
799		if (inShaders > MAX_PASSES || inShaders < 1) {
800			success = false;
801		}
802		if (success) {
803			struct mGLES2Shader* shaderBlock = malloc(sizeof(struct mGLES2Shader) * inShaders);
804			int n;
805			for (n = 0; n < inShaders; ++n) {
806				char passName[12];
807				snprintf(passName, sizeof(passName), "pass.%u", n);
808				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
809				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
810				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
811					success = false;
812					break;
813				}
814				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
815					success = false;
816					break;
817				}
818				char* fssrc = 0;
819				char* vssrc = 0;
820				if (fs) {
821					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
822					if (!fsf) {
823						success = false;
824						break;
825					}
826					fssrc = malloc(fsf->size(fsf) + 1);
827					fssrc[fsf->size(fsf)] = '\0';
828					fsf->read(fsf, fssrc, fsf->size(fsf));
829					fsf->close(fsf);
830				}
831				if (vs) {
832					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
833					if (!vsf) {
834						success = false;
835						free(fssrc);
836						break;
837					}
838					vssrc = malloc(vsf->size(vsf) + 1);
839					vssrc[vsf->size(vsf)] = '\0';
840					vsf->read(vsf, vssrc, vsf->size(vsf));
841					vsf->close(vsf);
842				}
843				int width = 0;
844				int height = 0;
845				int scaling = 0;
846				_lookupIntValue(&description, passName, "width", &width);
847				_lookupIntValue(&description, passName, "height", &height);
848				_lookupIntValue(&description, passName, "integerScaling", &scaling);
849
850				struct mGLES2UniformList uniformVector;
851				mGLES2UniformListInit(&uniformVector, 0);
852				ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
853				size_t u;
854				for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) {
855					struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u);
856					if (!_loadUniform(&description, n, uniform)) {
857						mGLES2UniformListShift(&uniformVector, u, 1);
858						--u;
859					}
860				}
861				u = mGLES2UniformListSize(&uniformVector);
862				struct mGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
863				memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
864				mGLES2UniformListDeinit(&uniformVector);
865
866				mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
867				int b = 0;
868				_lookupIntValue(&description, passName, "blend", &b);
869				if (b) {
870					shaderBlock[n].blend = b;
871				}
872				b = 0;
873				_lookupIntValue(&description, passName, "filter", &b);
874				if (b) {
875					shaderBlock[n].filter = b;
876				}
877				free(fssrc);
878				free(vssrc);
879			}
880			if (success) {
881				shader->nPasses = inShaders;
882				shader->passes = shaderBlock;
883				shader->name = ConfigurationGetValue(&description, "shader", "name");
884				if (shader->name) {
885					shader->name = strdup(shader->name);
886				}
887				shader->author = ConfigurationGetValue(&description, "shader", "author");
888				if (shader->author) {
889					shader->author = strdup(shader->author);
890				}
891				shader->description = ConfigurationGetValue(&description, "shader", "description");
892				if (shader->description) {
893					shader->description = strdup(shader->description);
894				}
895			} else {
896				inShaders = n;
897				for (n = 0; n < inShaders; ++n) {
898					mGLES2ShaderDeinit(&shaderBlock[n]);
899				}
900			}
901		}
902	}
903	manifest->close(manifest);
904	ConfigurationDeinit(&description);
905	return success;
906}
907
908void mGLES2ShaderFree(struct VideoShader* shader) {
909	free((void*) shader->name);
910	free((void*) shader->author);
911	free((void*) shader->description);
912	shader->name = 0;
913	shader->author = 0;
914	shader->description = 0;
915	struct mGLES2Shader* shaders = shader->passes;
916	size_t n;
917	for (n = 0; n < shader->nPasses; ++n) {
918		mGLES2ShaderDeinit(&shaders[n]);
919		size_t u;
920		for (u = 0; u < shaders[n].nUniforms; ++u) {
921			free((void*) shaders[n].uniforms[u].name);
922			free((void*) shaders[n].uniforms[u].readableName);
923		}
924	}
925	free(shaders);
926	shader->passes = 0;
927	shader->nPasses = 0;
928}