all repos — mgba @ c62ff005801074e15e505a431a4f97c13d5345ac

mGBA Game Boy Advance Emulator

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

  1/* Copyright (c) 2013-2015 Jeffrey Pfau
  2 *
  3 * This Source Code Form is subject to the terms of the Mozilla Public
  4 * License, v. 2.0. If a copy of the MPL was not distributed with this
  5 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
  6#include "gles2.h"
  7
  8#include "gba/video.h"
  9#include "util/configuration.h"
 10#include "util/formatting.h"
 11#include "util/vector.h"
 12#include "util/vfs.h"
 13
 14#define MAX_PASSES 8
 15
 16static const char* const _vertexShader =
 17	"attribute vec4 position;\n"
 18	"varying vec2 texCoord;\n"
 19
 20	"void main() {\n"
 21	"	gl_Position = position;\n"
 22	"	texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
 23	"}";
 24
 25static const char* const _nullVertexShader =
 26	"attribute vec4 position;\n"
 27	"varying vec2 texCoord;\n"
 28
 29	"void main() {\n"
 30	"	gl_Position = position;\n"
 31	"	texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
 32	"}";
 33
 34static const char* const _fragmentShader =
 35	"varying vec2 texCoord;\n"
 36	"uniform sampler2D tex;\n"
 37	"uniform float gamma;\n"
 38	"uniform vec3 desaturation;\n"
 39	"uniform vec3 scale;\n"
 40	"uniform vec3 bias;\n"
 41
 42	"void main() {\n"
 43	"	vec4 color = texture2D(tex, texCoord);\n"
 44	"	color.a = 1.;\n"
 45	"	float average = dot(color.rgb, vec3(1.)) / 3.;\n"
 46	"	color.rgb = vec3(average) * desaturation + color.rgb * (vec3(1.) - desaturation);\n"
 47	"	color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
 48	"	gl_FragColor = color;\n"
 49	"}";
 50
 51static const char* const _nullFragmentShader =
 52	"varying vec2 texCoord;\n"
 53	"uniform sampler2D tex;\n"
 54
 55	"void main() {\n"
 56	"	vec4 color = texture2D(tex, texCoord);\n"
 57	"	color.a = 1.;\n"
 58	"	gl_FragColor = color;\n"
 59	"}";
 60
 61static const GLfloat _vertices[] = {
 62	-1.f, -1.f,
 63	-1.f, 1.f,
 64	1.f, 1.f,
 65	1.f, -1.f,
 66};
 67
 68static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
 69	UNUSED(handle);
 70	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
 71	glGenTextures(1, &context->tex);
 72	glBindTexture(GL_TEXTURE_2D, context->tex);
 73	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 74	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 75
 76#ifdef COLOR_16_BIT
 77#ifdef COLOR_5_6_5
 78	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
 79#else
 80	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
 81#endif
 82#else
 83	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
 84#endif
 85
 86	glClearColor(0.f, 0.f, 0.f, 1.f);
 87
 88	struct GBAGLES2Uniform* uniforms = malloc(sizeof(struct GBAGLES2Uniform) * 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	GBAGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, uniforms, 4);
132	GBAGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, 0, 0);
133	glDeleteFramebuffers(1, &context->finalShader.fbo);
134	context->finalShader.fbo = 0;
135}
136
137static void GBAGLES2ContextDeinit(struct VideoBackend* v) {
138	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
139	glDeleteTextures(1, &context->tex);
140	GBAGLES2ShaderDeinit(&context->initialShader);
141	GBAGLES2ShaderDeinit(&context->finalShader);
142	free(context->initialShader.uniforms);
143}
144
145static void GBAGLES2ContextResized(struct VideoBackend* v, int w, int h) {
146	int drawW = w;
147	int drawH = h;
148	if (v->lockAspectRatio) {
149		if (w * 2 > h * 3) {
150			drawW = h * 3 / 2;
151		} else if (w * 2 < h * 3) {
152			drawH = w * 2 / 3;
153		}
154	}
155	glViewport(0, 0, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS);
156	glClearColor(0.f, 0.f, 0.f, 1.f);
157	glClear(GL_COLOR_BUFFER_BIT);
158	glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
159}
160
161static void GBAGLES2ContextClear(struct VideoBackend* v) {
162	UNUSED(v);
163	glClearColor(0.f, 0.f, 0.f, 1.f);
164	glClear(GL_COLOR_BUFFER_BIT);
165}
166
167void _drawShader(struct GBAGLES2Shader* shader) {
168	GLint viewport[4];
169	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
170	if (shader->blend) {
171		glEnable(GL_BLEND);
172		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
173	} else {
174		glDisable(GL_BLEND);
175		glClear(GL_COLOR_BUFFER_BIT);
176	}
177
178	glGetIntegerv(GL_VIEWPORT, viewport);
179	int drawW = shader->width;
180	int drawH = shader->height;
181	int padW = 0;
182	int padH = 0;
183	if (!shader->width) {
184		drawW = viewport[2];
185		padW = viewport[0];
186	}
187	if (!shader->height) {
188		drawH = viewport[3];
189		padH = viewport[1];
190	}
191	glViewport(padW, padH, drawW, drawH);
192	if (!shader->width || !shader->height) {
193		GLint oldTex;
194		glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
195		glBindTexture(GL_TEXTURE_2D, shader->tex);
196		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
