1187 lines
40 KiB
C

/* Copyright (c) 2013-2015 Jeffrey Pfau
*
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "gles2.h"
#include <mgba/core/log.h>
#include <mgba-util/configuration.h>
#include <mgba-util/formatting.h>
#include <mgba-util/math.h>
#include <mgba-util/vector.h>
#include <mgba-util/vfs.h>
mLOG_DECLARE_CATEGORY(OPENGL);
mLOG_DEFINE_CATEGORY(OPENGL, "OpenGL", "video.ogl");
#define MAX_PASSES 8
static const GLchar* const _gles2Header =
"#version 100\n"
"precision mediump float;\n";
static const GLchar* const _gl2Header =
"#version 120\n";
static const GLchar* const _gl32VHeader =
"#version 150 core\n"
"#define attribute in\n"
"#define varying out\n";
static const GLchar* const _gl32FHeader =
"#version 150 core\n"
"#define varying in\n"
"#define texture2D texture\n"
"out vec4 compat_FragColor;\n"
"#define gl_FragColor compat_FragColor\n";
static const char* const _vertexShader =
"attribute vec4 position;\n"
"varying vec2 texCoord;\n"
"void main() {\n"
" gl_Position = position;\n"
" texCoord = (position.st + vec2(1.0, -1.0)) * vec2(0.5, -0.5);\n"
"}";
static const char* const _nullVertexShader =
"attribute vec4 position;\n"
"varying vec2 texCoord;\n"
"void main() {\n"
" gl_Position = position;\n"
" texCoord = (position.st + vec2(1.0, 1.0)) * vec2(0.5, 0.5);\n"
"}";
static const char* const _fragmentShader =
"varying vec2 texCoord;\n"
"uniform sampler2D tex;\n"
"uniform float gamma;\n"
"uniform vec3 desaturation;\n"
"uniform vec3 scale;\n"
"uniform vec3 bias;\n"
"void main() {\n"
" vec4 color = texture2D(tex, texCoord);\n"
" color.a = 1.;\n"
" float average = dot(color.rgb, vec3(1.)) / 3.;\n"
" color.rgb = mix(color.rgb, vec3(average), desaturation);\n"
" color.rgb = scale * pow(color.rgb, vec3(gamma, gamma, gamma)) + bias;\n"
" gl_FragColor = color;\n"
"}";
static const char* const _nullFragmentShader =
"varying vec2 texCoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" vec4 color = texture2D(tex, texCoord);\n"
" color.a = 1.;\n"
" gl_FragColor = color;\n"
"}";
static const char* const _interframeFragmentShader =
"varying vec2 texCoord;\n"
"uniform sampler2D tex;\n"
"void main() {\n"
" vec4 color = texture2D(tex, texCoord);\n"
" color.a = 0.5;\n"
" gl_FragColor = color;\n"
"}";
static const GLfloat _vertices[] = {
-1.f, -1.f,
-1.f, 1.f,
1.f, 1.f,
1.f, -1.f,
};
static void mGLES2ContextInit(struct VideoBackend* v, WHandle handle) {
UNUSED(handle);
struct mGLES2Context* context = (struct mGLES2Context*) v;
memset(context->layerDims, 0, sizeof(context->layerDims));
glGenTextures(VIDEO_LAYER_MAX, context->tex);
int i;
for (i = 0; i < VIDEO_LAYER_MAX; ++i) {
glBindTexture(GL_TEXTURE_2D, context->tex[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
glGenBuffers(1, &context->vbo);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glBufferData(GL_ARRAY_BUFFER, sizeof(_vertices), _vertices, GL_STATIC_DRAW);
struct mGLES2Uniform* uniforms = malloc(sizeof(struct mGLES2Uniform) * 4);
uniforms[0].name = "gamma";
uniforms[0].readableName = "Gamma";
uniforms[0].type = GL_FLOAT;
uniforms[0].value.f = 1.0f;
uniforms[0].min.f = 0.1f;
uniforms[0].max.f = 3.0f;
uniforms[1].name = "scale";
uniforms[1].readableName = "Scale";
uniforms[1].type = GL_FLOAT_VEC3;
uniforms[1].value.fvec3[0] = 1.0f;
uniforms[1].value.fvec3[1] = 1.0f;
uniforms[1].value.fvec3[2] = 1.0f;
uniforms[1].min.fvec3[0] = -1.0f;
uniforms[1].min.fvec3[1] = -1.0f;
uniforms[1].min.fvec3[2] = -1.0f;
uniforms[1].max.fvec3[0] = 2.0f;
uniforms[1].max.fvec3[1] = 2.0f;
uniforms[1].max.fvec3[2] = 2.0f;
uniforms[2].name = "bias";
uniforms[2].readableName = "Bias";
uniforms[2].type = GL_FLOAT_VEC3;
uniforms[2].value.fvec3[0] = 0.0f;
uniforms[2].value.fvec3[1] = 0.0f;
uniforms[2].value.fvec3[2] = 0.0f;
uniforms[2].min.fvec3[0] = -1.0f;
uniforms[2].min.fvec3[1] = -1.0f;
uniforms[2].min.fvec3[2] = -1.0f;
uniforms[2].max.fvec3[0] = 1.0f;
uniforms[2].max.fvec3[1] = 1.0f;
uniforms[2].max.fvec3[2] = 1.0f;
uniforms[3].name = "desaturation";
uniforms[3].readableName = "Desaturation";
uniforms[3].type = GL_FLOAT_VEC3;
uniforms[3].value.fvec3[0] = 0.0f;
uniforms[3].value.fvec3[1] = 0.0f;
uniforms[3].value.fvec3[2] = 0.0f;
uniforms[3].min.fvec3[0] = 0.0f;
uniforms[3].min.fvec3[1] = 0.0f;
uniforms[3].min.fvec3[2] = 0.0f;
uniforms[3].max.fvec3[0] = 1.0f;
uniforms[3].max.fvec3[1] = 1.0f;
uniforms[3].max.fvec3[2] = 1.0f;
