mirror of
https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
Stencil buffers are now created and attached to canvases on-demand, instead of always on canvas creation.
saves VRAM when stencils aren't used in canvases.
This commit is contained in:
@@ -40,20 +40,32 @@ struct FramebufferStrategy
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{
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virtual ~FramebufferStrategy() {}
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/// create a new framebuffer, depth_stencil and texture
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/// create a new framebuffer and texture
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/**
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* @param[out] framebuffer Framebuffer name
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* @param[out] depth_stencil Name for packed depth and stencil buffer
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* @param[out] img Texture name
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* @param[in] width Width of framebuffer
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* @param[in] height Height of framebuffer
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* @param[in] texture_type Type of the canvas texture.
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* @return Creation status
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*/
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virtual GLenum createFBO(GLuint &, GLuint &, GLuint &, int, int, Canvas::TextureType)
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virtual GLenum createFBO(GLuint &, GLuint &, int, int, Canvas::TextureType)
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{
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return GL_FRAMEBUFFER_UNSUPPORTED;
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}
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/// Create a stencil buffer and attach it to the active framebuffer object
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/**
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* @param[in] width Width of the stencil buffer
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* @param[in] height Height of the stencil buffer
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* @param[out] stencil Name for stencil buffer
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* @return Whether the stencil buffer was successfully created
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**/
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virtual bool createStencil(int, int, GLuint &)
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{
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return false;
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}
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/// remove objects
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/**
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* @param[in] framebuffer Framebuffer name
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@@ -75,7 +87,7 @@ struct FramebufferStrategy
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struct FramebufferStrategyGL3 : public FramebufferStrategy
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{
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &depth_stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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{
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// get currently bound fbo to reset to it later
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GLint current_fbo;
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@@ -85,28 +97,19 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// create stencil buffer
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glGenRenderbuffers(1, &depth_stencil);
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glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil);
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// generate texture save target
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GLint internalFormat;
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GLenum format;
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switch (texture_type)
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{
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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}
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glGenTextures(1, &img);
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@@ -124,10 +127,29 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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// unbind framebuffer
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo);
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return status;
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}
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virtual bool createStencil(int width, int height, GLuint &stencil)
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{
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// create combined depth/stencil buffer
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glDeleteRenderbuffers(1, &stencil);
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glGenRenderbuffers(1, &stencil);
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glBindRenderbuffer(GL_RENDERBUFFER, stencil);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, stencil);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, stencil);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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// check status
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return glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
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}
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virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
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{
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gl.deleteTexture(img);
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@@ -177,7 +199,7 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
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struct FramebufferStrategyPackedEXT : public FramebufferStrategy
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{
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &depth_stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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{
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GLint current_fbo;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, ¤t_fbo);
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@@ -186,29 +208,19 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
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glGenFramebuffersEXT(1, &framebuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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// create stencil buffer
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glGenRenderbuffersEXT(1, &depth_stencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
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width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, depth_stencil);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, depth_stencil);
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// generate texture save target
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GLint internalFormat;
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GLenum format;
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switch (texture_type)
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{
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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}
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glGenTextures(1, &img);
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@@ -226,11 +238,29 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// unbind framebuffer
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
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return status;
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}
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virtual bool createStencil(int width, int height, GLuint &stencil)
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{
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// create combined depth/stencil buffer
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glDeleteRenderbuffers(1, &stencil);
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glGenRenderbuffersEXT(1, &stencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
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width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, stencil);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, stencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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// check status
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return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
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}
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virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
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{
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gl.deleteTexture(img);
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@@ -280,62 +310,27 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
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struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
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{
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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virtual bool createStencil(int width, int height, GLuint &stencil)
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{
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GLint current_fbo;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, ¤t_fbo);
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// create framebuffer
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glGenFramebuffersEXT(1, &framebuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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// create stencil buffer
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glDeleteRenderbuffers(1, &stencil);
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glGenRenderbuffersEXT(1, &stencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
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width, height);
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width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, stencil);
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GL_RENDERBUFFER_EXT, stencil);
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// generate texture save target
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GLint internalFormat;
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GLenum format;
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switch (texture_type)
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{
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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}
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glGenTextures(1, &img);
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gl.bindTexture(img);
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gl.setTextureFilter(Image::getDefaultFilter());
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
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0, GL_RGBA, format, NULL);
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gl.bindTexture(0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, img, 0);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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// check status
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// unbind framebuffer
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
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return status;
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return glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT;
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}
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bool isSupported()
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{
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GLuint fb, stencil, img;
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GLenum status = createFBO(fb, stencil, img, 2, 2, Canvas::TYPE_NORMAL);
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GLuint fb = 0, stencil = 0, img = 0;
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GLenum status = createFBO(fb, img, 2, 2, Canvas::TYPE_NORMAL);
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deleteFBO(fb, stencil, img);
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return status == GL_FRAMEBUFFER_COMPLETE;
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}
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@@ -619,6 +614,25 @@ void Canvas::drawg(love::graphics::Geometry *geom, float x, float y, float angle
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delete[] v;
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}
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bool Canvas::checkCreateStencil()
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{
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// Do nothing if we've already created the stencil buffer.
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if (depth_stencil)
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return true;
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if (current != this)
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strategy->bindFBO(fbo);
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bool success = strategy->createStencil(width, height, depth_stencil);
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if (current && current != this)
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strategy->bindFBO(current->fbo);
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else if (!current)
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strategy->bindFBO(0);
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return success;
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}
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love::image::ImageData *Canvas::getImageData(love::image::Image *image)
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{
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int row = 4 * width;
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@@ -689,7 +703,7 @@ Image::Wrap Canvas::getWrap() const
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bool Canvas::loadVolatile()
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{
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status = strategy->createFBO(fbo, depth_stencil, img, width, height, texture_type);
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status = strategy->createFBO(fbo, img, width, height, texture_type);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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return false;
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@@ -67,6 +67,11 @@ public:
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**/
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void drawg(love::graphics::Geometry *geom, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const;
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/**
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* Create and attach a stencil buffer to this Canvas' framebuffer, if necessary.
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**/
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bool checkCreateStencil();
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love::image::ImageData *getImageData(love::image::Image *image);
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void getPixel(unsigned char* pixel_rgba, int x, int y);
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@@ -293,6 +293,10 @@ int Graphics::getScissor(lua_State *L) const
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void Graphics::defineStencil()
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{
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// Make sure the active canvas has a stencil buffer.
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if (Canvas::current)
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Canvas::current->checkCreateStencil();
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// Disable color writes but don't save the mask values.
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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@@ -304,7 +308,7 @@ void Graphics::defineStencil()
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void Graphics::useStencil(bool invert)
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{
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glStencilFunc(GL_EQUAL, (int)(!invert), 1); // invert ? 0 : 1
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glStencilFunc(GL_EQUAL, (GLint)(!invert), 1); // invert ? 0 : 1
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
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}
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