Merge branch '12.0' into metal

This commit is contained in:
Alex Szpakowski
2020-02-15 14:18:35 -04:00
53 changed files with 3120 additions and 3687 deletions
+185 -87
View File
@@ -107,9 +107,9 @@ love::graphics::Graphics *createInstance()
Graphics::Graphics()
: windowHasStencil(false)
, mainVAO(0)
, supportedFormats()
{
gl = OpenGL();
Canvas::resetFormatSupport();
auto window = getInstance<love::window::Window>(M_WINDOW);
@@ -146,19 +146,9 @@ love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t
return CreateStreamBuffer(type, size);
}
love::graphics::Image *Graphics::newImage(const Image::Slices &data, const Image::Settings &settings)
love::graphics::Texture *Graphics::newTexture(const Texture::Settings &settings, const Texture::Slices *data)
{
return new Image(data, settings);
}
love::graphics::Image *Graphics::newImage(TextureType textype, PixelFormat format, int width, int height, int slices, const Image::Settings &settings)
{
return new Image(textype, format, width, height, slices, settings);
}
love::graphics::Canvas *Graphics::newCanvas(const Canvas::Settings &settings)
{
return new Canvas(settings);
return new Texture(settings, data);
}
love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStage::StageType stage, const std::string &cachekey, const std::string &source, bool gles)
@@ -183,7 +173,7 @@ void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelh
this->pixelWidth = pixelwidth;
this->pixelHeight = pixelheight;
if (!isCanvasActive())
if (!isRenderTargetActive())
{
// Set the viewport to top-left corner.
gl.setViewport({0, 0, pixelwidth, pixelheight});
@@ -250,7 +240,7 @@ bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, b
// 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 || GLAD_EXT_sRGB)
|| GLAD_ES_VERSION_3_0)
{
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, isGammaCorrect());
@@ -328,11 +318,11 @@ void Graphics::unSetMode()
for (const auto &pair : framebufferObjects)
gl.deleteFramebuffer(pair.second);
for (auto temp : temporaryCanvases)
temp.canvas->release();
for (auto temp : temporaryTextures)
temp.texture->release();
framebufferObjects.clear();
temporaryCanvases.clear();
temporaryTextures.clear();
if (mainVAO != 0)
{
@@ -525,24 +515,24 @@ void Graphics::setDebug(bool enable)
::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
}
void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBcanvas)
void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBtexture)
{
const DisplayState &state = states.back();
OpenGL::TempDebugGroup debuggroup("setCanvas");
OpenGL::TempDebugGroup debuggroup("setRenderTargets");
flushStreamDraws();
endPass();
bool iswindow = rts.getFirstTarget().canvas == nullptr;
bool iswindow = rts.getFirstTarget().texture == nullptr;
vertex::Winding vertexwinding = state.winding;
if (iswindow)
{
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
// The projection matrix is flipped compared to rendering to a canvas, due
// to OpenGL considering (0,0) bottom-left instead of top-left.
// The projection matrix is flipped compared to rendering to a texture,
// due to OpenGL considering (0,0) bottom-left instead of top-left.
projectionMatrix = Matrix4::ortho(0.0, (float) w, (float) h, 0.0, -10.0f, 10.0f);
}
else
@@ -551,7 +541,7 @@ void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pix
projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h, -10.0f, 10.0f);
// Flip front face winding when rendering to a canvas, since our
// Flip front face winding when rendering to a texture, since our
// projection matrix is flipped.
vertexwinding = vertexwinding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
}
@@ -565,18 +555,18 @@ void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pix
if (state.scissor)
setScissor(state.scissorRect);
// Make sure the correct sRGB setting is used when drawing to the canvases.
// Make sure the correct sRGB setting is used when drawing to the textures.
