Merge branch '12.0-development' into filesystem

This commit is contained in:
Alex Szpakowski
2021-01-01 19:42:20 -04:00
12 changed files with 265 additions and 119 deletions
+2 -2
View File
@@ -268,7 +268,7 @@ Shader *Graphics::newShader(const std::vector<std::string> &stagessource)
if (!validstages[i])
continue;
if (info.isStage[i])
if (info.stages[i] != Shader::ENTRYPOINT_NONE)
{
isanystage = true;
stages[i].set(newShaderStage((ShaderStage::StageType) i, source, info), Acquire::NORETAIN);
@@ -347,7 +347,7 @@ bool Graphics::validateShader(bool gles, const std::vector<std::string> &stagess
if (!validstages[i])
continue;
if (info.isStage[i])
if (info.stages[i] != Shader::ENTRYPOINT_NONE)
{
isanystage = true;
std::string glsl = Shader::createShaderStageCode(this, stype, source, info);
+95 -37
View File
@@ -38,6 +38,7 @@ namespace graphics
namespace glsl
{
static const char global_syntax[] = R"(
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
@@ -60,7 +61,11 @@ static const char global_syntax[] = R"(
#define DepthCubeImage samplerCubeShadow
#endif
#define extern uniform
#ifdef GL_EXT_texture_array
#if defined(GL_EXT_texture_array) && (!defined(GL_ES) || __VERSION__ > 100 || defined(GL_OES_gpu_shader5))
// Only used when !GLSLES1 to work around Ouya driver bug. But we still want it
// enabled for glslang validation when glsl 1-on-3 is used, so also enable it if
// OES_gpu_shader5 exists.
#define LOVE_EXT_TEXTURE_ARRAY_ENABLED
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
@@ -122,7 +127,7 @@ void love_initializeBuiltinUniforms() {
static const char global_functions[] = R"(
#ifdef GL_ES
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
#if __VERSION__ >= 300 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
precision lowp sampler2DArray;
#endif
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
@@ -158,7 +163,7 @@ static const char global_functions[] = R"(
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
@@ -167,7 +172,7 @@ static const char global_functions[] = R"(
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
#if __VERSION__ >= 130 || defined(LOVE_EXT_TEXTURE_ARRAY_ENABLED)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
@@ -271,6 +276,16 @@ void main() {
}
)";
static const char vertex_main_raw[] = R"(
void vertexmain();
void main() {
love_initializeBuiltinUniforms();
setPointSize();
vertexmain();
}
)";
static const char pixel_header[] = R"(
#ifdef GL_ES
precision mediump float;
@@ -280,29 +295,10 @@ static const char pixel_header[] = R"(
#if __VERSION__ >= 130
#define varying in
// Some drivers seem to make the pixel shader do more work when multiple
// pixel shader outputs are defined, even when only one is actually used.
// TODO: We should use reflection or something instead of this, to determine
// how many outputs are actually used in the shader code.
#ifdef LOVE_MULTI_RENDER_TARGETS
layout(location = 0) out vec4 love_RenderTargets[love_MaxRenderTargets];
#define love_PixelColor love_RenderTargets[0]
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#ifdef LOVE_MULTI_RENDER_TARGETS
#define love_RenderTargets gl_FragData
#endif
#define love_PixelColor gl_FragColor
#endif
// Legacy
#define love_MaxCanvases love_MaxRenderTargets
#define love_Canvases love_RenderTargets
#ifdef LOVE_MULTI_RENDER_TARGETS
#define LOVE_MULTI_CANVASES 1
#endif
// See Shader::updateScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))
@@ -331,6 +327,12 @@ vec4 VideoTexel(vec2 texcoords) {
)";
static const char pixel_main[] = R"(
#if __VERSION__ >= 130
layout(location = 0) out vec4 love_PixelColor;
#else
#define love_PixelColor gl_FragColor
#endif
uniform sampler2D MainTex;
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
@@ -344,6 +346,30 @@ void main() {
)";
static const char pixel_main_custom[] = R"(
#if __VERSION__ >= 130
// Some drivers seem to make the pixel shader do more work when multiple
// pixel shader outputs are defined, even when only one is actually used.