mGLES2ShaderInit(&context->initialShader, _vertexShader, _fragmentShader, -1, -1, false, uniforms, 4);
mGLES2ShaderInit(&context->finalShader, 0, 0, 0, 0, false, 0, 0);
mGLES2ShaderInit(&context->interframeShader, 0, _interframeFragmentShader, -1, -1, false, 0, 0);
#ifdef BUILD_GLES3
if (context->initialShader.vao != (GLuint) -1) {
glBindVertexArray(context->initialShader.vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glBindVertexArray(context->finalShader.vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glBindVertexArray(context->interframeShader.vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glBindVertexArray(0);
}
#endif
glDeleteFramebuffers(1, &context->finalShader.fbo);
glDeleteTextures(1, &context->finalShader.tex);
context->finalShader.fbo = 0;
context->finalShader.tex = 0;
}
static inline void _setTexDims(int width, int height) {
#ifdef COLOR_16_BIT
#ifdef COLOR_5_6_5
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, 0);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, 0);
#endif
#elif defined(__BIG_ENDIAN__)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, 0);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
#endif
}
static void mGLES2ContextSetLayerDimensions(struct VideoBackend* v, enum VideoLayer layer, const struct Rectangle* dims) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
if (layer >= VIDEO_LAYER_MAX) {
return;
}
if (dims->width != context->layerDims[layer].width && dims->height != context->layerDims[layer].height) {
context->layerDims[layer].width = dims->width;
context->layerDims[layer].height = dims->height;
glBindTexture(GL_TEXTURE_2D, context->tex[layer]);
if (context->imageSizes[layer].width <= 0 || context->imageSizes[layer].height <= 0) {
_setTexDims(dims->width, dims->height);
}
}
context->layerDims[layer].x = dims->x;
context->layerDims[layer].y = dims->y;
unsigned newW;
unsigned newH;
VideoBackendGetFrameSize(v, &newW, &newH);
if (newW != context->width || newH != context->height) {
size_t n;
for (n = 0; n < context->nShaders; ++n) {
if (context->shaders[n].width < 0 || context->shaders[n].height < 0) {
context->shaders[n].dirty = true;
}
}
context->initialShader.dirty = true;
context->interframeShader.dirty = true;
context->width = newW;
context->height = newH;
}
}
static void mGLES2ContextLayerDimensions(const struct VideoBackend* v, enum VideoLayer layer, struct Rectangle* dims) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
if (layer >= VIDEO_LAYER_MAX) {
return;
}
memcpy(dims, &context->layerDims[layer], sizeof(*dims));
}
static void mGLES2ContextDeinit(struct VideoBackend* v) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
glDeleteTextures(VIDEO_LAYER_MAX, context->tex);
glDeleteBuffers(1, &context->vbo);
mGLES2ShaderDeinit(&context->initialShader);
mGLES2ShaderDeinit(&context->finalShader);
mGLES2ShaderDeinit(&context->interframeShader);
free(context->initialShader.uniforms);
}
static void mGLES2ContextResized(struct VideoBackend* v, unsigned w, unsigned h) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
unsigned drawW = w;
unsigned drawH = h;
unsigned maxW = context->width;
unsigned maxH = context->height;
if (v->lockAspectRatio) {
lockAspectRatioUInt(maxW, maxH, &drawW, &drawH);
}
if (v->lockIntegerScaling) {
lockIntegerRatioUInt(maxW, &drawW);
lockIntegerRatioUInt(maxH, &drawH);
}
size_t n;
for (n = 0; n < context->nShaders; ++n) {
if (context->shaders[n].width == 0 || context->shaders[n].height == 0) {
context->shaders[n].dirty = true;
}
}
context->finalShader.dirty = true;
glBindTexture(GL_TEXTURE_2D, context->finalShader.tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW, drawH, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glBindFramebuffer(GL_FRAMEBUFFER, context->finalShader.fbo);
glViewport((w - drawW) / 2, (h - drawH) / 2, drawW, drawH);
}
static void mGLES2ContextClear(struct VideoBackend* v) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
glBindFramebuffer(GL_FRAMEBUFFER, context->finalShader.fbo);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
}
static void _drawShaderEx(struct mGLES2Context* context, struct mGLES2Shader* shader, int layer) {
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
int drawW = shader->width;
int drawH = shader->height;
int padW = 0;
int padH = 0;
if (!drawW) {
drawW = viewport[2];
padW = viewport[0];