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
{
if (hasSRGBcanvas != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB))
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBcanvas);
if (hasSRGBtexture != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB))
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBtexture);
}
}
void Graphics::endPass()
{
auto &rts = states.back().renderTargets;
love::graphics::Canvas *depthstencil = rts.depthStencil.canvas.get();
love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
// Discard the depth/stencil buffer if we're using an internal cached one.
if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
@@ -584,15 +574,15 @@ void Graphics::endPass()
// Resolve MSAA buffers. MSAA is only supported for 2D render targets so we
// don't have to worry about resolving to slices.
if (rts.colors.size() > 0 && rts.colors[0].canvas->getMSAA() > 1)
if (rts.colors.size() > 0 && rts.colors[0].texture->getMSAA() > 1)
{
int mip = rts.colors[0].mipmap;
int w = rts.colors[0].canvas->getPixelWidth(mip);
int h = rts.colors[0].canvas->getPixelHeight(mip);
int w = rts.colors[0].texture->getPixelWidth(mip);
int h = rts.colors[0].texture->getPixelHeight(mip);
for (int i = 0; i < (int) rts.colors.size(); i++)
{
Canvas *c = (Canvas *) rts.colors[i].canvas.get();
Texture *c = (Texture *) rts.colors[i].texture.get();
if (!c->isReadable())
continue;
@@ -610,7 +600,7 @@ void Graphics::endPass()
if (depthstencil != nullptr && depthstencil->getMSAA() > 1 && depthstencil->isReadable())
{
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, ((Canvas *) depthstencil)->getFBO());
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, ((Texture *) depthstencil)->getFBO());
if (GLAD_APPLE_framebuffer_multisample)
glResolveMultisampleFramebufferAPPLE();
@@ -635,12 +625,12 @@ void Graphics::endPass()
for (const auto &rt : rts.colors)
{
if (rt.canvas->getMipmapMode() == Canvas::MIPMAPS_AUTO && rt.mipmap == 0)
rt.canvas->generateMipmaps();
if (rt.texture->getMipmapsMode() == Texture::MIPMAPS_AUTO && rt.mipmap == 0)
rt.texture->generateMipmaps();
}
int dsmipmap = rts.depthStencil.mipmap;
if (depthstencil != nullptr && depthstencil->getMipmapMode() == Canvas::MIPMAPS_AUTO && dsmipmap == 0)
if (depthstencil != nullptr && depthstencil->getMipmapsMode() == Texture::MIPMAPS_AUTO && dsmipmap == 0)
depthstencil->generateMipmaps();
}
@@ -695,10 +685,10 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
return;
int ncolorcanvases = (int) states.back().renderTargets.colors.size();
int ncolorRTs = (int) states.back().renderTargets.colors.size();
int ncolors = (int) colors.size();
if (ncolors <= 1 && ncolorcanvases <= 1)
if (ncolors <= 1 && ncolorRTs <= 1)
{
clear(ncolors > 0 ? colors[0] : OptionalColorf(), stencil, depth);
return;
@@ -707,7 +697,7 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
flushStreamDraws();
bool drawbuffersmodified = false;
ncolors = std::min(ncolors, ncolorcanvases);
ncolors = std::min(ncolors, ncolorRTs);
for (int i = 0; i < ncolors; i++)
{
@@ -738,10 +728,10 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
{
GLenum bufs[MAX_COLOR_RENDER_TARGETS];
for (int i = 0; i < ncolorcanvases; i++)
for (int i = 0; i < ncolorRTs; i++)
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
glDrawBuffers(ncolorcanvases, bufs);
glDrawBuffers(ncolorRTs, bufs);
}
GLbitfield flags = 0;
@@ -799,7 +789,7 @@ void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector<bool>
attachments.reserve(colorbuffers.size());
// glDiscardFramebuffer uses different attachment enums for the default FBO.