// TODO: We should use reflection or something instead of this, to determine
// how many outputs are actually used in the shader code.
#ifdef LOVE_MULTI_RENDER_TARGETS
layout(location = 0) out vec4 love_RenderTargets[love_MaxRenderTargets];
#define love_PixelColor love_RenderTargets[0]
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#ifdef LOVE_MULTI_RENDER_TARGETS
#define love_RenderTargets gl_FragData
#endif
#define love_PixelColor gl_FragColor
#endif
// Legacy
#define love_Canvases love_RenderTargets
#ifdef LOVE_MULTI_RENDER_TARGETS
#define LOVE_MULTI_CANVASES 1
#endif
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
@@ -355,6 +381,15 @@ void main() {
}
)";
static const char pixel_main_raw[] = R"(
void pixelmain();
void main() {
love_initializeBuiltinUniforms();
pixelmain();
}
)";
struct StageInfo
{
const char *name;
@@ -362,12 +397,13 @@ struct StageInfo
const char *functions;
const char *main;
const char *main_custom;
const char *main_raw;
};
static const StageInfo stageInfo[] =
{
{ "VERTEX", vertex_header, vertex_functions, vertex_main, vertex_main },
{ "PIXEL", pixel_header, pixel_functions, pixel_main, pixel_main_custom },
{ "VERTEX", vertex_header, vertex_functions, vertex_main, vertex_main, vertex_main_raw },
{ "PIXEL", pixel_header, pixel_functions, pixel_main, pixel_main_custom, pixel_main_raw },
};
static_assert((sizeof(stageInfo) / sizeof(StageInfo)) == ShaderStage::STAGE_MAX_ENUM, "Stages array size must match ShaderStage enum.");
@@ -396,30 +432,38 @@ static Shader::Language getTargetLanguage(const std::string &src)
return lang;
}
static bool isVertexCode(const std::string &src)
static Shader::EntryPoint getVertexEntryPoint(const std::string &src)
{
std::regex r("vec4\\s+position\\s*\\(");
std::smatch m;
return std::regex_search(src, m, r);
if (std::regex_search(src, m, std::regex("void\\s+vertexmain\\s*\\(")))
return Shader::ENTRYPOINT_RAW;
if (std::regex_search(src, m, std::regex("vec4\\s+position\\s*\\(")))
return Shader::ENTRYPOINT_HIGHLEVEL;
return Shader::ENTRYPOINT_NONE;
}
static bool isPixelCode(const std::string &src, bool &custompixel, bool &mrt)
static Shader::EntryPoint getPixelEntryPoint(const std::string &src, bool &mrt)
{
custompixel = false;
mrt = false;
std::smatch m;
if (std::regex_search(src, m, std::regex("void\\s+pixelmain\\s*\\(")))
return Shader::ENTRYPOINT_RAW;
if (std::regex_search(src, m, std::regex("vec4\\s+effect\\s*\\(")))
return true;
return Shader::ENTRYPOINT_HIGHLEVEL;
if (std::regex_search(src, m, std::regex("void\\s+effect\\s*\\(")))
{
custompixel = true;
if (src.find("love_RenderTargets") != std::string::npos || src.find("love_Canvases") != std::string::npos)
mrt = true;
return true;
return Shader::ENTRYPOINT_CUSTOM;
}
return false;
return Shader::ENTRYPOINT_NONE;
}
} // glsl
@@ -435,8 +479,8 @@ Shader::SourceInfo Shader::getSourceInfo(const std::string &src)
{
SourceInfo info = {};
info.language = glsl::getTargetLanguage(src);
info.isStage[ShaderStage::STAGE_VERTEX] = glsl::isVertexCode(src);
info.isStage[ShaderStage::STAGE_PIXEL] = glsl::isPixelCode(src, info.customPixelFunction, info.usesMRT);
info.stages[ShaderStage::STAGE_VERTEX] = glsl::getVertexEntryPoint(src);
info.stages[ShaderStage::STAGE_PIXEL] = glsl::getPixelEntryPoint(src, info.usesMRT);
return info;
}
@@ -445,6 +489,12 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType
if (info.language == Shader::LANGUAGE_MAX_ENUM)
throw love::Exception("Invalid shader language");
if (info.stages[stage] == ENTRYPOINT_NONE)
throw love::Exception("Cannot find entry point for shader stage.");
if (info.stages[stage] == ENTRYPOINT_RAW && info.language == LANGUAGE_GLSL1)
throw love::Exception("Shaders using a raw entry point (vertexmain or pixelmain) must use GLSL 3 or greater.");
const auto &features = gfx->getCapabilities().features;
if (info.language == LANGUAGE_GLSL3 && !features[Graphics::FEATURE_GLSL3])
@@ -477,7 +527,15 @@ std::string Shader::createShaderStageCode(Graphics *gfx, ShaderStage::StageType
ss << glsl::global_uniforms;
ss << glsl::global_functions;
ss << stageinfo.functions;
ss << (info.customPixelFunction ? stageinfo.main_custom : stageinfo.main);
if (info.stages[stage] == ENTRYPOINT_HIGHLEVEL)
ss << stageinfo.main;
else if (info.stages[stage] == ENTRYPOINT_CUSTOM)
ss << stageinfo.main_custom;
else if (info.stages[stage] == ENTRYPOINT_RAW)
ss << stageinfo.main_raw;
else
throw love::Exception("Unknown shader entry point %d", info.stages[stage]);
ss << ((!gles && (lang == Shader::LANGUAGE_GLSL1 || glsl1on3)) ? "#line 0\n" : "#line 1\n");
ss << code;
+9 -2
View File
@@ -90,11 +90,18 @@ public:
STANDARD_MAX_ENUM
};
enum EntryPoint
{
ENTRYPOINT_NONE,
ENTRYPOINT_HIGHLEVEL,
ENTRYPOINT_CUSTOM,
ENTRYPOINT_RAW,
};
struct SourceInfo
{
Language language;
bool isStage[ShaderStage::STAGE_MAX_ENUM];
bool customPixelFunction;
EntryPoint stages[ShaderStage::STAGE_MAX_ENUM];
bool usesMRT;
};
+2 -2
View File
@@ -316,8 +316,8 @@ bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, b
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// Set whether drawing converts input from linear -> sRGB colorspace.
if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
|| GLAD_ES_VERSION_3_0)
if (!gl.bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB
|| GLAD_EXT_framebuffer_sRGB || GLAD_ES_VERSION_3_0))
{
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, isGammaCorrect());
+30 -10
View File
@@ -150,6 +150,16 @@ bool OpenGL::initContext()
if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
bugs.clientWaitSyncStalls = true;
}
if (getVendor() == VENDOR_INTEL)
{
const char *device = (const char *) glGetString(GL_RENDERER);
if (strstr(device, "HD Graphics 3000") || strstr(device, "HD Graphics 2000")
|| !strcmp(device, "Intel(R) HD Graphics") || !strcmp(device, "Intel(R) HD Graphics Family"))
{
bugs.brokenSRGB = true;
}
}
#endif
#ifdef LOVE_WINDOWS
@@ -210,8 +220,8 @@ void OpenGL::setupContext()
setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
|| GLAD_EXT_sRGB_write_control)
if (!bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB
|| GLAD_EXT_framebuffer_sRGB || GLAD_EXT_sRGB_write_control))
{
setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
}
@@ -391,15 +401,23 @@ void OpenGL::initOpenGLFunctions()
}
}
if (GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
{
// Function signatures don't match, we'll have to conditionally call it
//fp_glTexImage3D = fp_glTexImage3DOES;
fp_glTexSubImage3D = fp_glTexSubImage3DOES;
fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
// The Nvidia Tegra 3 driver (used by Ouya) claims to support GL_EXT_texture_array but
// segfaults if you actually try to use it. OpenGL ES 2.0 devices should use OES_texture_3D.
// GL_EXT_texture_array is for desktops.