} else if (shader->width < 0) {
drawW = context->width * -shader->width;
}
if (!drawH) {
drawH = viewport[3];
padH = viewport[1];
} else if (shader->height < 0) {
drawH = context->height * -shader->height;
}
if (shader->integerScaling) {
padW = 0;
padH = 0;
drawW -= drawW % context->width;
drawH -= drawH % context->height;
}
if (shader->dirty) {
if (shader->tex && (shader->width <= 0 || shader->height <= 0)) {
GLint oldTex;
glGetIntegerv(GL_TEXTURE_BINDING_2D, &oldTex);
glBindTexture(GL_TEXTURE_2D, shader->tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, drawW + padW * 2, drawH + padH * 2, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
glBindTexture(GL_TEXTURE_2D, oldTex);
}
shader->dirty = false;
}
if (layer >= 0 && layer < VIDEO_LAYER_MAX) {
glViewport(context->layerDims[layer].x, context->layerDims[layer].y, context->layerDims[layer].width, context->layerDims[layer].height);
} else {
glViewport(padW, padH, drawW, drawH);
}
glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
if (shader->blend) {
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
} else {
glDisable(GL_BLEND);
if (layer <= VIDEO_LAYER_BACKGROUND) {
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
}
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, shader->filter ? GL_LINEAR : GL_NEAREST);
glUseProgram(shader->program);
glUniform1i(shader->texLocation, 0);
glUniform2f(shader->texSizeLocation, context->width, context->height);
glUniform2f(shader->outputSizeLocation, drawW, drawH);
#ifdef BUILD_GLES3
if (shader->vao != (GLuint) -1) {
glBindVertexArray(shader->vao);
} else
#endif
{
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(shader->positionLocation);
glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
size_t u;
for (u = 0; u < shader->nUniforms; ++u) {
struct mGLES2Uniform* uniform = &shader->uniforms[u];
switch (uniform->type) {
case GL_FLOAT:
glUniform1f(uniform->location, uniform->value.f);
break;
case GL_INT:
glUniform1i(uniform->location, uniform->value.i);
break;
case GL_BOOL:
glUniform1i(uniform->location, uniform->value.b);
break;
case GL_FLOAT_VEC2:
glUniform2fv(uniform->location, 1, uniform->value.fvec2);
break;
case GL_FLOAT_VEC3:
glUniform3fv(uniform->location, 1, uniform->value.fvec3);
break;
case GL_FLOAT_VEC4:
glUniform4fv(uniform->location, 1, uniform->value.fvec4);
break;
case GL_INT_VEC2:
glUniform2iv(uniform->location, 1, uniform->value.ivec2);
break;
case GL_INT_VEC3:
glUniform3iv(uniform->location, 1, uniform->value.ivec3);
break;
case GL_INT_VEC4:
glUniform4iv(uniform->location, 1, uniform->value.ivec4);
break;
case GL_BOOL_VEC2:
glUniform2i(uniform->location, uniform->value.bvec2[0], uniform->value.bvec2[1]);
break;
case GL_BOOL_VEC3:
glUniform3i(uniform->location, uniform->value.bvec3[0], uniform->value.bvec3[1], uniform->value.bvec3[2]);
break;
case GL_BOOL_VEC4:
glUniform4i(uniform->location, uniform->value.bvec4[0], uniform->value.bvec4[1], uniform->value.bvec4[2], uniform->value.bvec4[3]);
break;
case GL_FLOAT_MAT2:
glUniformMatrix2fv(uniform->location, 1, GL_FALSE, uniform->value.fmat2x2);
break;
case GL_FLOAT_MAT3:
glUniformMatrix3fv(uniform->location, 1, GL_FALSE, uniform->value.fmat3x3);
break;
case GL_FLOAT_MAT4:
glUniformMatrix4fv(uniform->location, 1, GL_FALSE, uniform->value.fmat4x4);
break;
}
}
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glBindTexture(GL_TEXTURE_2D, shader->tex);
}
static void _drawShader(struct mGLES2Context* context, struct mGLES2Shader* shader) {
_drawShaderEx(context, shader, -1);
}
void mGLES2ContextDrawFrame(struct VideoBackend* v) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
glActiveTexture(GL_TEXTURE0);
GLint viewport[4];
glGetIntegerv(GL_VIEWPORT, viewport);
context->finalShader.filter = v->filter;
int layer;
for (layer = 0; layer <= VIDEO_LAYER_IMAGE; ++layer) {
if (context->layerDims[layer].width < 1 || context->layerDims[layer].height < 1) {
continue;
}
glBindTexture(GL_TEXTURE_2D, context->tex[layer]);
_drawShaderEx(context, &context->initialShader, layer);
if (layer != VIDEO_LAYER_IMAGE) {
continue;
}
if (v->interframeBlending) {
context->interframeShader.blend = true;
glViewport(0, 0, viewport[2], viewport[3]);
_drawShader(context, &context->interframeShader);
}
}
size_t n;
for (n = 0; n < context->nShaders; ++n) {
glViewport(0, 0, viewport[2], viewport[3]);