if (!isCanvasActive() && gl.getDefaultFBO() == 0)
if (!isRenderTargetActive() && gl.getDefaultFBO() == 0)
{
if (colorbuffers.size() > 0 && colorbuffers[0])
attachments.push_back(GL_COLOR);
@@ -834,25 +824,28 @@ void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector<bool>
glDiscardFramebufferEXT(gltarget, (GLint) attachments.size(), &attachments[0]);
}
void Graphics::cleanupCanvas(Canvas *canvas)
void Graphics::cleanupRenderTexture(love::graphics::Texture *texture)
{
if (!texture->isRenderTarget())
return;
for (auto it = framebufferObjects.begin(); it != framebufferObjects.end(); /**/)
{
bool hascanvas = false;
bool hastexture = false;
const auto &rts = it->first;
for (const RenderTarget &rt : rts.colors)
{
if (rt.canvas == canvas)
if (rt.texture == texture)
{
hascanvas = true;
hastexture = true;
break;
}
}
hascanvas = hascanvas || rts.depthStencil.canvas == canvas;
hastexture = hastexture || rts.depthStencil.texture == texture;
if (hascanvas)
if (hastexture)
{
if (isCreated())
gl.deleteFramebuffer(it->second);
@@ -873,8 +866,8 @@ void Graphics::bindCachedFBO(const RenderTargets &targets)
}
else
{
int msaa = targets.getFirstTarget().canvas->getMSAA();
bool hasDS = targets.depthStencil.canvas != nullptr;
int msaa = targets.getFirstTarget().texture->getMSAA();
bool hasDS = targets.depthStencil.texture != nullptr;
glGenFramebuffers(1, &fbo);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
@@ -882,11 +875,11 @@ void Graphics::bindCachedFBO(const RenderTargets &targets)
int ncolortargets = 0;
GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS];
auto attachCanvas = [&](const RenderTarget &rt)
auto attachRT = [&](const RenderTarget &rt)
{
bool renderbuffer = msaa > 1 || !rt.canvas->isReadable();
bool renderbuffer = msaa > 1 || !rt.texture->isReadable();
bool srgb = false;
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.canvas->getPixelFormat(), renderbuffer, srgb);
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.texture->getPixelFormat(), renderbuffer, srgb);
if (fmt.framebufferAttachments[0] == GL_COLOR_ATTACHMENT0)
{
@@ -895,7 +888,7 @@ void Graphics::bindCachedFBO(const RenderTargets &targets)
ncolortargets++;
}
GLuint handle = (GLuint) rt.canvas->getRenderTargetHandle();
GLuint handle = (GLuint) rt.texture->getRenderTargetHandle();
for (GLenum attachment : fmt.framebufferAttachments)
{
@@ -905,7 +898,7 @@ void Graphics::bindCachedFBO(const RenderTargets &targets)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, handle);
else
{
TextureType textype = rt.canvas->getTextureType();
TextureType textype = rt.texture->getTextureType();
int layer = textype == TEXTURE_CUBE ? 0 : rt.slice;
int face = textype == TEXTURE_CUBE ? rt.slice : 0;
@@ -917,10 +910,10 @@ void Graphics::bindCachedFBO(const RenderTargets &targets)
};
for (const auto &rt : targets.colors)
attachCanvas(rt);
attachRT(rt);
if (hasDS)
attachCanvas(targets.depthStencil);
attachRT(targets.depthStencil);
if (ncolortargets > 1)
glDrawBuffers(ncolortargets, drawbuffers);
@@ -953,8 +946,8 @@ void Graphics::present(void *screenshotCallbackData)
if (!isActive())
return;
if (isCanvasActive())
throw love::Exception("present cannot be called while a Canvas is active.");
if (isRenderTargetActive())
throw love::Exception("present cannot be called while a render target is active.");
deprecations.draw(this);
@@ -1072,20 +1065,20 @@ void Graphics::present(void *screenshotCallbackData)
// Reset the per-frame stat counts.
drawCalls = 0;
gl.stats.shaderSwitches = 0;
canvasSwitchCount = 0;
renderTargetSwitchCount = 0;
drawCallsBatched = 0;
// This assumes temporary canvases will only be used within a render pass.
for (int i = (int) temporaryCanvases.size() - 1; i >= 0; i--)
// This assumes temporary textures will only be used within a render pass.