GLAD_EXT_texture_array = false;
if (GLAD_OES_texture_3D)
{
// Function signatures don't match, we'll have to conditionally call it
//fp_glTexImage3D = fp_glTexImage3DOES;
fp_glTexSubImage3D = fp_glTexSubImage3DOES;
fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
}
}
if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
@@ -1881,6 +1899,8 @@ bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget,
else
return true;
case PIXELFORMAT_sRGBA8_UNORM:
if (gl.bugs.brokenSRGB)
return false;
if (rendertarget)
{
if (GLAD_VERSION_1_0)
+7
View File
@@ -178,6 +178,13 @@ public:
**/
bool brokenR8PixelFormat;
/**
* Intel HD Graphics drivers on Windows prior to the HD 2500/4000 have
* completely broken sRGB support.
* https://github.com/love2d/love/issues/1592
**/
bool brokenSRGB;
/**
* Other bugs which have workarounds that don't use conditional code at
* the moment:
+51 -42
View File
@@ -34,7 +34,7 @@ namespace graphics
namespace opengl
{
static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int layers, bool clear)
static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int mips, int layers, bool clear)
{
// get currently bound fbo to reset to it later
GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
@@ -42,11 +42,6 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
glGenFramebuffers(1, &framebuffer);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, framebuffer);
// Intel driver bug: https://github.com/love2d/love/issues/1592
bool current_srgb = gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB);
if (current_srgb && isPixelFormatDepthStencil(format))
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, false);
if (texture != 0)
{
if (isPixelFormatDepthStencil(format) && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0))
@@ -68,37 +63,40 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
// Make sure all faces and layers of the texture are initialized to
// transparent black. This is unfortunately probably pretty slow for
// 2D-array and 3D textures with a lot of layers...
for (int layer = layers - 1; layer >= 0; layer--)
for (int mip = mips - 1; mip >= 0; mip--)
{
for (int face = faces - 1; face >= 0; face--)
for (int layer = layers - 1; layer >= 0; layer--)
{
for (GLenum attachment : fmt.framebufferAttachments)
for (int face = faces - 1; face >= 0; face--)
{
if (attachment == GL_NONE)
continue;
gl.framebufferTexture(attachment, texType, texture, 0, layer, face);
}
if (clear)
{
if (isPixelFormatDepthStencil(format))
for (GLenum attachment : fmt.framebufferAttachments)
{
bool hadDepthWrites = gl.hasDepthWrites();
if (!hadDepthWrites) // glDepthMask also affects glClear.
gl.setDepthWrites(true);
if (attachment == GL_NONE)
continue;
gl.clearDepth(1.0);
glClearStencil(0);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (!hadDepthWrites)
gl.setDepthWrites(hadDepthWrites);
gl.framebufferTexture(attachment, texType, texture, mip, layer, face);
}
else
if (clear)
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
if (isPixelFormatDepthStencil(format))
{
bool hadDepthWrites = gl.hasDepthWrites();
if (!hadDepthWrites) // glDepthMask also affects glClear.
gl.setDepthWrites(true);
gl.clearDepth(1.0);
glClearStencil(0);
glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (!hadDepthWrites)
gl.setDepthWrites(hadDepthWrites);
}
else
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
}
}
}
@@ -109,10 +107,6 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
// Restore sRGB state if we turned it off above.
if (current_srgb && isPixelFormatDepthStencil(format))
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, current_srgb);
return status;
}
@@ -328,28 +322,43 @@ void Texture::createTexture()
bool hasdata = slices.get(0, 0) != nullptr;
// All mipmap levels need to be initialized - for color formats we can clear
// the base mip and use glGenerateMipmap after that's done. Depth and
// stencil formats don't always support glGenerateMipmap so we need to
// individually clear each mip level in that case. We avoid doing that for
// color formats because of an Intel driver bug:
// https://github.com/love2d/love/issues/1585
int clearmips = 1;
if (isPixelFormatDepthStencil(format))
clearmips = mipmapCount;
// Create a local FBO used for glReadPixels as well as MSAA blitting.
if (isRenderTarget())
{
bool clear = !hasdata;
int slices = texType == TEXTURE_VOLUME ? depth : layers;
framebufferStatus = createFBO(fbo, texType, format, texture, slices, clear);
framebufferStatus = createFBO(fbo, texType, format, texture, clearmips, slices, clear);
}
else if (!hasdata)
{
// Initialize all slices to transparent black.
