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synced 2026-08-16 00:02:12 +02:00
Clean up some common Image and Canvas code.
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@@ -91,9 +91,9 @@ static GLenum getGLBlendFactor(BlendFactor factor)
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Graphics::Graphics()
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: windowHasStencil(false)
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, mainVAO(0)
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, supportedFormats()
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{
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gl = OpenGL();
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Canvas::resetFormatSupport();
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auto window = getInstance<love::window::Window>(M_WINDOW);
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@@ -1388,19 +1388,127 @@ void Graphics::initCapabilities()
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capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i);
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}
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bool Graphics::isCanvasFormatSupported(PixelFormat format) const
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PixelFormat Graphics::getSizedFormat(PixelFormat format) const
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{
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return Canvas::isFormatSupported(format);
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switch (format)
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{
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case PIXELFORMAT_NORMAL:
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if (isGammaCorrect())
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return PIXELFORMAT_sRGBA8_UNORM;
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else if (!OpenGL::isPixelFormatSupported(PIXELFORMAT_RGBA8_UNORM, true, true, false))
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// 32-bit render targets don't have guaranteed support on GLES2.
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return PIXELFORMAT_RGBA4_UNORM;
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else
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return PIXELFORMAT_RGBA8_UNORM;
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case PIXELFORMAT_HDR:
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return PIXELFORMAT_RGBA16_FLOAT;
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default:
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return format;
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}
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}
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bool Graphics::isCanvasFormatSupported(PixelFormat format, bool readable) const
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bool Graphics::isPixelFormatSupported(PixelFormat format, bool rendertarget, bool readable, bool sRGB)
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{
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return Canvas::isFormatSupported(format, readable);
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}
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format = getSizedFormat(format);
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bool Graphics::isImageFormatSupported(PixelFormat format, bool sRGB) const
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{
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return Image::isFormatSupported(format, sRGB);
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if (sRGB && format == PIXELFORMAT_RGBA8_UNORM)
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{
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format = PIXELFORMAT_sRGBA8_UNORM;
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sRGB = false;
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}
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OptionalBool &supported = supportedFormats[format][rendertarget ? 1 : 0][readable ? 1 : 0][sRGB ? 1 : 0];
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if (supported.hasValue)
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return supported.value;
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if (!OpenGL::isPixelFormatSupported(format, rendertarget, readable, sRGB))
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{
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supported.set(false);
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return supported.value;
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}
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if (!rendertarget)
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{
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supported.set(true);
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return supported.value;
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}
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// Even though we might have the necessary OpenGL version or extension,
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// drivers are still allowed to throw FRAMEBUFFER_UNSUPPORTED when attaching
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// a texture to a FBO whose format the driver doesn't like. So we should
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// test with an actual FBO.
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GLuint texture = 0;
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GLuint renderbuffer = 0;
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// Avoid the test for depth/stencil formats - not every GL version
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// guarantees support for depth/stencil-only render targets (which we would
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// need for the test below to work), and we already do some finagling in
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// convertPixelFormat to try to use the best-supported internal
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// depth/stencil format for a particular driver.
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if (isPixelFormatDepthStencil(format))
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{
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supported.set(true);
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return true;
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}
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OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, readable, sRGB);
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GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
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GLuint fbo = 0;
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glGenFramebuffers(1, &fbo);
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
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// Make sure at least something is bound to a color attachment. I believe
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// this is required on ES2 but I'm not positive.
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if (isPixelFormatDepthStencil(format))
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gl.framebufferTexture(GL_COLOR_ATTACHMENT0, TEXTURE_2D, gl.getDefaultTexture(TEXTURE_2D), 0, 0, 0);
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if (readable)
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{
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glGenTextures(1, &texture);
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gl.bindTextureToUnit(TEXTURE_2D, texture, 0, false);
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Texture::Filter f;
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f.min = f.mag = Texture::FILTER_NEAREST;
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gl.setTextureFilter(TEXTURE_2D, f);
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Texture::Wrap w;
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gl.setTextureWrap(TEXTURE_2D, w);
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gl.rawTexStorage(TEXTURE_2D, 1, format, sRGB, 1, 1);
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}
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else
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{
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glGenRenderbuffers(1, &renderbuffer);
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glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
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glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, 1, 1);
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}
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for (GLenum attachment : fmt.framebufferAttachments)
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{
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if (attachment == GL_NONE)
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continue;
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if (readable)
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gl.framebufferTexture(attachment, TEXTURE_2D, texture, 0, 0, 0);
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else
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, renderbuffer);
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}
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supported.set(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
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gl.deleteFramebuffer(fbo);
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if (texture != 0)
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gl.deleteTexture(texture);
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if (renderbuffer != 0)
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glDeleteRenderbuffers(1, &renderbuffer);
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return supported.value;
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}
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Shader::Language Graphics::getShaderLanguageTarget() const
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