mirror of
https://github.com/love2d/love-android.git
synced 2026-08-19 12:14:49 +02:00
updated to latest mobile-common (0cf55b7da58e), removed libtiff, libpng, libmng, devil, jasper, jpeg-8d, added libturbo-jpeg
This commit is contained in:
@@ -451,15 +451,15 @@ static void getStrategy()
|
||||
}
|
||||
}
|
||||
|
||||
Canvas::Canvas(int width, int height, Format format, int fsaa)
|
||||
Canvas::Canvas(int width, int height, Format format, int msaa)
|
||||
: fbo(0)
|
||||
, resolve_fbo(0)
|
||||
, texture(0)
|
||||
, fsaa_buffer(0)
|
||||
, msaa_buffer(0)
|
||||
, depth_stencil(0)
|
||||
, format(format)
|
||||
, fsaa_samples(fsaa)
|
||||
, fsaa_dirty(false)
|
||||
, msaa_samples(msaa)
|
||||
, msaa_dirty(false)
|
||||
{
|
||||
this->width = width;
|
||||
this->height = height;
|
||||
@@ -501,7 +501,7 @@ Canvas::~Canvas()
|
||||
unloadVolatile();
|
||||
}
|
||||
|
||||
bool Canvas::createFSAAFBO(GLenum internalformat)
|
||||
bool Canvas::createMSAAFBO(GLenum internalformat)
|
||||
{
|
||||
// Create our FBO without a texture.
|
||||
status = strategy->createFBO(fbo, 0);
|
||||
@@ -516,7 +516,7 @@ bool Canvas::createFSAAFBO(GLenum internalformat)
|
||||
}
|
||||
|
||||
// Create and attach the MSAA buffer for our FBO.
|
||||
if (strategy->createMSAABuffer(width, height, fsaa_samples, internalformat, fsaa_buffer))
|
||||
if (strategy->createMSAABuffer(width, height, msaa_samples, internalformat, msaa_buffer))
|
||||
status = GL_FRAMEBUFFER_COMPLETE;
|
||||
else
|
||||
status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
|
||||
@@ -528,10 +528,10 @@ bool Canvas::createFSAAFBO(GLenum internalformat)
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
{
|
||||
// Clean up.
|
||||
strategy->deleteFBO(fbo, 0, fsaa_buffer);
|
||||
strategy->deleteFBO(fbo, 0, msaa_buffer);
|
||||
strategy->deleteFBO(resolve_fbo, 0, 0);
|
||||
fbo = fsaa_buffer = resolve_fbo = 0;
|
||||
fsaa_samples = 0;
|
||||
fbo = msaa_buffer = resolve_fbo = 0;
|
||||
msaa_samples = 0;
|
||||
}
|
||||
|
||||
if (current != this)
|
||||
@@ -543,7 +543,7 @@ bool Canvas::createFSAAFBO(GLenum internalformat)
|
||||
bool Canvas::loadVolatile()
|
||||
{
|
||||
fbo = depth_stencil = texture = 0;
|
||||
resolve_fbo = fsaa_buffer = 0;
|
||||
resolve_fbo = msaa_buffer = 0;
|
||||
status = GL_FRAMEBUFFER_COMPLETE;
|
||||
|
||||
// glTexImage2D is guaranteed to error in this case.
|
||||
@@ -597,16 +597,16 @@ bool Canvas::loadVolatile()
|
||||
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
|
||||
}
|
||||
|
||||
if (fsaa_samples > max_samples)
|
||||
fsaa_samples = max_samples;
|
||||
if (msaa_samples > max_samples)
|
||||
msaa_samples = max_samples;
|
||||
|
||||
// Try to create a FSAA FBO if requested.
|
||||
bool fsaasuccess = false;
|
||||
if (fsaa_samples > 1)
|
||||
fsaasuccess = createFSAAFBO(internalformat);
|
||||
// Try to create a MSAA FBO if requested.