_drawShader(context, &context->shaders[n]);
}
glViewport(viewport[0], viewport[1], viewport[2], viewport[3]);
_drawShader(context, &context->finalShader);
if (v->interframeBlending) {
context->interframeShader.blend = false;
glBindTexture(GL_TEXTURE_2D, context->tex[VIDEO_LAYER_IMAGE]);
_drawShaderEx(context, &context->initialShader, VIDEO_LAYER_IMAGE);
glViewport(0, 0, viewport[2], viewport[3]);
_drawShader(context, &context->interframeShader);
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glUseProgram(0);
#ifdef BUILD_GLES3
if (context->finalShader.vao != (GLuint) -1) {
glBindVertexArray(0);
}
#endif
}
static void mGLES2ContextSetImageSize(struct VideoBackend* v, enum VideoLayer layer, int width, int height) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
if (layer >= VIDEO_LAYER_MAX) {
return;
}
glBindTexture(GL_TEXTURE_2D, context->tex[layer]);
if (width <= 0 || height <= 0) {
context->imageSizes[layer].width = -1;
context->imageSizes[layer].height = -1;
width = context->layerDims[layer].width;
height = context->layerDims[layer].height;
} else {
context->imageSizes[layer].width = width;
context->imageSizes[layer].height = height;
}
_setTexDims(width, height);
}
static void mGLES2ContextImageSize(struct VideoBackend* v, enum VideoLayer layer, int* width, int* height) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
if (layer >= VIDEO_LAYER_MAX) {
return;
}
if (context->imageSizes[layer].width <= 0 || context->imageSizes[layer].height <= 0) {
*width = context->layerDims[layer].width;
*height = context->layerDims[layer].height;
} else {
*width = context->imageSizes[layer].width;
*height = context->imageSizes[layer].height;
}
}
void mGLES2ContextPostFrame(struct VideoBackend* v, enum VideoLayer layer, const void* frame) {
struct mGLES2Context* context = (struct mGLES2Context*) v;
if (layer >= VIDEO_LAYER_MAX) {
return;
}
int width = context->imageSizes[layer].width;
int height = context->imageSizes[layer].height;
if (width <= 0 || height <= 0) {
width = context->layerDims[layer].width;
height = context->layerDims[layer].height;
}
glBindTexture(GL_TEXTURE_2D, context->tex[layer]);
#ifdef COLOR_16_BIT
#ifdef COLOR_5_6_5
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, frame);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, frame);
#endif
#elif defined(__BIG_ENDIAN__)
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, frame);
#else
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, frame);
#endif
}
void mGLES2ContextCreate(struct mGLES2Context* context) {
context->d.init = mGLES2ContextInit;
context->d.deinit = mGLES2ContextDeinit;
context->d.setLayerDimensions = mGLES2ContextSetLayerDimensions;
context->d.layerDimensions = mGLES2ContextLayerDimensions;
context->d.contextResized = mGLES2ContextResized;
context->d.swap = NULL;
context->d.clear = mGLES2ContextClear;
context->d.setImageSize = mGLES2ContextSetImageSize;
context->d.imageSize = mGLES2ContextImageSize;
context->d.setImage = mGLES2ContextPostFrame;
context->d.drawFrame = mGLES2ContextDrawFrame;
context->shaders = 0;
context->nShaders = 0;
}
void mGLES2ContextUseFramebuffer(struct mGLES2Context* context) {
if (!context->finalShader.fbo) {
glGenFramebuffers(1, &context->finalShader.fbo);
}
if (!context->finalShader.tex) {
glGenTextures(1, &context->finalShader.tex);
glBindTexture(GL_TEXTURE_2D, context->finalShader.tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D, 0);
}
glBindFramebuffer(GL_FRAMEBUFFER, context->finalShader.fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, context->finalShader.tex, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void mGLES2ShaderInit(struct mGLES2Shader* shader, const char* vs, const char* fs, int width, int height, bool integerScaling, struct mGLES2Uniform* uniforms, size_t nUniforms) {
shader->width = width;
shader->height = height;
shader->integerScaling = integerScaling;
shader->filter = false;
shader->blend = false;
shader->dirty = true;
shader->uniforms = uniforms;
shader->nUniforms = nUniforms;
glGenFramebuffers(1, &shader->fbo);
glBindFramebuffer(GL_FRAMEBUFFER, shader->fbo);
glGenTextures(1, &shader->tex);
glBindTexture(GL_TEXTURE_2D, shader->tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (shader->width > 0 && shader->height > 0) {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, shader->width, shader->height, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
