Added support for MSAA on the window on iOS.

Requires updated dependencies to compile on iOS, which can be downloaded at https://dl.dropboxusercontent.com/u/4214717/love-ios-libraries-0.10.zip
This commit is contained in:
Alex Szpakowski
2015-07-19 22:39:02 -03:00
parent 4cd725cee6
commit 354f83c1cb
2 changed files with 48 additions and 40 deletions
+30 -2
View File
@@ -494,11 +494,13 @@ void Graphics::discard(const std::vector<bool> &colorbuffers, bool stencil)
}
else
{
int activecanvascount = (int) states.back().canvases.size();
int rendertargetcount = 1;
if (Canvas::current)
rendertargetcount = (int) states.back().canvases.size();
for (int i = 0; i < (int) colorbuffers.size(); i++)
{
if (colorbuffers[i] && i < activecanvascount)
if (colorbuffers[i] && i < rendertargetcount)
attachments.push_back(GL_COLOR_ATTACHMENT0 + i);
}
@@ -1308,8 +1310,34 @@ love::image::ImageData *Graphics::newScreenshot(love::image::Image *image, bool
throw love::Exception("Out of memory.");
}
#ifdef LOVE_IOS
SDL_SysWMinfo info = {};
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
if (info.info.uikit.resolveFramebuffer != 0)
{
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, info.info.uikit.resolveFramebuffer);
// We need to do an explicit MSAA resolve on iOS, because it uses GLES
// FBOs rather than a system framebuffer.
if (GLAD_ES_VERSION_3_0)
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
else if (GLAD_APPLE_framebuffer_multisample)
glResolveMultisampleFramebufferAPPLE();
glBindFramebuffer(GL_READ_FRAMEBUFFER, info.info.uikit.resolveFramebuffer);
}
#endif
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
#ifdef LOVE_IOS
// Restore the previous binding for the main framebuffer.
if (info.info.uikit.resolveFramebuffer != 0)
glBindFramebuffer(GL_FRAMEBUFFER, gl.getDefaultFBO());
#endif
if (!copyAlpha)
{
// Replace alpha values with full opacity.
@@ -39,19 +39,17 @@ SpriteBatch *luax_checkspritebatch(lua_State *L, int idx)
return luax_checktype<SpriteBatch>(L, idx, GRAPHICS_SPRITE_BATCH_ID);
}
int w_SpriteBatch_add(lua_State *L)
static inline int w_SpriteBatch_add_or_set(lua_State *L, SpriteBatch *t, int startidx, int index)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
Quad *quad = nullptr;
int startidx = 2;
if (luax_istype(L, 2, GRAPHICS_QUAD_ID))
if (luax_istype(L, startidx, GRAPHICS_QUAD_ID))
{
quad = luax_totype<Quad>(L, 2, GRAPHICS_QUAD_ID);
startidx = 3;
quad = luax_totype<Quad>(L, startidx, GRAPHICS_QUAD_ID);
startidx++;
}
else if (lua_isnil(L, 2) && !lua_isnoneornil(L, 3))
return luax_typerror(L, 2, "Quad");
else if (lua_isnil(L, startidx) && !lua_isnoneornil(L, startidx + 1))
return luax_typerror(L, startidx, "Quad");
float x = (float) luaL_optnumber(L, startidx + 0, 0.0);
float y = (float) luaL_optnumber(L, startidx + 1, 0.0);
@@ -63,15 +61,23 @@ int w_SpriteBatch_add(lua_State *L)
float kx = (float) luaL_optnumber(L, startidx + 7, 0.0);
float ky = (float) luaL_optnumber(L, startidx + 8, 0.0);
int index = 0;
luax_catchexcept(L, [&]() {
if (quad)
index = t->addq(quad, x, y, a, sx, sy, ox, oy, kx, ky);
index = t->addq(quad, x, y, a, sx, sy, ox, oy, kx, ky, index);
else
index = t->add(x, y, a, sx, sy, ox, oy, kx, ky);
index = t->add(x, y, a, sx, sy, ox, oy, kx, ky, index);
});
return index;
}
int w_SpriteBatch_add(lua_State *L)
{
SpriteBatch *t = luax_checkspritebatch(L, 1);
int index = w_SpriteBatch_add_or_set(L, t, 2, -1);
lua_pushinteger(L, index + 1);
return 1;
}
@@ -80,33 +86,7 @@ int w_SpriteBatch_set(lua_State *L)
SpriteBatch *t = luax_checkspritebatch(L, 1);
int index = (int) luaL_checknumber(L, 2) - 1;
Quad *quad = nullptr;
int startidx = 3;
if (luax_istype(L, 3, GRAPHICS_QUAD_ID))
{
quad = luax_totype<Quad>(L, 3, GRAPHICS_QUAD_ID);
startidx = 4;
}
else if (lua_isnil(L, 3) && !lua_isnoneornil(L, 4))
return luax_typerror(L, 3, "Quad");
float x = (float) luaL_optnumber(L, startidx + 0, 0.0);
float y = (float) luaL_optnumber(L, startidx + 1, 0.0);
float a = (float) luaL_optnumber(L, startidx + 2, 0.0);
float sx = (float) luaL_optnumber(L, startidx + 3, 1.0);
float sy = (float) luaL_optnumber(L, startidx + 4, sx);
float ox = (float) luaL_optnumber(L, startidx + 5, 0.0);
float oy = (float) luaL_optnumber(L, startidx + 6, 0.0);
float kx = (float) luaL_optnumber(L, startidx + 7, 0.0);
float ky = (float) luaL_optnumber(L, startidx + 8, 0.0);
luax_catchexcept(L, [&]() {
if (quad)
t->addq(quad, x, y, a, sx, sy, ox, oy, kx, ky, index);
else
t->add(x, y, a, sx, sy, ox, oy, kx, ky, index);
});
w_SpriteBatch_add_or_set(L, t, 3, index);
return 0;
}