OpenGL: Parse uniforms
Jeffrey Pfau jeffrey@endrift.com
Sun, 08 Nov 2015 17:09:53 -0800
4 files changed,
253 insertions(+),
8 deletions(-)
M
src/platform/opengl/gles2.c
→
src/platform/opengl/gles2.c
@@ -7,6 +7,8 @@ #include "gles2.h"
#include "gba/video.h" #include "util/configuration.h" +#include "util/formatting.h" +#include "util/vector.h" #include "util/vfs.h" #define MAX_PASSES 8@@ -59,7 +61,6 @@ -1.f, 1.f,
1.f, 1.f, 1.f, -1.f, }; - static void GBAGLES2ContextInit(struct VideoBackend* v, WHandle handle) { UNUSED(handle);@@ -180,9 +181,6 @@ break;
case GL_INT: glUniform1i(uniform->location, uniform->value.i); break; - case GL_UNSIGNED_INT: - glUniform1ui(uniform->location, uniform->value.ui); - break; case GL_BOOL: glUniform1i(uniform->location, uniform->value.b); break;@@ -353,6 +351,12 @@ GBAGLES2ShaderDetach(context);
} context->shaders = shaders; context->nShaders = nShaders; + size_t i; + for (i = 0; i < nShaders; ++i) { + glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo); + glClear(GL_COLOR_BUFFER_BIT); + } + glBindFramebuffer(GL_FRAMEBUFFER, 0); } void GBAGLES2ShaderDetach(struct GBAGLES2Context* context) {@@ -376,6 +380,211 @@ *out = value;
return true; } +static bool _lookupFloatValue(const struct Configuration* config, const char* section, const char* key, float* out) { + const char* charValue = ConfigurationGetValue(config, section, key); + if (!charValue) { + return false; + } + char* end; + float value = strtof_u(charValue, &end); + if (*end) { + return false; + } + *out = value; + return true; +} + +static bool _lookupBoolValue(const struct Configuration* config, const char* section, const char* key, GLboolean* out) { + const char* charValue = ConfigurationGetValue(config, section, key); + if (!charValue) { + return false; + } + if (!strcmp(charValue, "true")) { + *out = GL_TRUE; + return true; + } + if (!strcmp(charValue, "false")) { + *out = GL_FALSE; + return true; + } + char* end; + unsigned long value = strtol(charValue, &end, 10); + if (*end) { + return false; + } + *out = value; + return true; +} + +DECLARE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform); +DEFINE_VECTOR(GBAGLES2UniformList, struct GBAGLES2Uniform); + +static void _uniformHandler(const char* sectionName, void* user) { + struct GBAGLES2UniformList* uniforms = user; + if (strstr(sectionName, "uniform.") != sectionName) { + return; + } + struct GBAGLES2Uniform* u = GBAGLES2UniformListAppend(uniforms); + u->name = sectionName; +} + +static bool _loadUniform(struct Configuration* description, struct GBAGLES2Uniform* uniform) { + const char* type = ConfigurationGetValue(description, uniform->name, "type"); + if (!strcmp(type, "float")) { + uniform->type = GL_FLOAT; + uniform->value.f = 0; + _lookupFloatValue(description, uniform->name, "default", &uniform->value.f); + } else if (!strcmp(type, "float2")) { + uniform->type = GL_FLOAT_VEC2; + uniform->value.fvec2[0] = 0; + uniform->value.fvec2[1] = 0; + _lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec2[0]); + _lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec2[1]); + } else if (!strcmp(type, "float3")) { + uniform->type = GL_FLOAT_VEC3; + uniform->value.fvec3[0] = 0; + uniform->value.fvec3[1] = 0; + uniform->value.fvec3[2] = 0; + _lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec3[0]); + _lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec3[1]); + _lookupFloatValue(description, uniform->name, "default[2]", &uniform->value.fvec3[2]); + } else if (!strcmp(type, "float4")) { + uniform->type = GL_FLOAT_VEC4; + uniform->value.fvec4[0] = 0; + uniform->value.fvec4[1] = 0; + uniform->value.fvec4[2] = 0; + uniform->value.fvec4[3] = 0; + _lookupFloatValue(description, uniform->name, "default[0]", &uniform->value.fvec4[0]); + _lookupFloatValue(description, uniform->name, "default[1]", &uniform->value.fvec4[1]); + _lookupFloatValue(description, uniform->name, "default[2]", &uniform->value.fvec4[2]); + _lookupFloatValue(description, uniform->name, "default[3]", &uniform->value.fvec4[3]); + } else if (!strcmp(type, "float2x2")) { + uniform->type = GL_FLOAT_MAT2; + uniform->value.fmat2x2[0] = 0; + uniform->value.fmat2x2[1] = 0; + uniform->value.fmat2x2[2] = 0; + uniform->value.fmat2x2[3] = 0; + _lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat2x2[0]); + _lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat2x2[1]); + _lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat2x2[2]); + _lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat2x2[3]); + } else if (!strcmp(type, "float3x3")) { + uniform->type = GL_FLOAT_MAT3; + uniform->value.fmat3x3[0] = 0; + uniform->value.fmat3x3[1] = 0; + uniform->value.fmat3x3[2] = 0; + uniform->value.fmat3x3[3] = 0; + uniform->value.fmat3x3[4] = 0; + uniform->value.fmat3x3[5] = 0; + uniform->value.fmat3x3[6] = 0; + uniform->value.fmat3x3[7] = 0; + uniform->value.fmat3x3[8] = 0; + _lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat3x3[0]); + _lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat3x3[1]); + _lookupFloatValue(description, uniform->name, "default[0,2]", &uniform->value.fmat3x3[2]); + _lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat3x3[3]); + _lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat3x3[4]); + _lookupFloatValue(description, uniform->name, "default[1,2]", &uniform->value.fmat3x3[5]); + _lookupFloatValue(description, uniform->name, "default[2,0]", &uniform->value.fmat3x3[6]); + _lookupFloatValue(description, uniform->name, "default[2,1]", &uniform->value.fmat3x3[7]); + _lookupFloatValue(description, uniform->name, "default[2,2]", &uniform->value.fmat3x3[8]); + } else if (!strcmp(type, "float4x4")) { + uniform->type = GL_FLOAT_MAT4; + uniform->value.fmat4x4[0] = 0; + uniform->value.fmat4x4[1] = 0; + uniform->value.fmat4x4[2] = 0; + uniform->value.fmat4x4[3] = 0; + uniform->value.fmat4x4[4] = 0; + uniform->value.fmat4x4[5] = 0; + uniform->value.fmat4x4[6] = 0; + uniform->value.fmat4x4[7] = 0; + uniform->value.fmat4x4[8] = 0; + uniform->value.fmat4x4[9] = 0; + uniform->value.fmat4x4[10] = 0; + uniform->value.fmat4x4[11] = 0; + uniform->value.fmat4x4[12] = 0; + uniform->value.fmat4x4[13] = 0; + uniform->value.fmat4x4[14] = 0; + uniform->value.fmat4x4[15] = 0; + _lookupFloatValue(description, uniform->name, "default[0,0]", &uniform->value.fmat4x4[0]); + _lookupFloatValue(description, uniform->name, "default[0,1]", &uniform->value.fmat4x4[1]); + _lookupFloatValue(description, uniform->name, "default[0,2]", &uniform->value.fmat4x4[2]); + _lookupFloatValue(description, uniform->name, "default[0,3]", &uniform->value.fmat4x4[3]); + _lookupFloatValue(description, uniform->name, "default[1,0]", &uniform->value.fmat4x4[4]); + _lookupFloatValue(description, uniform->name, "default[1,1]", &uniform->value.fmat4x4[5]); + _lookupFloatValue(description, uniform->name, "default[1,2]", &uniform->value.fmat4x4[6]); + _lookupFloatValue(description, uniform->name, "default[1,3]", &uniform->value.fmat4x4[7]); + _lookupFloatValue