} else {
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, 0);
}
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shader->tex, 0);
shader->program = glCreateProgram();
shader->vertexShader = glCreateShader(GL_VERTEX_SHADER);
shader->fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
const GLchar* shaderBuffer[2];
const GLubyte* version = glGetString(GL_VERSION);
if (strncmp((const char*) version, "OpenGL ES ", strlen("OpenGL ES ")) == 0) {
shaderBuffer[0] = _gles2Header;
} else if (version[0] == '2') {
shaderBuffer[0] = _gl2Header;
} else {
shaderBuffer[0] = _gl32VHeader;
}
if (vs) {
shaderBuffer[1] = vs;
} else {
shaderBuffer[1] = _nullVertexShader;
}
glShaderSource(shader->vertexShader, 2, shaderBuffer, 0);
if (shaderBuffer[0] == _gl32VHeader) {
shaderBuffer[0] = _gl32FHeader;
}
if (fs) {
shaderBuffer[1] = fs;
} else {
shaderBuffer[1] = _nullFragmentShader;
}
glShaderSource(shader->fragmentShader, 2, shaderBuffer, 0);
glAttachShader(shader->program, shader->vertexShader);
glAttachShader(shader->program, shader->fragmentShader);
char log[1024];
glCompileShader(shader->fragmentShader);
glGetShaderInfoLog(shader->fragmentShader, 1024, 0, log);
if (log[0]) {
mLOG(OPENGL, ERROR, "%s\n", log);
}
glCompileShader(shader->vertexShader);
glGetShaderInfoLog(shader->vertexShader, 1024, 0, log);
if (log[0]) {
mLOG(OPENGL, ERROR, "%s\n", log);
}
glLinkProgram(shader->program);
glGetProgramInfoLog(shader->program, 1024, 0, log);
if (log[0]) {
mLOG(OPENGL, ERROR, "%s\n", log);
}
shader->texLocation = glGetUniformLocation(shader->program, "tex");
shader->texSizeLocation = glGetUniformLocation(shader->program, "texSize");
shader->positionLocation = glGetAttribLocation(shader->program, "position");
shader->outputSizeLocation = glGetUniformLocation(shader->program, "outputSize");
size_t i;
for (i = 0; i < shader->nUniforms; ++i) {
shader->uniforms[i].location = glGetUniformLocation(shader->program, shader->uniforms[i].name);
}
#ifdef BUILD_GLES3
const GLubyte* extensions = glGetString(GL_EXTENSIONS);
if (shaderBuffer[0] == _gles2Header || version[0] >= '3' || (extensions && strstr((const char*) extensions, "_vertex_array_object") != NULL)) {
glGenVertexArrays(1, &shader->vao);
glBindVertexArray(shader->vao);
glEnableVertexAttribArray(shader->positionLocation);
glVertexAttribPointer(shader->positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
glBindVertexArray(0);
} else
#endif
{
shader->vao = -1;
}
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void mGLES2ShaderDeinit(struct mGLES2Shader* shader) {
glDeleteTextures(1, &shader->tex);
glDeleteShader(shader->fragmentShader);
glDeleteProgram(shader->program);
glDeleteFramebuffers(1, &shader->fbo);
#ifdef BUILD_GLES3
if (shader->vao != (GLuint) -1) {
glDeleteVertexArrays(1, &shader->vao);
}
#endif
}
void mGLES2ShaderAttach(struct mGLES2Context* context, struct mGLES2Shader* shaders, size_t nShaders) {
if (context->shaders) {
if (context->shaders == shaders && context->nShaders == nShaders) {
return;
}
mGLES2ShaderDetach(context);
}
context->shaders = shaders;
context->nShaders = nShaders;
size_t i;
for (i = 0; i < nShaders; ++i) {
glBindFramebuffer(GL_FRAMEBUFFER, context->shaders[i].fbo);
glClearColor(0.f, 0.f, 0.f, 1.f);
glClear(GL_COLOR_BUFFER_BIT);
#ifdef BUILD_GLES3
if (context->shaders[i].vao != (GLuint) -1) {
glBindVertexArray(context->shaders[i].vao);
glBindBuffer(GL_ARRAY_BUFFER, context->vbo);
glEnableVertexAttribArray(context->shaders[i].positionLocation);
glVertexAttribPointer(context->shaders[i].positionLocation, 2, GL_FLOAT, GL_FALSE, 0, NULL);
}
#endif
}
#ifdef BUILD_GLES3
if (context->initialShader.vao != (GLuint) -1) {
glBindVertexArray(0);
}
#endif
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void mGLES2ShaderDetach(struct mGLES2Context* context) {
if (!context->shaders) {
return;
}
context->shaders = 0;
context->nShaders = 0;
}
static bool _lookupIntValue(const struct Configuration* config, const char* section, const char* key, int* out) {
const char* charValue = ConfigurationGetValue(config, section, key);
if (!charValue) {
return false;
}
char* end;
unsigned long value = strtol(charValue, &end, 10);
if (*end) {
return false;
}
*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(mGLES2UniformList, struct mGLES2Uniform);