197		glBindTexture(GL_TEXTURE_2D, oldTex);
198	}
199
200	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
201	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
202	glUseProgram(shader->program);
203	glUniform1i(shader->texLocation, 0);
204	glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, _vertices);
205	glEnableVertexAttribArray(shader->positionLocation);
206	size_t u;
207	for (u = 0; u < shader->nUniforms; ++u) {
208		struct GBAGLES2Uniform* uniform = &shader->uniforms[u];
209		switch (uniform->type) {
210		case GL_FLOAT:
211			glUniform1f(uniform->location, uniform->value.f);
212			break;
213		case GL_INT:
214			glUniform1i(uniform->location, uniform->value.i);
215			break;
216		case GL_BOOL:
217			glUniform1i(uniform->location, uniform->value.b);
218			break;
219		case GL_FLOAT_VEC2:
220			glUniform2fv(uniform->location, 1, uniform->value.fvec2);
221			break;
222		case GL_FLOAT_VEC3:
223			glUniform3fv(uniform->location, 1, uniform->value.fvec3);
224			break;
225		case GL_FLOAT_VEC4:
226			glUniform4fv(uniform->location, 1, uniform->value.fvec4);
227			break;
228		case GL_INT_VEC2:
229			glUniform2iv(uniform->location, 1, uniform->value.ivec2);
230			break;
231		case GL_INT_VEC3:
232			glUniform3iv(uniform->location, 1, uniform->value.ivec3);
233			break;
234		case GL_INT_VEC4:
235			glUniform4iv(uniform->location, 1, uniform->value.ivec4);
236			break;
237		case GL_BOOL_VEC2:
238			glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
239			break;
240		case GL_BOOL_VEC3:
241			glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
242			break;
243		case GL_BOOL_VEC4:
244			glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
245			break;
246		case GL_FLOAT_MAT2:
247			glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
248			break;
249		case GL_FLOAT_MAT3:
250			glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
251			break;
252		case GL_FLOAT_MAT4:
253			glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
254			break;
255		}
256	}
257	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
258	glBindTexture(GL_TEXTURE_2D, shader->tex);
259	glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
260}
261
262void GBAGLES2ContextDrawFrame(struct VideoBackend* v) {
263	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
264	glActiveTexture(GL_TEXTURE0);
265	glBindTexture(GL_TEXTURE_2D, context->tex);
266
267	context->finalShader.filter = v->filter;
268	_drawShader(&context->initialShader);
269	size_t n;
270	for (n = 0; n < context->nShaders; ++n) {
271		_drawShader(&context->shaders[n]);
272	}
273	_drawShader(&context->finalShader);
274	glBindFramebuffer(GL_FRAMEBUFFER, 0);
275	glUseProgram(0);
276}
277
278void GBAGLES2ContextPostFrame(struct VideoBackend* v, const void* frame) {
279	struct GBAGLES2Context* context = (struct GBAGLES2Context*) v;
280	glBindTexture(GL_TEXTURE_2D, context->tex);
281#ifdef COLOR_16_BIT
282#ifdef COLOR_5_6_5
283	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
284#else
285	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
286#endif
287#else
288	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VIDEO_HORIZONTAL_PIXELS, VIDEO_VERTICAL_PIXELS, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
289#endif
290	glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
291}
292
293void GBAGLES2ContextCreate(struct GBAGLES2Context* context) {
294	context->d.init = GBAGLES2ContextInit;
295	context->d.deinit = GBAGLES2ContextDeinit;
296	context->d.resized = GBAGLES2ContextResized;
297	context->d.swap = 0;
298	context->d.clear = GBAGLES2ContextClear;
299	context->d.postFrame = GBAGLES2ContextPostFrame;
300	context->d.drawFrame = GBAGLES2ContextDrawFrame;
301	context->d.setMessage = 0;
302	context->d.clearMessage = 0;
303	context->shaders = 0;
304	context->nShaders = 0;
305}
306
307void GBAGLES2ShaderInit(struct GBAGLES2Shader* shader, const char* vs, const char* fs, int width, int height, struct GBAGLES2Uniform* uniforms, size_t nUniforms) {
308	shader->width = width >= 0 ? width : VIDEO_HORIZONTAL_PIXELS;
309	shader->height = height >= 0 ? height : VIDEO_VERTICAL_PIXELS;
310	shader->filter = false;
311	shader->blend = false;
312	shader->uniforms = uniforms;
313	shader->nUniforms = nUniforms;
314	glGenFramebuffers(1, &shader->fbo);
315	glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
316
317	glGenTextures(1, &shader->tex);
318	glBindTexture(GL_TEXTURE_2D, shader->tex);
319	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
320	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
321	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
322	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
323	if (shader->width && shader->height) {
324		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
325	}
326
327	glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
328	shader->program = glCreateProgram();
329	shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