for (int i = (int) temporaryTextures.size() - 1; i >= 0; i--)
{
if (temporaryCanvases[i].framesSinceUse >= MAX_TEMPORARY_CANVAS_UNUSED_FRAMES)
if (temporaryTextures[i].framesSinceUse >= MAX_TEMPORARY_TEXTURE_UNUSED_FRAMES)
{
temporaryCanvases[i].canvas->release();
temporaryCanvases[i] = temporaryCanvases.back();
temporaryCanvases.pop_back();
temporaryTextures[i].texture->release();
temporaryTextures[i] = temporaryTextures.back();
temporaryTextures.pop_back();
}
else
temporaryCanvases[i].framesSinceUse++;
temporaryTextures[i].framesSinceUse++;
}
}
@@ -1107,7 +1100,7 @@ void Graphics::setScissor(const Rect &rect)
glrect.h = (int) (rect.h * dpiscale);
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
gl.setScissor(glrect, isCanvasActive());
gl.setScissor(glrect, isRenderTargetActive());
state.scissor = true;
state.scissorRect = rect;
@@ -1127,12 +1120,12 @@ void Graphics::setScissor()
void Graphics::drawToStencilBuffer(StencilAction action, int value)
{
const auto &rts = states.back().renderTargets;
love::graphics::Canvas *dscanvas = rts.depthStencil.canvas.get();
love::graphics::Texture *dstexture = rts.depthStencil.texture.get();
if (!isCanvasActive() && !windowHasStencil)
if (!isRenderTargetActive() && !windowHasStencil)
throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer.");
else if (isCanvasActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dscanvas == nullptr || !isPixelFormatStencil(dscanvas->getPixelFormat())))
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.");
else if (isRenderTargetActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dstexture == nullptr || !isPixelFormatStencil(dstexture->getPixelFormat())))
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.");
flushStreamDraws();
@@ -1260,7 +1253,7 @@ void Graphics::setFrontFaceWinding(vertex::Winding winding)
state.winding = winding;
if (isCanvasActive())
if (isRenderTargetActive())
winding = winding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
glFrontFace(winding == vertex::WINDING_CW ? GL_CW : GL_CCW);
@@ -1292,7 +1285,7 @@ void Graphics::setBlendState(const BlendState &blend)
if (blend.operationRGB == BLENDOP_MAX || blend.operationA == BLENDOP_MAX
|| blend.operationRGB == BLENDOP_MIN || blend.operationA == BLENDOP_MIN)
{
if (!capabilities.features[FEATURE_BLENDMINMAX])
if (!capabilities.features[FEATURE_BLEND_MINMAX])
throw love::Exception("The 'min' and 'max' blend operations are not supported on this system.");
}
@@ -1383,10 +1376,10 @@ void Graphics::getAPIStats(int &shaderswitches) const
void Graphics::initCapabilities()
{
capabilities.features[FEATURE_MULTI_CANVAS_FORMATS] = Canvas::isMultiFormatMultiCanvasSupported();
capabilities.features[FEATURE_MULTI_RENDER_TARGET_FORMATS] = gl.isMultiFormatMRTSupported();
capabilities.features[FEATURE_CLAMP_ZERO] = gl.isClampZeroOneTextureWrapSupported();
capabilities.features[FEATURE_BLENDMINMAX] = GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax;
capabilities.features[FEATURE_LIGHTEN] = capabilities.features[FEATURE_BLENDMINMAX];
capabilities.features[FEATURE_BLEND_MINMAX] = GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax;
capabilities.features[FEATURE_LIGHTEN] = capabilities.features[FEATURE_BLEND_MINMAX];
capabilities.features[FEATURE_FULL_NPOT] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot;
capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = gl.isPixelShaderHighpSupported();
capabilities.features[FEATURE_SHADER_DERIVATIVES] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_standard_derivatives;
@@ -1400,8 +1393,8 @@ void Graphics::initCapabilities()
capabilities.limits[LIMIT_TEXTURE_LAYERS] = gl.getMaxTextureLayers();
capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = gl.getMax3DTextureSize();
capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize();
capabilities.limits[LIMIT_MULTI_CANVAS] = gl.getMaxRenderTargets();
capabilities.limits[LIMIT_CANVAS_MSAA] = gl.getMaxRenderbufferSamples();
capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets();
capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples();
capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
static_assert(LIMIT_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new system limit!");
@@ -1409,19 +1402,124 @@ void Graphics::initCapabilities()
capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i);
}
bool Graphics::isCanvasFormatSupported(PixelFormat format) const
PixelFormat Graphics::getSizedFormat(PixelFormat format, bool rendertarget, bool readable, bool sRGB) const
{
return Canvas::isFormatSupported(format);
switch (format)
{
case PIXELFORMAT_NORMAL:
if (isGammaCorrect())
return PIXELFORMAT_sRGBA8_UNORM;
else if (!OpenGL::isPixelFormatSupported(PIXELFORMAT_RGBA8_UNORM, rendertarget, readable, sRGB))
// 32-bit render targets don't have guaranteed support on GLES2.
