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