mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
graphics: bind internal depth-compare textures to unbound sampler2DShadow vars.
This commit is contained in:
@@ -538,9 +538,10 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
|
||||
return Shader::validate(stages, err);
|
||||
}
|
||||
|
||||
Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
|
||||
Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType, bool depthSample)
|
||||
{
|
||||
Texture *tex = defaultTextures[type][dataType];
|
||||
uint32 depthsampleindex = depthSample ? 1 : 0;
|
||||
Texture *tex = defaultTextures[type][dataType][depthsampleindex];
|
||||
if (tex != nullptr)
|
||||
return tex;
|
||||
|
||||
@@ -561,6 +562,18 @@ Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
|
||||
break;
|
||||
}
|
||||
|
||||
if (depthSample)
|
||||
{
|
||||
if (isPixelFormatSupported(PIXELFORMAT_DEPTH16_UNORM, PIXELFORMATUSAGE_SAMPLE))
|
||||
settings.format = PIXELFORMAT_DEPTH16_UNORM;
|
||||
else if (isPixelFormatSupported(PIXELFORMAT_DEPTH24_UNORM, PIXELFORMATUSAGE_SAMPLE))
|
||||
settings.format = PIXELFORMAT_DEPTH24_UNORM;
|
||||
else if (isPixelFormatSupported(PIXELFORMAT_DEPTH32_FLOAT, PIXELFORMATUSAGE_SAMPLE))
|
||||
settings.format = PIXELFORMAT_DEPTH32_FLOAT;
|
||||
else // TODO?
|
||||
settings.format = PIXELFORMAT_DEPTH24_UNORM;
|
||||
}
|
||||
|
||||
std::string name = "default_";
|
||||
|
||||
const char *tname = "unknown";
|
||||
@@ -578,6 +591,10 @@ Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
|
||||
SamplerState s;
|
||||
s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
|
||||
s.wrapU = s.wrapV = s.wrapW = SamplerState::WRAP_CLAMP;
|
||||
|
||||
if (depthSample)
|
||||
s.depthSampleMode.set(COMPARE_ALWAYS);
|
||||
|
||||
tex->setSamplerState(s);
|
||||
|
||||
uint8 pixel[] = {255, 255, 255, 255};
|
||||
@@ -587,7 +604,7 @@ Texture *Graphics::getDefaultTexture(TextureType type, DataBaseType dataType)
|
||||
for (int slice = 0; slice < (type == TEXTURE_CUBE ? 6 : 1); slice++)
|
||||
tex->replacePixels(pixel, sizeof(pixel), slice, 0, {0, 0, 1, 1}, false);
|
||||
|
||||
defaultTextures[type][dataType] = tex;
|
||||
defaultTextures[type][dataType][depthsampleindex] = tex;
|
||||
|
||||
return tex;
|
||||
}
|
||||
@@ -647,9 +664,12 @@ void Graphics::releaseDefaultResources()
|
||||
{
|
||||
for (int dataType = 0; dataType < DATA_BASETYPE_MAX_ENUM; dataType++)
|
||||
{
|
||||
if (defaultTextures[type][dataType])
|
||||
defaultTextures[type][dataType]->release();
|
||||
defaultTextures[type][dataType] = nullptr;
|
||||
for (int depthsample = 0; depthsample < 2; depthsample++)
|
||||
{
|
||||
if (defaultTextures[type][dataType][depthsample])
|
||||
defaultTextures[type][dataType][depthsample]->release();
|
||||
defaultTextures[type][dataType][depthsample] = nullptr;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -676,10 +696,10 @@ Texture *Graphics::getTextureOrDefaultForActiveShader(Texture *tex)
|
||||
{
|
||||
auto texinfo = shader->getMainTextureInfo();
|
||||
if (texinfo != nullptr && texinfo->textureType != TEXTURE_MAX_ENUM)
|
||||
return getDefaultTexture(texinfo->textureType, texinfo->dataBaseType);
|
||||
return getDefaultTexture(texinfo->textureType, texinfo->dataBaseType, texinfo->isDepthSampler);
|
||||
}
|
||||
|
||||
return getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT);
|
||||
return getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT, false);
|
||||
}
|
||||
|
||||
void Graphics::validateStencilState(const StencilState &s) const
|
||||
|
||||
@@ -485,7 +485,7 @@ public:
|
||||
|
||||
bool validateShader(bool gles, const std::vector<std::string> &stages, const Shader::CompileOptions &options, std::string &err);
|
||||
|
||||
Texture *getDefaultTexture(TextureType type, DataBaseType dataType);
|
||||
Texture *getDefaultTexture(TextureType type, DataBaseType dataType, bool depthSample);
|
||||
Buffer *getDefaultTexelBuffer(DataBaseType dataType);
|
||||
Buffer *getDefaultStorageBuffer();
|
||||
Texture *getTextureOrDefaultForActiveShader(Texture *tex);
|
||||
@@ -1100,7 +1100,7 @@ private:
|
||||
void checkSetDefaultFont();
|
||||
int calculateEllipsePoints(float rx, float ry) const;
|
||||
|
||||
Texture *defaultTextures[TEXTURE_MAX_ENUM][DATA_BASETYPE_MAX_ENUM];
|
||||
Texture *defaultTextures[TEXTURE_MAX_ENUM][DATA_BASETYPE_MAX_ENUM][2];
|
||||
Buffer *defaultTexelBuffers[DATA_BASETYPE_MAX_ENUM];
|
||||
Buffer *defaultStorageBuffer;
|
||||
|
||||
|
||||
@@ -725,7 +725,7 @@ Shader::Shader(StrongRef<ShaderStage> _stages[], const CompileOptions &options)
|
||||
|
||||
if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_STORAGETEXTURE)
|
||||
{
|
||||
auto tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType);
|
||||
auto tex = gfx->getDefaultTexture(u.textureType, u.dataBaseType, u.isDepthSampler);
|
||||
for (int i = 0; i < u.count; i++)
|
||||
{
|
||||
tex->retain();
|
||||
|
||||
@@ -743,7 +743,7 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
|
||||
else
|
||||
{
|
||||
auto gfx = Graphics::getInstance();
|
||||
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType);
|
||||
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType, info->isDepthSampler);
|
||||
}
|
||||
|
||||
tex->retain();
|
||||
|
||||
@@ -1720,7 +1720,7 @@ uint32 Graphics::computePixelFormatUsage(PixelFormat format, bool readable)
|
||||
// this is required on ES2 but I'm not positive.
|
||||
if (isPixelFormatDepthStencil(format))
|
||||
{
|
||||
love::graphics::Texture *tex = getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT);
|
||||
love::graphics::Texture *tex = getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT, false);
|
||||
gl.framebufferTexture(GL_COLOR_ATTACHMENT0, TEXTURE_2D, (GLuint) tex->getHandle(), 0, 0, 0);
|
||||
}
|
||||
|
||||
|
||||
@@ -593,7 +593,7 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
|
||||
else
|
||||
{
|
||||
auto gfx = Module::getInstance<love::graphics::Graphics>(Module::M_GRAPHICS);
|
||||
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType);
|
||||
tex = gfx->getDefaultTexture(info->textureType, info->dataBaseType, info->isDepthSampler);
|
||||
}
|
||||
|
||||
tex->retain();
|
||||
|
||||
Reference in New Issue
Block a user