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