|
||||
bool msaasuccess = false;
|
||||
if (msaa_samples > 1)
|
||||
msaasuccess = createMSAAFBO(internalformat);
|
||||
|
||||
// On failure (or no requested FSAA), fall back to a regular FBO.
|
||||
if (!fsaasuccess)
|
||||
// On failure (or no requested MSAA), fall back to a regular FBO.
|
||||
if (!msaasuccess)
|
||||
status = strategy->createFBO(fbo, texture);
|
||||
|
||||
if (status != GL_FRAMEBUFFER_COMPLETE)
|
||||
@@ -614,31 +614,28 @@ bool Canvas::loadVolatile()
|
||||
|
||||
clear(Color(0, 0, 0, 0));
|
||||
|
||||
fsaa_dirty = (fsaa_buffer != 0);
|
||||
msaa_dirty = (msaa_buffer != 0);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Canvas::unloadVolatile()
|
||||
{
|
||||
strategy->deleteFBO(fbo, depth_stencil, fsaa_buffer);
|
||||
strategy->deleteFBO(fbo, depth_stencil, msaa_buffer);
|
||||
strategy->deleteFBO(resolve_fbo, 0, 0);
|
||||
|
||||
gl.deleteTexture(texture);
|
||||
|
||||
fbo = depth_stencil = texture = 0;
|
||||
resolve_fbo = fsaa_buffer = 0;
|
||||
|
||||
for (size_t i = 0; i < attachedCanvases.size(); i++)
|
||||
attachedCanvases[i]->release();
|
||||
resolve_fbo = msaa_buffer = 0;
|
||||
|
||||
attachedCanvases.clear();
|
||||
}
|
||||
|
||||
void Canvas::drawv(const Matrix &t, const Vertex *v)
|
||||
{
|
||||
gl.matrices.transform.push(gl.matrices.transform.top());
|
||||
gl.matrices.transform.top() *= t;
|
||||
OpenGL::TempTransform transform(gl);
|
||||
transform.get() *= t;
|
||||
|
||||
gl.prepareDraw();
|
||||
|
||||
@@ -656,8 +653,6 @@ void Canvas::drawv(const Matrix &t, const Vertex *v)
|
||||
gl.disableVertexAttribArray(OpenGL::ATTRIB_TEXCOORD);
|
||||
|
||||
postdraw();
|
||||
|
||||
gl.matrices.transform.pop();
|
||||
}
|
||||
|
||||
void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
|
||||
@@ -684,11 +679,24 @@ void Canvas::setFilter(const Texture::Filter &f)
|
||||
gl.setTextureFilter(filter);
|
||||
}
|
||||
|
||||
void Canvas::setWrap(const Texture::Wrap &w)
|
||||
bool Canvas::setWrap(const Texture::Wrap &w)
|
||||
{
|
||||
bool success = true;
|
||||
wrap = w;
|
||||
|
||||
if (hasLimitedNpot() && (width != next_p2(width) || height != next_p2(height)))
|
||||
{
|
||||
if (wrap.s != WRAP_CLAMP || wrap.t != WRAP_CLAMP)
|
||||
success = false;
|
||||
|
||||
// If we only have limited NPOT support then the wrap mode must be CLAMP.
|
||||
wrap.s = wrap.t = WRAP_CLAMP;
|
||||
}
|
||||
|
||||
gl.bindTexture(texture);
|
||||
gl.setTextureWrap(wrap);
|
||||
|
||||
return success;
|
||||
}
|
||||
|
||||
GLuint Canvas::getGLTexture() const
|
||||
@@ -727,8 +735,8 @@ void Canvas::setupGrab()
|
||||
strategy->bindFBO(fbo);
|
||||
gl.setViewport(OpenGL::Viewport(0, 0, width, height));
|
||||
|
||||
// Set up orthographic view (no depth)
|
||||
gl.matrices.projection.push(Matrix::ortho(0.0, width, 0.0, height));
|
||||
// Set up the projection matrix
|
||||
gl.matrices.projection.push_back(Matrix::ortho(0.0, width, 0.0, height));
|
||||
|
||||
// Make sure the correct sRGB setting is used when drawing to the canvas.
