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https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Rename internal uses of canvas to texture/render target
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@@ -157,7 +157,7 @@ void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelh
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this->pixelWidth = pixelwidth;
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this->pixelHeight = pixelheight;
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if (!isCanvasActive())
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if (!isRenderTargetActive())
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{
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// Set the viewport to top-left corner.
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gl.setViewport({0, 0, pixelwidth, pixelheight});
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@@ -499,11 +499,11 @@ void Graphics::setDebug(bool enable)
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::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
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}
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void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBcanvas)
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void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBtexture)
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{
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const DisplayState &state = states.back();
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OpenGL::TempDebugGroup debuggroup("setCanvas");
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OpenGL::TempDebugGroup debuggroup("setRenderTargets");
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flushStreamDraws();
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endPass();
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@@ -515,8 +515,8 @@ void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pix
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{
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
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// The projection matrix is flipped compared to rendering to a canvas, due
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// to OpenGL considering (0,0) bottom-left instead of top-left.
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// The projection matrix is flipped compared to rendering to a texture,
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// due to OpenGL considering (0,0) bottom-left instead of top-left.
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projectionMatrix = Matrix4::ortho(0.0, (float) w, (float) h, 0.0, -10.0f, 10.0f);
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}
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else
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@@ -525,7 +525,7 @@ void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pix
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projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h, -10.0f, 10.0f);
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// Flip front face winding when rendering to a canvas, since our
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// Flip front face winding when rendering to a texture, since our
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// projection matrix is flipped.
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vertexwinding = vertexwinding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
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}
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@@ -539,11 +539,11 @@ void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pix
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if (state.scissor)
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setScissor(state.scissorRect);
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// Make sure the correct sRGB setting is used when drawing to the canvases.
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// Make sure the correct sRGB setting is used when drawing to the textures.
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if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
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{
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if (hasSRGBcanvas != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB))
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gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBcanvas);
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if (hasSRGBtexture != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB))
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gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBtexture);
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}
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}
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@@ -669,10 +669,10 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
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if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
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return;
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int ncolorcanvases = (int) states.back().renderTargets.colors.size();
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int ncolorRTs = (int) states.back().renderTargets.colors.size();
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int ncolors = (int) colors.size();
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if (ncolors <= 1 && ncolorcanvases <= 1)
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if (ncolors <= 1 && ncolorRTs <= 1)
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{
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clear(ncolors > 0 ? colors[0] : OptionalColorf(), stencil, depth);
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return;
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@@ -681,7 +681,7 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
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flushStreamDraws();
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bool drawbuffersmodified = false;
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ncolors = std::min(ncolors, ncolorcanvases);
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ncolors = std::min(ncolors, ncolorRTs);
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for (int i = 0; i < ncolors; i++)
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{
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@@ -712,10 +712,10 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
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{
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GLenum bufs[MAX_COLOR_RENDER_TARGETS];
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for (int i = 0; i < ncolorcanvases; i++)
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for (int i = 0; i < ncolorRTs; i++)
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bufs[i] = GL_COLOR_ATTACHMENT0 + i;
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glDrawBuffers(ncolorcanvases, bufs);
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glDrawBuffers(ncolorRTs, bufs);
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}
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GLbitfield flags = 0;
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@@ -773,7 +773,7 @@ void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector<bool>
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attachments.reserve(colorbuffers.size());
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// glDiscardFramebuffer uses different attachment enums for the default FBO.
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if (!isCanvasActive() && gl.getDefaultFBO() == 0)
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if (!isRenderTargetActive() && gl.getDefaultFBO() == 0)
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{
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if (colorbuffers.size() > 0 && colorbuffers[0])
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attachments.push_back(GL_COLOR);
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@@ -859,7 +859,7 @@ void Graphics::bindCachedFBO(const RenderTargets &targets)
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int ncolortargets = 0;
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GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS];
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auto attachCanvas = [&](const RenderTarget &rt)
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auto attachRT = [&](const RenderTarget &rt)
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{
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bool renderbuffer = msaa > 1 || !rt.texture->isReadable();
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bool srgb = false;
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@@ -894,10 +894,10 @@ void Graphics::bindCachedFBO(const RenderTargets &targets)
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};
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for (const auto &rt : targets.colors)
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attachCanvas(rt);
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attachRT(rt);
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if (hasDS)
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attachCanvas(targets.depthStencil);
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attachRT(targets.depthStencil);
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if (ncolortargets > 1)
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glDrawBuffers(ncolortargets, drawbuffers);
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@@ -930,8 +930,8 @@ void Graphics::present(void *screenshotCallbackData)
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if (!isActive())
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return;
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if (isCanvasActive())
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throw love::Exception("present cannot be called while a Canvas is active.");
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if (isRenderTargetActive())
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throw love::Exception("present cannot be called while a render target is active.");
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deprecations.draw(this);
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@@ -1084,7 +1084,7 @@ void Graphics::setScissor(const Rect &rect)
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glrect.h = (int) (rect.h * dpiscale);
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// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
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gl.setScissor(glrect, isCanvasActive());
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gl.setScissor(glrect, isRenderTargetActive());
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state.scissor = true;
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state.scissorRect = rect;
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@@ -1106,10 +1106,10 @@ void Graphics::drawToStencilBuffer(StencilAction action, int value)
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const auto &rts = states.back().renderTargets;
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love::graphics::Texture *dstexture = rts.depthStencil.texture.get();
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if (!isCanvasActive() && !windowHasStencil)
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if (!isRenderTargetActive() && !windowHasStencil)
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throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer.");
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else if (isCanvasActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dstexture == nullptr || !isPixelFormatStencil(dstexture->getPixelFormat())))
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throw love::Exception("Drawing to the stencil buffer with a Canvas active requires either stencil=true or a custom stencil-type Canvas to be used, in setCanvas.");
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else if (isRenderTargetActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dstexture == nullptr || !isPixelFormatStencil(dstexture->getPixelFormat())))
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throw love::Exception("Drawing to the stencil buffer with a render target active requires either stencil=true or a custom stencil-type texture to be used, in setRenderTarget.");
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flushStreamDraws();
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@@ -1237,7 +1237,7 @@ void Graphics::setFrontFaceWinding(vertex::Winding winding)
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state.winding = winding;
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if (isCanvasActive())
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if (isRenderTargetActive())
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winding = winding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
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glFrontFace(winding == vertex::WINDING_CW ? GL_CW : GL_CCW);
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