DEFINE_VECTOR(mGLES2UniformList, struct mGLES2Uniform);
static void _uniformHandler(const char* sectionName, void* user) {
struct mGLES2UniformList* uniforms = user;
unsigned passId;
int sentinel;
if (sscanf(sectionName, "pass.%u.uniform.%n", &passId, &sentinel) < 1) {
return;
}
struct mGLES2Uniform* u = mGLES2UniformListAppend(uniforms);
u->name = sectionName;
}
static void _loadValue(struct Configuration* description, const char* name, GLenum type, const char* field, union mGLES2UniformValue* value) {
char fieldName[16];
switch (type) {
case GL_FLOAT:
value->f = 0;
_lookupFloatValue(description, name, field, &value->f);
break;
case GL_FLOAT_VEC2:
value->fvec2[0] = 0;
value->fvec2[1] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec2[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec2[1]);
break;
case GL_FLOAT_VEC3:
value->fvec3[0] = 0;
value->fvec3[1] = 0;
value->fvec3[2] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec3[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec3[1]);
snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec3[2]);
break;
case GL_FLOAT_VEC4:
value->fvec4[0] = 0;
value->fvec4[1] = 0;
value->fvec4[2] = 0;
value->fvec4[3] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec4[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec4[1]);
snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec4[2]);
snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
_lookupFloatValue(description, name, fieldName, &value->fvec4[3]);
break;
case GL_FLOAT_MAT2:
value->fmat2x2[0] = 0;
value->fmat2x2[1] = 0;
value->fmat2x2[2] = 0;
value->fmat2x2[3] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat2x2[0]);
snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat2x2[1]);
snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat2x2[2]);
snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat2x2[3]);
break;
case GL_FLOAT_MAT3:
value->fmat3x3[0] = 0;
value->fmat3x3[1] = 0;
value->fmat3x3[2] = 0;
value->fmat3x3[3] = 0;
value->fmat3x3[4] = 0;
value->fmat3x3[5] = 0;
value->fmat3x3[6] = 0;
value->fmat3x3[7] = 0;
value->fmat3x3[8] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[0]);
snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[1]);
snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[2]);
snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[3]);
snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[4]);
snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[5]);
snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[6]);
snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[7]);
snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat3x3[8]);
break;
case GL_FLOAT_MAT4:
value->fmat4x4[0] = 0;
value->fmat4x4[1] = 0;
value->fmat4x4[2] = 0;
value->fmat4x4[3] = 0;
value->fmat4x4[4] = 0;
value->fmat4x4[5] = 0;
value->fmat4x4[6] = 0;
value->fmat4x4[7] = 0;
value->fmat4x4[8] = 0;
value->fmat4x4[9] = 0;
value->fmat4x4[10] = 0;
value->fmat4x4[11] = 0;
value->fmat4x4[12] = 0;
value->fmat4x4[13] = 0;
value->fmat4x4[14] = 0;
value->fmat4x4[15] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[0]);
snprintf(fieldName, sizeof(fieldName), "%s[0,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[1]);
snprintf(fieldName, sizeof(fieldName), "%s[0,2]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[2]);
snprintf(fieldName, sizeof(fieldName), "%s[0,3]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[3]);
snprintf(fieldName, sizeof(fieldName), "%s[1,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[4]);
snprintf(fieldName, sizeof(fieldName), "%s[1,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[5]);
snprintf(fieldName, sizeof(fieldName), "%s[1,2]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[6]);
snprintf(fieldName, sizeof(fieldName), "%s[1,3]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[7]);
snprintf(fieldName, sizeof(fieldName), "%s[2,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[8]);
snprintf(fieldName, sizeof(fieldName), "%s[2,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[9]);
snprintf(fieldName, sizeof(fieldName), "%s[2,2]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[10]);
snprintf(fieldName, sizeof(fieldName), "%s[2,3]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[11]);
snprintf(fieldName, sizeof(fieldName), "%s[3,0]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[12]);
