diff --git a/platform/xcode/liblove.xcodeproj/project.pbxproj b/platform/xcode/liblove.xcodeproj/project.pbxproj index d5cfc11c5..b503078da 100644 --- a/platform/xcode/liblove.xcodeproj/project.pbxproj +++ b/platform/xcode/liblove.xcodeproj/project.pbxproj @@ -4212,7 +4212,7 @@ 08FB7793FE84155DC02AAC07 /* Project object */ = { isa = PBXProject; attributes = { - LastUpgradeCheck = 1000; + LastUpgradeCheck = 1230; TargetAttributes = { FA0B78DC1A958B90000E1D17 = { CreatedOnToolsVersion = 6.1.1; @@ -5397,6 +5397,7 @@ "$(inherited)", "$(PROJECT_DIR)/ios/libraries/freetype", ); + MARKETING_VERSION = 11.4; OTHER_LDFLAGS = ( "-undefined", dynamic_lookup, @@ -5440,6 +5441,7 @@ "$(inherited)", "$(PROJECT_DIR)/ios/libraries/freetype", ); + MARKETING_VERSION = 11.4; OTHER_LDFLAGS = ( "-undefined", dynamic_lookup, @@ -5484,6 +5486,7 @@ "$(inherited)", "$(PROJECT_DIR)/ios/libraries/freetype", ); + MARKETING_VERSION = 11.4; OTHER_LDFLAGS = ( "-undefined", dynamic_lookup, diff --git a/src/common/android.cpp b/src/common/android.cpp index 0b7724ef0..22a6ccefa 100644 --- a/src/common/android.cpp +++ b/src/common/android.cpp @@ -148,7 +148,14 @@ bool openURL(const std::string &url) JNIEnv *env = (JNIEnv*) SDL_AndroidGetJNIEnv(); jclass activity = env->FindClass("org/love2d/android/GameActivity"); - jmethodID openURL = env->GetStaticMethodID(activity, "openURL", "(Ljava/lang/String;)Z"); + jmethodID openURL = env->GetStaticMethodID(activity, "openURLFromLOVE", "(Ljava/lang/String;)Z"); + + if (openURL == nullptr) + { + env->ExceptionClear(); + openURL = env->GetStaticMethodID(activity, "openURL", "(Ljava/lang/String;)Z"); + } + jstring url_jstring = (jstring) env->NewStringUTF(url.c_str()); jboolean result = env->CallStaticBooleanMethod(activity, openURL, url_jstring); diff --git a/src/modules/graphics/Shader.cpp b/src/modules/graphics/Shader.cpp index e8d37abd8..c45689e9c 100644 --- a/src/modules/graphics/Shader.cpp +++ b/src/modules/graphics/Shader.cpp @@ -60,7 +60,11 @@ 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 +126,7 @@ 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 +162,7 @@ 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 +171,7 @@ 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 diff --git a/src/modules/graphics/opengl/Graphics.cpp b/src/modules/graphics/opengl/Graphics.cpp index 08ad88b20..3c6437a62 100644 --- a/src/modules/graphics/opengl/Graphics.cpp +++ b/src/modules/graphics/opengl/Graphics.cpp @@ -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()); diff --git a/src/modules/graphics/opengl/OpenGL.cpp b/src/modules/graphics/opengl/OpenGL.cpp index d3ac04fd2..7d6c0faab 100644 --- a/src/modules/graphics/opengl/OpenGL.cpp +++ b/src/modules/graphics/opengl/OpenGL.cpp @@ -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) diff --git a/src/modules/graphics/opengl/OpenGL.h b/src/modules/graphics/opengl/OpenGL.h index 2ae6d13f4..df7317f53 100644 --- a/src/modules/graphics/opengl/OpenGL.h +++ b/src/modules/graphics/opengl/OpenGL.h @@ -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: diff --git a/src/modules/graphics/opengl/Texture.cpp b/src/modules/graphics/opengl/Texture.cpp index 669753404..dd027702d 100644 --- a/src/modules/graphics/opengl/Texture.cpp +++ b/src/modules/graphics/opengl/Texture.cpp @@ -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); @@ -68,37 +68,40 @@ 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); + } } } } @@ -328,28 +331,43 @@ 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 emptydata(getPixelFormatSliceSize(format, w, h)); + for (int mip = 0; mip < clearmips; mip++) + { + int mipw = getPixelWidth(mip); + int miph = getPixelHeight(mip); + std::vector 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(); } diff --git a/src/modules/love/love.cpp b/src/modules/love/love.cpp index 8cc02f9bb..c6f1c5d2f 100644 --- a/src/modules/love/love.cpp +++ b/src/modules/love/love.cpp @@ -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 diff --git a/src/modules/window/sdl/Window.cpp b/src/modules/window/sdl/Window.cpp index 5bad632be..3425bd85a 100644 --- a/src/modules/window/sdl/Window.cpp +++ b/src/modules/window/sdl/Window.cpp @@ -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;