330	shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
331	if (vs) {
332		glShaderSource(shader->vertexShader, 1, (const GLchar**) &vs, 0);
333	} else {
334		glShaderSource(shader->vertexShader, 1, (const GLchar**) &_nullVertexShader, 0);
335	}
336	if (fs) {
337		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &fs, 0);
338	} else {
339		glShaderSource(shader->fragmentShader, 1, (const GLchar**) &_nullFragmentShader, 0);
340	}
341	glAttachShader(shader->program, shader->vertexShader);
342	glAttachShader(shader->program, shader->fragmentShader);
343	char log[1024];
344	glCompileShader(shader->fragmentShader);
345	glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
346	if (log[0]) {
347		printf("%s\n", log);
348	}
349	glCompileShader(shader->vertexShader);
350	glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
351	if (log[0]) {
352		printf("%s\n", log);
353	}
354	glLinkProgram(shader->program);
355	glGetProgramInfoLog(shader->program, 1024, 0, log);
356	if (log[0]) {
357		printf("%s\n", log);
358	}
359
360	shader->texLocation = glGetUniformLocation(shader->program, "tex");
361	shader->positionLocation = glGetAttribLocation(shader->program, "position");
362	size_t i;
363	for (i = 0; i < shader->nUniforms; ++i) {
364		shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
365	}
366	glBindFramebuffer(GL_FRAMEBUFFER, 0);
367}
368
369void GBAGLES2ShaderDeinit(struct GBAGLES2Shader* shader) {
370	glDeleteTextures(1, &shader->tex);
371	glDeleteShader(shader->fragmentShader);
372	glDeleteProgram(shader->program);
373	glDeleteFramebuffers(1, &shader->fbo);
374}
375
376void GBAGLES2ShaderAttach(struct GBAGLES2Context* context, struct GBAGLES2Shader* shaders, size_t nShaders) {
377	if (context->shaders) {
378		if (context->shaders == shaders && context->nShaders == nShaders) {
379			return;
380		}
381		GBAGLES2ShaderDetach(context);
382	}
383	context->shaders = shaders;
384	context->nShaders = nShaders;
385	size_t i;
386	for (i = 0; i < nShaders; ++i) {
387		glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
388		glClear(GL_COLOR_BUFFER_BIT);
389	}
390	glBindFramebuffer(GL_FRAMEBUFFER, 0);
391}
392
393void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {
394	if (!context->shaders) {
395		return;
396	}
397	context->shaders = 0;
398	context->nShaders = 0;
399}
400
401static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
402	const char* charValue = ConfigurationGetValue(config, section, key);
403	if (!charValue) {
404		return false;
405	}
406	char* end;
407	unsigned long value = strtol(charValue, &end, 10);
408	if (*end) {
409		return false;
410	}
411	*out = value;
412	return true;
413}
414
415static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) {
416	const char* charValue = ConfigurationGetValue(config, section, key);
417	if (!charValue) {
418		return false;
419	}
420	char* end;
421	float value = strtof_u(charValue, &end);
422	if (*end) {
423		return false;
424	}
425	*out = value;
426	return true;
427}
428
429static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) {
430	const char* charValue = ConfigurationGetValue(config, section, key);
431	if (!charValue) {
432		return false;
433	}
434	if (!strcmp(charValue, "true")) {
435		*out = GL_TRUE;
436		return true;
437	}
438	if (!strcmp(charValue, "false")) {
439		*out = GL_FALSE;
440		return true;
441	}
442	char* end;
443	unsigned long value = strtol(charValue, &end, 10);
444	if (*end) {
445		return false;
446	}
447	*out = value;
448	return true;
449}
450
451DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
452DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform);
453
454static void _uniformHandler(const char* sectionName, void* user) {
455	struct GBAGLES2UniformList* uniforms = user;
456	unsigned passId;
457	int sentinel;
458	if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
459		return;
460	}
461	struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms);
462	u->name = sectionName;
463}
464
465
466static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union GBAGLES2UniformValue* value) {
467	char fieldName[16];
468	switch (type) {
469	case GL_FLOAT:
470		value->f = 0;
471		_lookupFloatValue(description, name, field, &value->f);
472		break;
473	case GL_FLOAT_VEC2:
474		value->fvec2[0] = 0;
475		value->fvec2[1] = 0;
476		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
477		_lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
478		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
479		_lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
480		break;
481	case GL_FLOAT_VEC3:
482		value->fvec3[0] = 0;
483		value->fvec3[1] = 0;
484		value->fvec3[2] = 0;
485		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
486		_lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
487		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
488		_lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
489		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