snprintf(fieldName, sizeof(fieldName), "%s[3,1]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[13]);
snprintf(fieldName, sizeof(fieldName), "%s[3,2]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[14]);
snprintf(fieldName, sizeof(fieldName), "%s[3,3]", field);
_lookupFloatValue(description, name, fieldName, &value->fmat4x4[15]);
break;
case GL_INT:
value->i = 0;
_lookupIntValue(description, name, field, &value->i);
break;
case GL_INT_VEC2:
value->ivec2[0] = 0;
value->ivec2[1] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupIntValue(description, name, fieldName, &value->ivec2[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupIntValue(description, name, fieldName, &value->ivec2[1]);
break;
case GL_INT_VEC3:
value->ivec3[0] = 0;
value->ivec3[1] = 0;
value->ivec3[2] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupIntValue(description, name, fieldName, &value->ivec3[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupIntValue(description, name, fieldName, &value->ivec3[1]);
snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
_lookupIntValue(description, name, fieldName, &value->ivec3[2]);
break;
case GL_INT_VEC4:
value->ivec4[0] = 0;
value->ivec4[1] = 0;
value->ivec4[2] = 0;
value->ivec4[3] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupIntValue(description, name, fieldName, &value->ivec4[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupIntValue(description, name, fieldName, &value->ivec4[1]);
snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
_lookupIntValue(description, name, fieldName, &value->ivec4[2]);
snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
_lookupIntValue(description, name, fieldName, &value->ivec4[3]);
break;
case GL_BOOL:
value->b = 0;
_lookupBoolValue(description, name, field, &value->b);
break;
case GL_BOOL_VEC2:
value->bvec2[0] = 0;
value->bvec2[1] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec2[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec2[1]);
break;
case GL_BOOL_VEC3:
value->bvec3[0] = 0;
value->bvec3[1] = 0;
value->bvec3[2] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec3[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec3[1]);
snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec3[2]);
break;
case GL_BOOL_VEC4:
value->bvec4[0] = 0;
value->bvec4[1] = 0;
value->bvec4[2] = 0;
value->bvec4[3] = 0;
snprintf(fieldName, sizeof(fieldName), "%s[0]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec4[0]);
snprintf(fieldName, sizeof(fieldName), "%s[1]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec4[1]);
snprintf(fieldName, sizeof(fieldName), "%s[2]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec4[2]);
snprintf(fieldName, sizeof(fieldName), "%s[3]", field);
_lookupBoolValue(description, name, fieldName, &value->bvec4[3]);
break;
}
}
static bool _loadUniform(struct Configuration* description, size_t pass, struct mGLES2Uniform* uniform) {
unsigned passId;
if (sscanf(uniform->name, "pass.%u.uniform.", &passId) < 1 || passId != pass) {
return false;
}
const char* type = ConfigurationGetValue(description, uniform->name, "type");
if (!type) {
return false;
}
if (!strcmp(type, "float")) {
uniform->type = GL_FLOAT;
} else if (!strcmp(type, "float2")) {
uniform->type = GL_FLOAT_VEC2;
} else if (!strcmp(type, "float3")) {
uniform->type = GL_FLOAT_VEC3;
} else if (!strcmp(type, "float4")) {
uniform->type = GL_FLOAT_VEC4;
} else if (!strcmp(type, "float2x2")) {
uniform->type = GL_FLOAT_MAT2;
} else if (!strcmp(type, "float3x3")) {
uniform->type = GL_FLOAT_MAT3;
} else if (!strcmp(type, "float4x4")) {
uniform->type = GL_FLOAT_MAT4;
} else if (!strcmp(type, "int")) {
uniform->type = GL_INT;
} else if (!strcmp(type, "int2")) {
uniform->type = GL_INT_VEC2;
} else if (!strcmp(type, "int3")) {
uniform->type = GL_INT_VEC3;
} else if (!strcmp(type, "int4")) {
uniform->type = GL_INT_VEC4;
} else if (!strcmp(type, "bool")) {
uniform->type = GL_BOOL;
} else if (!strcmp(type, "bool2")) {
uniform->type = GL_BOOL_VEC2;
} else if (!strcmp(type, "bool3")) {
uniform->type = GL_BOOL_VEC3;
} else if (!strcmp(type, "bool4")) {
uniform->type = GL_BOOL_VEC4;
} else {
return false;
}
_loadValue(description, uniform->name, uniform->type, "default", &uniform->value);
_loadValue(description, uniform->name, uniform->type, "min", &uniform->min);