(description, uniform->name, "default[2,0]", &uniform->value.fmat4x4[8]); + _lookupFloatValue(description, uniform->name, "default[2,1]", &uniform->value.fmat4x4[9]); + _lookupFloatValue(description, uniform->name, "default[2,2]", &uniform->value.fmat4x4[10]); + _lookupFloatValue(description, uniform->name, "default[2,3]", &uniform->value.fmat4x4[11]); + _lookupFloatValue(description, uniform->name, "default[3,0]", &uniform->value.fmat4x4[12]); + _lookupFloatValue(description, uniform->name, "default[3,1]", &uniform->value.fmat4x4[13]); + _lookupFloatValue(description, uniform->name, "default[3,2]", &uniform->value.fmat4x4[14]); + _lookupFloatValue(description, uniform->name, "default[3,3]", &uniform->value.fmat4x4[15]); + } else if (!strcmp(type, "int")) { + uniform->type = GL_INT; + uniform->value.i = 0; + _lookupIntValue(description, uniform->name, "default", &uniform->value.i); + } else if (!strcmp(type, "int2")) { + uniform->type = GL_INT_VEC2; + uniform->value.ivec2[0] = 0; + uniform->value.ivec2[1] = 0; + _lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec2[0]); + _lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec2[1]); + } else if (!strcmp(type, "int3")) { + uniform->type = GL_INT_VEC3; + uniform->value.ivec3[0] = 0; + uniform->value.ivec3[1] = 0; + uniform->value.ivec3[2] = 0; + _lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec3[0]); + _lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec3[1]); + _lookupIntValue(description, uniform->name, "default[2]", &uniform->value.ivec3[2]); + } else if (!strcmp(type, "int4")) { + uniform->type = GL_INT_VEC4; + uniform->value.ivec4[0] = 0; + uniform->value.ivec4[1] = 0; + uniform->value.ivec4[2] = 0; + uniform->value.ivec4[3] = 0; + _lookupIntValue(description, uniform->name, "default[0]", &uniform->value.ivec4[0]); + _lookupIntValue(description, uniform->name, "default[1]", &uniform->value.ivec4[1]); + _lookupIntValue(description, uniform->name, "default[2]", &uniform->value.ivec4[2]); + _lookupIntValue(description, uniform->name, "default[3]", &uniform->value.ivec4[3]); + } else if (!strcmp(type, "bool")) { + uniform->type = GL_BOOL; + uniform->value.b = 0; + _lookupBoolValue(description, uniform->name, "default", &uniform->value.b); + } else if (!strcmp(type, "int2")) { + uniform->type = GL_BOOL_VEC2; + uniform->value.bvec2[0] = 0; + uniform->value.bvec2[1] = 0; + _lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec2[0]); + _lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec2[1]); + } else if (!strcmp(type, "int3")) { + uniform->type = GL_BOOL_VEC3; + uniform->value.bvec3[0] = 0; + uniform->value.bvec3[1] = 0; + uniform->value.bvec3[2] = 0; + _lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec3[0]); + _lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec3[1]); + _lookupBoolValue(description, uniform->name, "default[2]", &uniform->value.bvec3[2]); + } else if (!strcmp(type, "int4")) { + uniform->type = GL_BOOL_VEC4; + uniform->value.bvec4[0] = 0; + uniform->value.bvec4[1] = 0; + uniform->value.bvec4[2] = 0; + uniform->value.bvec4[3] = 0; + _lookupBoolValue(description, uniform->name, "default[0]", &uniform->value.bvec4[0]); + _lookupBoolValue(description, uniform->name, "default[1]", &uniform->value.bvec4[1]); + _lookupBoolValue(description, uniform->name, "default[2]", &uniform->value.bvec4[2]); + _lookupBoolValue(description, uniform->name, "default[3]", &uniform->value.bvec4[3]); + } else { + return false; + } + uniform->name = strdup(uniform->name + strlen("uniform.")); + return true; +} + bool GBAGLES2ShaderLoad(struct GBAGLES2Shader** shaders, size_t* nShaders, struct GBAGLES2ShaderMetadata* metadata, struct VDir* dir) { struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY); if (!manifest) {@@ -428,7 +637,8 @@ if (!fsf) {