490		_lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
491		break;
492	case GL_FLOAT_VEC4:
493		value->fvec4[0] = 0;
494		value->fvec4[1] = 0;
495		value->fvec4[2] = 0;
496		value->fvec4[3] = 0;
497		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
498		_lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
499		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
500		_lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
501		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
502		_lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
503		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
504		_lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
505		break;
506	case GL_FLOAT_MAT2:
507		value->fmat2x2[0] = 0;
508		value->fmat2x2[1] = 0;
509		value->fmat2x2[2] = 0;
510		value->fmat2x2[3] = 0;
511		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
512		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
513		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
514		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
515		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
516		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
517		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
518		_lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
519		break;
520	case GL_FLOAT_MAT3:
521		value->fmat3x3[0] = 0;
522		value->fmat3x3[1] = 0;
523		value->fmat3x3[2] = 0;
524		value->fmat3x3[3] = 0;
525		value->fmat3x3[4] = 0;
526		value->fmat3x3[5] = 0;
527		value->fmat3x3[6] = 0;
528		value->fmat3x3[7] = 0;
529		value->fmat3x3[8] = 0;
530		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
531		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
532		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
533		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
534		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
535		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
536		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
537		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
538		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
539		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
540		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
541		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
542		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
543		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
544		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
545		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
546		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
547		_lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
548		break;
549	case GL_FLOAT_MAT4:
550		value->fmat4x4[0] = 0;
551		value->fmat4x4[1] = 0;
552		value->fmat4x4[2] = 0;
553		value->fmat4x4[3] = 0;
554		value->fmat4x4[4] = 0;
555		value->fmat4x4[5] = 0;
556		value->fmat4x4[6] = 0;
557		value->fmat4x4[7] = 0;
558		value->fmat4x4[8] = 0;
559		value->fmat4x4[9] = 0;
560		value->fmat4x4[10] = 0;
561		value->fmat4x4[11] = 0;
562		value->fmat4x4[12] = 0;
563		value->fmat4x4[13] = 0;
564		value->fmat4x4[14] = 0;
565		value->fmat4x4[15] = 0;
566		snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
567		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
568		snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
569		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
570		snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
571		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
572		snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
573		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
574		snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
575		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
576		snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
577		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
578		snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
579		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
580		snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
581		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
582		snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
583		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
584		snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
585		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
586		snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
587		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
588		snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
589		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
590		snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
591		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
592		snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
593		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
594		snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
