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https://github.com/love2d/love.git
synced 2026-08-16 16:20:42 +02:00
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
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@@ -494,11 +494,13 @@ void Graphics::discard(const std::vector<bool> &colorbuffers, bool stencil)
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}
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else
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{
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int activecanvascount = (int) states.back().canvases.size();
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int rendertargetcount = 1;
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if (Canvas::current)
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rendertargetcount = (int) states.back().canvases.size();
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for (int i = 0; i < (int) colorbuffers.size(); i++)
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{
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if (colorbuffers[i] && i < activecanvascount)
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if (colorbuffers[i] && i < rendertargetcount)
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attachments.push_back(GL_COLOR_ATTACHMENT0 + i);
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}
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@@ -1308,8 +1310,34 @@ love::image::ImageData *Graphics::newScreenshot(love::image::Image *image, bool
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throw love::Exception("Out of memory.");
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}
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#ifdef LOVE_IOS
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SDL_SysWMinfo info = {};
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SDL_VERSION(&info.version);
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SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
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if (info.info.uikit.resolveFramebuffer != 0)
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, info.info.uikit.resolveFramebuffer);
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// We need to do an explicit MSAA resolve on iOS, because it uses GLES
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// FBOs rather than a system framebuffer.
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if (GLAD_ES_VERSION_3_0)
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glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST);
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else if (GLAD_APPLE_framebuffer_multisample)
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glResolveMultisampleFramebufferAPPLE();
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glBindFramebuffer(GL_READ_FRAMEBUFFER, info.info.uikit.resolveFramebuffer);
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}
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#endif
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glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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#ifdef LOVE_IOS
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// Restore the previous binding for the main framebuffer.
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if (info.info.uikit.resolveFramebuffer != 0)
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glBindFramebuffer(GL_FRAMEBUFFER, gl.getDefaultFBO());
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#endif
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if (!copyAlpha)
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{
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// Replace alpha values with full opacity.
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@@ -39,19 +39,17 @@ SpriteBatch *luax_checkspritebatch(lua_State *L, int idx)
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return luax_checktype<SpriteBatch>(L, idx, GRAPHICS_SPRITE_BATCH_ID);
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}
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int w_SpriteBatch_add(lua_State *L)
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static inline int w_SpriteBatch_add_or_set(lua_State *L, SpriteBatch *t, int startidx, int index)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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Quad *quad = nullptr;
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int startidx = 2;
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if (luax_istype(L, 2, GRAPHICS_QUAD_ID))
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if (luax_istype(L, startidx, GRAPHICS_QUAD_ID))
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{
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quad = luax_totype<Quad>(L, 2, GRAPHICS_QUAD_ID);
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startidx = 3;
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quad = luax_totype<Quad>(L, startidx, GRAPHICS_QUAD_ID);
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startidx++;
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}
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else if (lua_isnil(L, 2) && !lua_isnoneornil(L, 3))
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return luax_typerror(L, 2, "Quad");
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else if (lua_isnil(L, startidx) && !lua_isnoneornil(L, startidx + 1))
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return luax_typerror(L, startidx, "Quad");
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float x = (float) luaL_optnumber(L, startidx + 0, 0.0);
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float y = (float) luaL_optnumber(L, startidx + 1, 0.0);
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@@ -63,15 +61,23 @@ int w_SpriteBatch_add(lua_State *L)
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float kx = (float) luaL_optnumber(L, startidx + 7, 0.0);
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float ky = (float) luaL_optnumber(L, startidx + 8, 0.0);
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int index = 0;
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luax_catchexcept(L, [&]() {
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if (quad)
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index = t->addq(quad, x, y, a, sx, sy, ox, oy, kx, ky);
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index = t->addq(quad, x, y, a, sx, sy, ox, oy, kx, ky, index);
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else
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index = t->add(x, y, a, sx, sy, ox, oy, kx, ky);
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index = t->add(x, y, a, sx, sy, ox, oy, kx, ky, index);
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});
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return index;
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}
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int w_SpriteBatch_add(lua_State *L)
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{
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int index = w_SpriteBatch_add_or_set(L, t, 2, -1);
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lua_pushinteger(L, index + 1);
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return 1;
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}
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@@ -80,33 +86,7 @@ int w_SpriteBatch_set(lua_State *L)
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SpriteBatch *t = luax_checkspritebatch(L, 1);
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int index = (int) luaL_checknumber(L, 2) - 1;
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Quad *quad = nullptr;
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int startidx = 3;
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if (luax_istype(L, 3, GRAPHICS_QUAD_ID))
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{
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quad = luax_totype<Quad>(L, 3, GRAPHICS_QUAD_ID);
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startidx = 4;
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}
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else if (lua_isnil(L, 3) && !lua_isnoneornil(L, 4))
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return luax_typerror(L, 3, "Quad");
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float x = (float) luaL_optnumber(L, startidx + 0, 0.0);
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float y = (float) luaL_optnumber(L, startidx + 1, 0.0);
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float a = (float) luaL_optnumber(L, startidx + 2, 0.0);
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float sx = (float) luaL_optnumber(L, startidx + 3, 1.0);
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float sy = (float) luaL_optnumber(L, startidx + 4, sx);
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float ox = (float) luaL_optnumber(L, startidx + 5, 0.0);
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float oy = (float) luaL_optnumber(L, startidx + 6, 0.0);
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float kx = (float) luaL_optnumber(L, startidx + 7, 0.0);
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float ky = (float) luaL_optnumber(L, startidx + 8, 0.0);
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luax_catchexcept(L, [&]() {
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if (quad)
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t->addq(quad, x, y, a, sx, sy, ox, oy, kx, ky, index);
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else
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t->add(x, y, a, sx, sy, ox, oy, kx, ky, index);
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});
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w_SpriteBatch_add_or_set(L, t, 3, index);
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return 0;
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}
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