success = false; break; } - fssrc = malloc(fsf->size(fsf)); + fssrc = malloc(fsf->size(fsf) + 1); + fssrc[fsf->size(fsf)] = '\0'; fsf->read(fsf, fssrc, fsf->size(fsf)); fsf->close(fsf); }@@ -439,7 +649,8 @@ success = false;
free(fssrc); break; } - vssrc = malloc(vsf->size(vsf)); + vssrc = malloc(vsf->size(vsf) + 1); + vssrc[vsf->size(vsf)] = '\0'; vsf->read(vsf, vssrc, vsf->size(vsf)); vsf->close(vsf); }@@ -447,7 +658,24 @@ int width = 0;
int height = 0; _lookupIntValue(&description, passName, "width", &width); _lookupIntValue(&description, passName, "height", &height); - GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, 0, 0); + + struct GBAGLES2UniformList uniformVector; + GBAGLES2UniformListInit(&uniformVector, 0); + ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector); + size_t u; + for (u = 0; u < GBAGLES2UniformListSize(&uniformVector); ++u) { + struct GBAGLES2Uniform* uniform = GBAGLES2UniformListGetPointer(&uniformVector, u); + if (!_loadUniform(&description, uniform)) { + GBAGLES2UniformListUnshift(&uniformVector, u, 1); + --u; + } + } + u = GBAGLES2UniformListSize(&uniformVector); + struct GBAGLES2Uniform* uniformBlock = malloc(sizeof(*uniformBlock) * u); + memcpy(uniformBlock, GBAGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u); + GBAGLES2UniformListDeinit(&uniformVector); + + GBAGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, uniformBlock, u); int b = 0; _lookupIntValue(&description, passName, "blend", &b); if (b) {
M
src/platform/opengl/gles2.h
→
src/platform/opengl/gles2.h
@@ -25,7 +25,6 @@
union GBAGLES2UniformValue { GLfloat f; GLint i; - GLuint ui; GLboolean b; GLfloat fvec2[2]; GLfloat fvec3[3];
M
src/util/configuration.c
→
src/util/configuration.c
@@ -13,6 +13,11 @@ #include "third-party/inih/ini.h"
#include <float.h> +struct ConfigurationSectionHandlerData { + void (*handler)(const char* section, void* data); + void* data; +}; + static void _tableDeinit(void* table) { TableDeinit(table); free(table);@@ -50,6 +55,12 @@ }
vf->write(vf, line, len); HashTableEnumerate(section, _keyHandler, user); vf->write(vf, "\n", 1); +} + +static void _sectionEnumHandler(const char* key, void* section, void* user) { + struct ConfigurationSectionHandlerData* data = user; + UNUSED(section); + data->handler(key, data->data); } void ConfigurationInit(struct Configuration* configuration) {@@ -181,3 +192,8 @@ }
vf->close(vf); return true; } + +void ConfigurationEnumerateSections(const struct Configuration* configuration, void (*handler)(const char* sectionName, void* user), void* user) { + struct ConfigurationSectionHandlerData handlerData = { handler, user }; + HashTableEnumerate(&configuration->sections, _sectionEnumHandler, &handlerData); +}
M
src/util/configuration.h
→
src/util/configuration.h
@@ -33,4 +33,6 @@ bool ConfigurationReadVFile(struct Configuration*, struct VFile* vf);
bool ConfigurationWrite(const struct Configuration*, const char* path); bool ConfigurationWriteSection(const struct Configuration*, const char* path, const char* section); +void ConfigurationEnumerateSections(const struct Configuration* configuration, void (*handler)(const char* sectionName, void* user), void* user); + #endif