595		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
596		snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
597		_lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
598		break;
599	case GL_INT:
600		value->i = 0;
601		_lookupIntValue(description, name, field, &value->i);
602		break;
603	case GL_INT_VEC2:
604		value->ivec2[0] = 0;
605		value->ivec2[1] = 0;
606		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
607		_lookupIntValue(description, name, fieldName, &value->ivec2[0]);
608		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
609		_lookupIntValue(description, name, fieldName, &value->ivec2[1]);
610		break;
611	case GL_INT_VEC3:
612		value->ivec3[0] = 0;
613		value->ivec3[1] = 0;
614		value->ivec3[2] = 0;
615		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
616		_lookupIntValue(description, name, fieldName, &value->ivec3[0]);
617		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
618		_lookupIntValue(description, name, fieldName, &value->ivec3[1]);
619		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
620		_lookupIntValue(description, name, fieldName, &value->ivec3[2]);
621		break;
622	case GL_INT_VEC4:
623		value->ivec4[0] = 0;
624		value->ivec4[1] = 0;
625		value->ivec4[2] = 0;
626		value->ivec4[3] = 0;
627		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
628		_lookupIntValue(description, name, fieldName, &value->ivec4[0]);
629		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
630		_lookupIntValue(description, name, fieldName, &value->ivec4[1]);
631		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
632		_lookupIntValue(description, name, fieldName, &value->ivec4[2]);
633		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
634		_lookupIntValue(description, name, fieldName, &value->ivec4[3]);
635		break;
636	case GL_BOOL:
637		value->b = 0;
638		_lookupBoolValue(description, name, field, &value->b);
639		break;
640	case GL_BOOL_VEC2:
641		value->bvec2[0] = 0;
642		value->bvec2[1] = 0;
643		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
644		_lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
645		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
646		_lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
647		break;
648	case GL_BOOL_VEC3:
649		value->bvec3[0] = 0;
650		value->bvec3[1] = 0;
651		value->bvec3[2] = 0;
652		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
653		_lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
654		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
655		_lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
656		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
657		_lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
658		break;
659	case GL_BOOL_VEC4:
660		value->bvec4[0] = 0;
661		value->bvec4[1] = 0;
662		value->bvec4[2] = 0;
663		value->bvec4[3] = 0;
664		snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
665		_lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
666		snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
667		_lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
668		snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
669		_lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
670		snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
671		_lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
672		break;
673	}
674}
675
676static bool _loadUniform(struct Configuration* description, size_t pass, struct GBAGLES2Uniform* uniform) {
677	unsigned passId;
678	if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
679		return false;
680	}
681	const char* type = ConfigurationGetValue(description, uniform->name, "type");
682	if (!type) {
683		return false;
684	}
685	if (!strcmp(type, "float")) {
686		uniform->type = GL_FLOAT;
687	} else if (!strcmp(type, "float2")) {
688		uniform->type = GL_FLOAT_VEC2;
689	} else if (!strcmp(type, "float3")) {
690		uniform->type = GL_FLOAT_VEC3;
691	} else if (!strcmp(type, "float4")) {
692		uniform->type = GL_FLOAT_VEC4;
693	} else if (!strcmp(type, "float2x2")) {
694		uniform->type = GL_FLOAT_MAT2;
695	} else if (!strcmp(type, "float3x3")) {
696		uniform->type = GL_FLOAT_MAT3;
697	} else if (!strcmp(type, "float4x4")) {
698		uniform->type = GL_FLOAT_MAT4;
699	} else if (!strcmp(type, "int")) {
700		uniform->type = GL_INT;
701	} else if (!strcmp(type, "int2")) {
702		uniform->type = GL_INT_VEC2;
703	} else if (!strcmp(type, "int3")) {
704		uniform->type = GL_INT_VEC3;
705	} else if (!strcmp(type, "int4")) {
706		uniform->type = GL_INT_VEC4;
707	} else if (!strcmp(type, "bool")) {
708		uniform->type = GL_BOOL;
709	} else if (!strcmp(type, "int2")) {
710		uniform->type = GL_BOOL_VEC2;
711	} else if (!strcmp(type, "int3")) {
712		uniform->type = GL_BOOL_VEC3;
713	} else if (!strcmp(type, "int4")) {
714		uniform->type = GL_BOOL_VEC4;
715	} else {
716		return false;
717	}
718	_loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
719	_loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