std::vector<uint8> emptydata(getPixelFormatSliceSize(format, w, h));
for (int mip = 0; mip < clearmips; mip++)
{
int mipw = getPixelWidth(mip);
int miph = getPixelHeight(mip);
std::vector<uint8> emptydata(getPixelFormatSliceSize(format, mipw, miph));
Rect r = {0, 0, w, h};
int slices = texType == TEXTURE_VOLUME ? depth : layers;
slices = texType == TEXTURE_CUBE ? 6 : slices;
for (int i = 0; i < slices; i++)
uploadByteData(format, emptydata.data(), emptydata.size(), 0, i, r);
Rect r = {0, 0, mipw, miph};
int slices = texType == TEXTURE_VOLUME ? getDepth(mip) : layers;
slices = texType == TEXTURE_CUBE ? 6 : slices;
for (int i = 0; i < slices; i++)
uploadByteData(format, emptydata.data(), emptydata.size(), mip, i, r);
}
}
// Non-readable textures can't have mipmaps (enforced in the base class),
// so generateMipmaps here is fine - when they aren't already initialized.
if (getMipmapCount() > 1 && slices.getMipmapCount() <= 1)
if (clearmips < mipmapCount && slices.getMipmapCount() <= 1 && getMipmapsMode() != MIPMAPS_NONE)
generateMipmaps();
}
+24
View File
@@ -371,6 +371,23 @@ static int w_deprecation__gc(lua_State *)
return 0;
}
static void luax_addcompatibilityalias(lua_State *L, const char *module, const char *name, const char *alias)
{
lua_getglobal(L, module);
if (lua_istable(L, -1))
{
lua_getfield(L, -1, alias);
bool hasalias = !lua_isnoneornil(L, -1);
lua_pop(L, 1);
if (!hasalias)
{
lua_getfield(L, -1, name);
lua_setfield(L, -2, alias);
}
}
lua_pop(L, 1);
}
int luaopen_love(lua_State *L)
{
love::luax_insistpinnedthread(L);
@@ -480,6 +497,13 @@ int luaopen_love(lua_State *L)
love::luax_require(L, "love.data");
lua_pop(L, 1);
#if LUA_VERSION_NUM <= 501
// These are deprecated in Lua 5.1. LuaJIT 2.1 removes them, but code
// written assuming LuaJIT 2.0 or Lua 5.1 is used might still rely on them.
luax_addcompatibilityalias(L, "math", "fmod", "mod");
luax_addcompatibilityalias(L, "string", "gmatch", "gfind");
#endif
#ifdef LOVE_ENABLE_LUASOCKET
love::luasocket::__open(L);
#endif
+15 -4
View File
@@ -443,15 +443,23 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
height = mode.h;
}
// On Android we always must have fullscreen type FULLSCREEN_TYPE_DESKTOP
// On Android, disable fullscreen first on window creation so it's
// possible to change the orientation by specifying portait width and
// height, otherwise SDL will pick the current orientation dimensions when
// fullscreen flag is set. Don't worry, we'll set it back later when user
// also requested fullscreen after the window is created.
// See https://github.com/love2d/love-android/issues/196
#ifdef LOVE_ANDROID
bool fullscreen = f.fullscreen;
f.fullscreen = false;
f.fstype = FULLSCREEN_DESKTOP;
#endif
int x = f.x;
int y = f.y;
if (f.useposition && !f.fullscreen)
if (f.useposition)
{
// The position needs to be in the global coordinate space.
SDL_Rect displaybounds = {};
@@ -544,7 +552,7 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
// Enforce minimum window dimensions.
SDL_SetWindowMinimumSize(window, f.minwidth, f.minheight);
if (this->settings.display != f.display || ((f.useposition || f.centered) && !f.fullscreen))
if (this->settings.display != f.display || f.useposition || f.centered)
SDL_SetWindowPosition(window, x, y);
SDL_RaiseWindow(window);
@@ -569,8 +577,11 @@ bool Window::setWindow(int width, int height, WindowSettings *settings)
}
}
// Set fullscreen when user requested it before.
// See above for explanation.
#ifdef LOVE_ANDROID
love::android::setImmersive(f.fullscreen);
setFullscreen(fullscreen);
love::android::setImmersive(fullscreen);
#endif
return true;