|
||||
if (GLAD_VERSION_1_1 || GLAD_EXT_sRGB_write_control)
|
||||
@@ -739,8 +747,8 @@ void Canvas::setupGrab()
|
||||
glDisable(GL_FRAMEBUFFER_SRGB);
|
||||
}
|
||||
|
||||
if (fsaa_buffer != 0)
|
||||
fsaa_dirty = true;
|
||||
if (msaa_buffer != 0)
|
||||
msaa_dirty = true;
|
||||
}
|
||||
|
||||
void Canvas::startGrab(const std::vector<Canvas *> &canvases)
|
||||
@@ -757,8 +765,8 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
|
||||
if ((int) canvases.size() + 1 > gl.getMaxRenderTargets())
|
||||
throw love::Exception("This system can't simultaniously render to %d canvases.", canvases.size()+1);
|
||||
|
||||
if (fsaa_samples != 0)
|
||||
throw love::Exception("Multi-canvas rendering is not supported with FSAA.");
|
||||
if (msaa_samples != 0)
|
||||
throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
|
||||
}
|
||||
|
||||
for (size_t i = 0; i < canvases.size(); i++)
|
||||
@@ -769,8 +777,8 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
|
||||
if (canvases[i]->getTextureFormat() != format)
|
||||
throw love::Exception("All canvas arguments must have the same texture format.");
|
||||
|
||||
if (canvases[i]->getFSAA() != 0)
|
||||
throw love::Exception("Multi-canvas rendering is not supported with FSAA.");
|
||||
if (canvases[i]->getMSAA() != 0)
|
||||
throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
|
||||
|
||||
if (!canvaseschanged && canvases[i] != attachedCanvases[i])
|
||||
canvaseschanged = true;
|
||||
@@ -785,11 +793,8 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
|
||||
// Attach the canvas textures to the active FBO and set up MRTs.
|
||||
strategy->setAttachments(canvases);
|
||||
|
||||
for (size_t i = 0; i < canvases.size(); i++)
|
||||
canvases[i]->retain();
|
||||
|
||||
for (size_t i = 0; i < attachedCanvases.size(); i++)
|
||||
attachedCanvases[i]->release();
|
||||
// We want to avoid reference cycles, so we don't retain the attached
|
||||
// Canvases here. The code in Graphics::setCanvas retains them.
|
||||
|
||||
attachedCanvases = canvases;
|
||||
}
|
||||
@@ -804,10 +809,6 @@ void Canvas::startGrab()
|
||||
// make sure the FBO is only using a single canvas
|
||||
strategy->setAttachments();
|
||||
|
||||
// release any previously attached canvases
|
||||
for (size_t i = 0; i < attachedCanvases.size(); i++)
|
||||
attachedCanvases[i]->release();
|
||||
|
||||
attachedCanvases.clear();
|
||||
}
|
||||
|
||||
@@ -824,6 +825,8 @@ void Canvas::stopGrab(bool switchingToOtherCanvas)
|
||||
glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments);
|
||||
}
|
||||
|
||||
gl.matrices.projection.pop_back();
|
||||
|
||||
if (switchingToOtherCanvas)
|
||||
{
|
||||
if (GLAD_VERSION_1_1 || GLAD_EXT_sRGB_write_control)
|
||||
@@ -847,8 +850,6 @@ void Canvas::stopGrab(bool switchingToOtherCanvas)
|
||||
glEnable(GL_FRAMEBUFFER_SRGB);
|
||||
}
|
||||
}
|
||||
|
||||
gl.matrices.projection.pop();
|
||||
}
|
||||
|
||||
void Canvas::clear(Color c)
|
||||
@@ -902,8 +903,8 @@ void Canvas::clear(Color c)
|
||||
if (current != this)
|
||||