return PIXELFORMAT_RGBA4_UNORM;
else
return PIXELFORMAT_RGBA8_UNORM;
case PIXELFORMAT_HDR:
return PIXELFORMAT_RGBA16_FLOAT;
default:
return format;
}
}
bool Graphics::isCanvasFormatSupported(PixelFormat format, bool readable) const
bool Graphics::isPixelFormatSupported(PixelFormat format, bool rendertarget, bool readable, bool sRGB)
{
return Canvas::isFormatSupported(format, readable);
}
if (sRGB && format == PIXELFORMAT_RGBA8_UNORM)
{
format = PIXELFORMAT_sRGBA8_UNORM;
sRGB = false;
}
bool Graphics::isImageFormatSupported(PixelFormat format, bool sRGB) const
{
return Image::isFormatSupported(format, sRGB);
format = getSizedFormat(format, rendertarget, readable, sRGB);
OptionalBool &supported = supportedFormats[format][rendertarget ? 1 : 0][readable ? 1 : 0][sRGB ? 1 : 0];
if (supported.hasValue)
return supported.value;
if (!OpenGL::isPixelFormatSupported(format, rendertarget, readable, sRGB))
{
supported.set(false);
return supported.value;
}
if (!rendertarget)
{
supported.set(true);
return supported.value;
}
// Even though we might have the necessary OpenGL version or extension,
// drivers are still allowed to throw FRAMEBUFFER_UNSUPPORTED when attaching
// a texture to a FBO whose format the driver doesn't like. So we should
// test with an actual FBO.
GLuint texture = 0;
GLuint renderbuffer = 0;
// Avoid the test for depth/stencil formats - not every GL version
// guarantees support for depth/stencil-only render targets (which we would
// need for the test below to work), and we already do some finagling in
// convertPixelFormat to try to use the best-supported internal
// depth/stencil format for a particular driver.
if (isPixelFormatDepthStencil(format))
{
supported.set(true);
return true;
}
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, readable, sRGB);
GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
// Make sure at least something is bound to a color attachment. I believe
// this is required on ES2 but I'm not positive.
if (isPixelFormatDepthStencil(format))
gl.framebufferTexture(GL_COLOR_ATTACHMENT0, TEXTURE_2D, gl.getDefaultTexture(TEXTURE_2D), 0, 0, 0);
if (readable)
{
glGenTextures(1, &texture);
gl.bindTextureToUnit(TEXTURE_2D, texture, 0, false);
SamplerState s;
s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
gl.setSamplerState(TEXTURE_2D, s);
gl.rawTexStorage(TEXTURE_2D, 1, format, sRGB, 1, 1);
}
else
{
glGenRenderbuffers(1, &renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, 1, 1);
}
for (GLenum attachment : fmt.framebufferAttachments)
{
if (attachment == GL_NONE)
continue;
if (readable)
gl.framebufferTexture(attachment, TEXTURE_2D, texture, 0, 0, 0);
else
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, renderbuffer);
}
supported.set(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
gl.deleteFramebuffer(fbo);
if (texture != 0)
gl.deleteTexture(texture);
if (renderbuffer != 0)
glDeleteRenderbuffers(1, &renderbuffer);
return supported.value;
}
Shader::Language Graphics::getShaderLanguageTarget() const