_loadValue(description, uniform->name, uniform->type, "max", &uniform->max);
const char* readable = ConfigurationGetValue(description, uniform->name, "readableName");
if (readable) {
uniform->readableName = strdup(readable);
} else {
uniform->readableName = 0;
}
uniform->name = strdup(strstr(uniform->name, "uniform.") + strlen("uniform."));
return true;
}
bool mGLES2ShaderLoad(struct VideoShader* shader, struct VDir* dir) {
struct VFile* manifest = dir->openFile(dir, "manifest.ini", O_RDONLY);
if (!manifest) {
return false;
}
bool success = false;
struct Configuration description;
ConfigurationInit(&description);
if (ConfigurationReadVFile(&description, manifest)) {
int inShaders;
success = _lookupIntValue(&description, "shader", "passes", &inShaders);
if (inShaders > MAX_PASSES || inShaders < 1) {
success = false;
}
if (success) {
struct mGLES2Shader* shaderBlock = calloc(inShaders, sizeof(struct mGLES2Shader));
int n;
for (n = 0; n < inShaders; ++n) {
char passName[12];
snprintf(passName, sizeof(passName), "pass.%u", n);
const char* fs = ConfigurationGetValue(&description, passName, "fragmentShader");
const char* vs = ConfigurationGetValue(&description, passName, "vertexShader");
if (fs && (fs[0] == '.' || strstr(fs, PATH_SEP))) {
success = false;
break;
}
if (vs && (vs[0] == '.' || strstr(vs, PATH_SEP))) {
success = false;
break;
}
char* fssrc = 0;
char* vssrc = 0;
if (fs) {
struct VFile* fsf = dir->openFile(dir, fs, O_RDONLY);
if (!fsf) {
success = false;
break;
}
fssrc = malloc(fsf->size(fsf) + 1);
fssrc[fsf->size(fsf)] = '\0';
fsf->read(fsf, fssrc, fsf->size(fsf));
fsf->close(fsf);
}
if (vs) {
struct VFile* vsf = dir->openFile(dir, vs, O_RDONLY);
if (!vsf) {
success = false;
free(fssrc);
break;
}
vssrc = malloc(vsf->size(vsf) + 1);
vssrc[vsf->size(vsf)] = '\0';
vsf->read(vsf, vssrc, vsf->size(vsf));
vsf->close(vsf);
}
int width = 0;
int height = 0;
int scaling = 0;
_lookupIntValue(&description, passName, "width", &width);
_lookupIntValue(&description, passName, "height", &height);
_lookupIntValue(&description, passName, "integerScaling", &scaling);
struct mGLES2UniformList uniformVector;
mGLES2UniformListInit(&uniformVector, 0);
ConfigurationEnumerateSections(&description, _uniformHandler, &uniformVector);
size_t u;
for (u = 0; u < mGLES2UniformListSize(&uniformVector); ++u) {
struct mGLES2Uniform* uniform = mGLES2UniformListGetPointer(&uniformVector, u);
if (!_loadUniform(&description, n, uniform)) {
mGLES2UniformListShift(&uniformVector, u, 1);
--u;
}
}
u = mGLES2UniformListSize(&uniformVector);
struct mGLES2Uniform* uniformBlock;
if (u) {
uniformBlock = calloc(u, sizeof(*uniformBlock));
memcpy(uniformBlock, mGLES2UniformListGetPointer(&uniformVector, 0), sizeof(*uniformBlock) * u);
}
mGLES2UniformListDeinit(&uniformVector);
mGLES2ShaderInit(&shaderBlock[n], vssrc, fssrc, width, height, scaling, uniformBlock, u);
int b = 0;
_lookupIntValue(&description, passName, "blend", &b);
if (b) {
shaderBlock[n].blend = b;
}
b = 0;
_lookupIntValue(&description, passName, "filter", &b);
if (b) {
shaderBlock[n].filter = b;
}
free(fssrc);
free(vssrc);
}
if (success) {
shader->nPasses = inShaders;
shader->passes = shaderBlock;
shader->name = ConfigurationGetValue(&description, "shader", "name");
if (shader->name) {
shader->name = strdup(shader->name);
}
shader->author = ConfigurationGetValue(&description, "shader", "author");
if (shader->author) {
shader->author = strdup(shader->author);
}
shader->description = ConfigurationGetValue(&description, "shader", "description");
if (shader->description) {
shader->description = strdup(shader->description);
}
} else {
inShaders = n;
for (n = 0; n < inShaders; ++n) {
mGLES2ShaderDeinit(&shaderBlock[n]);
}
free(shaderBlock);
}
}
}
manifest->close(manifest);
ConfigurationDeinit(&description);
return success;
}
void mGLES2ShaderFree(struct VideoShader* shader) {
free((void*) shader->name);
free((void*) shader->author);
free((void*) shader->description);
shader->name = 0;
shader->author = 0;
shader->description = 0;
struct mGLES2Shader* shaders = shader->passes;
size_t n;
for (n = 0; n < shader->nPasses; ++n) {
mGLES2ShaderDeinit(&shaders[n]);
size_t u;
for (u = 0; u < shaders[n].nUniforms; ++u) {
free((void*) shaders[n].uniforms[u].name);
free((void*) shaders[n].uniforms[u].readableName);
}
}
free(shaders);
shader->passes = 0;
shader->nPasses = 0;
}