strategy->bindFBO(previous);
|
||||
|
||||
if (fsaa_buffer != 0)
|
||||
fsaa_dirty = true;
|
||||
if (msaa_buffer != 0)
|
||||
msaa_dirty = true;
|
||||
}
|
||||
|
||||
bool Canvas::checkCreateStencil()
|
||||
@@ -915,7 +916,7 @@ bool Canvas::checkCreateStencil()
|
||||
if (current != this)
|
||||
strategy->bindFBO(fbo);
|
||||
|
||||
bool success = strategy->createStencil(width, height, fsaa_samples, depth_stencil);
|
||||
bool success = strategy->createStencil(width, height, msaa_samples, depth_stencil);
|
||||
|
||||
if (current && current != this)
|
||||
strategy->bindFBO(current->fbo);
|
||||
@@ -934,9 +935,9 @@ love::image::ImageData *Canvas::getImageData(love::image::Image *image)
|
||||
GLubyte *pixels = new GLubyte[size];
|
||||
|
||||
// Our texture is attached to 'resolve_fbo' when we use MSAA.
|
||||
if (fsaa_samples > 1 && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
|
||||
if (msaa_samples > 1 && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
|
||||
else if (fsaa_samples > 1 && GLAD_EXT_framebuffer_multisample)
|
||||
else if (msaa_samples > 1 && GLAD_EXT_framebuffer_multisample)
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
|
||||
else
|
||||
strategy->bindFBO(fbo);
|
||||
@@ -955,12 +956,15 @@ love::image::ImageData *Canvas::getImageData(love::image::Image *image)
|
||||
|
||||
void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
|
||||
{
|
||||
if (x < 0 || x >= width || y < 0 || y >= width)
|
||||
throw love::Exception("Attempt to get out-of-range pixel (%d,%d)!", x, y);
|
||||
|
||||
resolveMSAA();
|
||||
|
||||
// Our texture is attached to 'resolve_fbo' when we use MSAA.
|
||||
if (fsaa_samples > 1 && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
|
||||
if (msaa_samples > 1 && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
|
||||
else if (fsaa_samples > 1 && GLAD_EXT_framebuffer_multisample)
|
||||
else if (msaa_samples > 1 && GLAD_EXT_framebuffer_multisample)
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
|
||||
else if (current != this)
|
||||
strategy->bindFBO(fbo);
|
||||
@@ -975,10 +979,10 @@ void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
|
||||
|
||||
bool Canvas::resolveMSAA()
|
||||
{
|
||||
if (resolve_fbo == 0 || fsaa_buffer == 0)
|
||||
if (resolve_fbo == 0 || msaa_buffer == 0)
|
||||
return false;
|
||||
|
||||
if (!fsaa_dirty)
|
||||
if (!msaa_dirty)
|
||||
return true;
|
||||
|
||||
GLuint previous = 0;
|
||||
@@ -1006,7 +1010,7 @@ bool Canvas::resolveMSAA()
|
||||
strategy->bindFBO(previous);
|
||||
|
||||
if (current != this)
|
||||
fsaa_dirty = false;
|
||||
msaa_dirty = false;
|
||||
|
||||
return true;
|
||||
}
|
||||
@@ -1203,12 +1207,6 @@ bool Canvas::isFormatSupported(Canvas::Format format)
|
||||
return supported;
|
||||
}
|
||||
|
||||
void Canvas::bindDefaultCanvas()
|
||||
{
|
||||
if (current != nullptr)
|
||||
current->stopGrab();
|
||||
}
|
||||
|
||||
bool Canvas::getConstant(const char *in, Format &out)
|
||||
{
|
||||
return formats.find(in, out);
|
||||
|
||||
Reference in New Issue
Block a user