720	_loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
721	const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
722	if (readable) {
723		uniform->readableName = strdup(readable);
724	} else {
725		uniform->readableName = 0;
726	}
727	uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
728	return true;
729}
730
731bool GBAGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
732	struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
733	if (!manifest) {
734		return false;
735	}
736	bool success = false;
737	struct Configuration description;
738	ConfigurationInit(&description);
739	if (ConfigurationReadVFile(&description, manifest)) {
740		int inShaders;
741		success = _lookupIntValue(&description, "shader", "passes", &inShaders);
742		if (inShaders > MAX_PASSES || inShaders < 1) {
743			success = false;
744		}
745		if (success) {
746			struct GBAGLES2Shader* shaderBlock = malloc(sizeof(struct GBAGLES2Shader) * inShaders);
747			int n;
748			for (n = 0; n < inShaders; ++n) {
749				char passName[12];
750				snprintf(passName, sizeof(passName), "pass.%u", n);
751				const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
752				const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
753				if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
754					success = false;
755					break;
756				}
757				if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
758					success = false;
759					break;
760				}
761				char* fssrc = 0;
762				char* vssrc = 0;
763				if (fs) {
764					struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
765					if (!fsf) {
766						success = false;
767						break;
768					}
769					fssrc = malloc(fsf->size(fsf) + 1);
770					fssrc[fsf->size(fsf)] = '\0';
771					fsf->read(fsf, fssrc, fsf->size(fsf));
772					fsf->close(fsf);
773				}
774				if (vs) {
775					struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
776					if (!vsf) {
777						success = false;
778						free(fssrc);
779						break;
780					}
781					vssrc = malloc(vsf->size(vsf) + 1);
782					vssrc[vsf->size(vsf)] = '\0';
783					vsf->read(vsf, vssrc, vsf->size(vsf));
784					vsf->close(vsf);
785				}
786				int width = 0;
787				int height = 0;
788				_lookupIntValue(&description, passName, "width", &width);
789				_lookupIntValue(&description, passName, "height", &height);
790
791				struct GBAGLES2UniformList uniformVector;
792				GBAGLES2UniformListInit(&uniformVector, 0);
793				ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
794				size_t u;
795				for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) {
796					struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u);
797					if (!_loadUniform(&description, n, uniform)) {
798						GBAGLES2UniformListShift(&uniformVector, u, 1);
799						--u;
800					}
801				}
802				u = GBAGLES2UniformListSize(&uniformVector);
803				struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u);
804				memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
805				GBAGLES2UniformListDeinit(&uniformVector);
806
807				GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, uniformBlock, u);
808				int b = 0;
809				_lookupIntValue(&description, passName, "blend", &b);
810				if (b) {
811					shaderBlock[n].blend = b;
812				}
813				b = 0;
814				_lookupIntValue(&description, passName, "filter", &b);
815				if (b) {
816					shaderBlock[n].filter = b;
817				}
818				free(fssrc);
819				free(vssrc);
820			}
821			if (success) {
822				shader->nPasses = inShaders;
823				shader->passes = shaderBlock;
824				shader->name = ConfigurationGetValue(&description, "shader", "name");
825				if (shader->name) {
826					shader->name = strdup(shader->name);
827				}
828				shader->author = ConfigurationGetValue(&description, "shader", "author");
829				if (shader->author) {
830					shader->author = strdup(shader->author);
831				}
832				shader->description = ConfigurationGetValue(&description, "shader", "description");
833				if (shader->description) {
834					shader->description = strdup(shader->description);
835				}
836			} else {
837				inShaders = n;
838				for (n = 0; n < inShaders; ++n) {
839					GBAGLES2ShaderDeinit(&shaderBlock[n]);
840				}
841			}
842		}
843	}
844	ConfigurationDeinit(&description);
845	return success;
846}
847
848void GBAGLES2ShaderFree(struct VideoShader* shader) {
849	free((void*) shader->name);
850	free((void*) shader->author);
851	free((void*) shader->description);
852	shader->name = 0;
853	shader->author = 0;
854	shader->description = 0;
855	struct GBAGLES2Shader* shaders = shader->passes;
856	size_t n;
857	for (n = 0; n < shader->nPasses; ++n) {
858		GBAGLES2ShaderDeinit(&shaders[n]);
859		size_t u;
860		for (u = 0; u < shaders[n].nUniforms; ++u) {
861			free((void*) shaders[n].uniforms[u].name);
862			free((void*) shaders[n].uniforms[u].readableName);
863		}
864	}
865	free(shaders);
866	shader->passes = 0;
867	shader->nPasses = 0;
868}