mirror of
https://github.com/love2d/love.git
synced 2026-08-16 00:02:12 +02:00
Merge branch '12.0-development' into metal
This commit is contained in:
@@ -24,6 +24,7 @@
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#include "Shader.h"
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#include "ShaderStage.h"
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#include "Graphics.h"
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#include "graphics/vertex.h"
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// C++
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#include <algorithm>
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@@ -68,6 +69,16 @@ Shader::~Shader()
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delete[] p.second.textures;
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}
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else if (p.second.baseType == UNIFORM_TEXELBUFFER)
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{
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for (int i = 0; i < p.second.count; i++)
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{
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if (p.second.buffers[i] != nullptr)
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p.second.buffers[i]->release();
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}
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delete[] p.second.buffers;
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}
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}
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}
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@@ -106,6 +117,7 @@ void Shader::mapActiveUniforms()
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u.location = glGetUniformLocation(program, u.name.c_str());
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u.baseType = getUniformBaseType(gltype);
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u.textureType = getUniformTextureType(gltype);
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u.texelBufferType = getUniformTexelBufferType(gltype);
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u.isDepthSampler = isDepthTextureType(gltype);
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if (u.baseType == UNIFORM_MATRIX)
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@@ -129,12 +141,22 @@ void Shader::mapActiveUniforms()
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if (u.location == -1)
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continue;
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if (u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN)
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if ((u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN) || u.baseType == UNIFORM_TEXELBUFFER)
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{
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TextureUnit unit;
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unit.type = u.textureType;
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unit.active = true;
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unit.texture = gl.getDefaultTexture(u.textureType);
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if (u.baseType == UNIFORM_TEXELBUFFER)
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{
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unit.isTexelBuffer = true;
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unit.texture = gl.getDefaultTexelBuffer();
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}
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else
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{
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unit.isTexelBuffer = false;
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unit.texture = gl.getDefaultTexture(u.textureType);
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}
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for (int i = 0; i < u.count; i++)
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textureUnits.push_back(unit);
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@@ -164,6 +186,7 @@ void Shader::mapActiveUniforms()
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case UNIFORM_INT:
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case UNIFORM_BOOL:
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case UNIFORM_SAMPLER:
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case UNIFORM_TEXELBUFFER:
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u.dataSize = sizeof(int) * u.components * u.count;
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u.data = malloc(u.dataSize);
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break;
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@@ -183,7 +206,7 @@ void Shader::mapActiveUniforms()
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{
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memset(u.data, 0, u.dataSize);
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if (u.baseType == UNIFORM_SAMPLER)
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if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_TEXELBUFFER)
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{
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int startunit = (int) textureUnits.size() - u.count;
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@@ -195,8 +218,16 @@ void Shader::mapActiveUniforms()
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glUniform1iv(u.location, u.count, u.ints);
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u.textures = new love::graphics::Texture*[u.count];
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memset(u.textures, 0, sizeof(Texture *) * u.count);
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if (u.baseType == UNIFORM_TEXELBUFFER)
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{
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u.buffers = new love::graphics::Buffer*[u.count];
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memset(u.buffers, 0, sizeof(Buffer *) * u.count);
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}
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else
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{
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u.textures = new love::graphics::Texture*[u.count];
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memset(u.textures, 0, sizeof(Texture *) * u.count);
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}
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}
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}
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@@ -257,7 +288,6 @@ void Shader::mapActiveUniforms()
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{
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if (u.textures[i] == nullptr)
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continue;
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Volatile *v = dynamic_cast<Volatile *>(u.textures[i]);
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if (v != nullptr)
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v->loadVolatile();
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@@ -265,6 +295,19 @@ void Shader::mapActiveUniforms()
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sendTextures(&u, u.textures, u.count, true);
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}
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else if (u.baseType == UNIFORM_TEXELBUFFER)
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{
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for (int i = 0; i < u.count; i++)
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{
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if (u.buffers[i] == nullptr)
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continue;
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Volatile *v = dynamic_cast<Volatile *>(u.buffers[i]);
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if (v != nullptr)
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v->loadVolatile();
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}
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sendBuffers(&u, u.buffers, u.count, true);
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}
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}
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// Make sure uniforms that existed before but don't exist anymore are
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@@ -275,16 +318,26 @@ void Shader::mapActiveUniforms()
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{
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free(p.second.data);
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if (p.second.baseType != UNIFORM_SAMPLER)
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continue;
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for (int i = 0; i < p.second.count; i++)
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if (p.second.baseType == UNIFORM_SAMPLER)
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{
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if (p.second.textures[i] != nullptr)
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p.second.textures[i]->release();
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}
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for (int i = 0; i < p.second.count; i++)
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{
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if (p.second.textures[i] != nullptr)
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p.second.textures[i]->release();
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}
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delete[] p.second.textures;
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delete[] p.second.textures;
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}
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else if (p.second.baseType == UNIFORM_TEXELBUFFER)
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{
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for (int i = 0; i < p.second.count; i++)
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{
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if (p.second.buffers[i] != nullptr)
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p.second.buffers[i]->release();
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}
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delete[] p.second.buffers;
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}
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}
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}
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@@ -322,7 +375,7 @@ bool Shader::loadVolatile()
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for (int i = 0; i < int(ATTRIB_MAX_ENUM); i++)
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{
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const char *name = nullptr;
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if (vertex::getConstant((BuiltinVertexAttribute) i, name))
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if (graphics::getConstant((BuiltinVertexAttribute) i, name))
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glBindAttribLocation(program, i, (const GLchar *) name);
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}
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@@ -430,7 +483,12 @@ void Shader::attach()
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{
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const TextureUnit &unit = textureUnits[i];
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if (unit.active)
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gl.bindTextureToUnit(unit.type, unit.texture, i, false);
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{
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if (unit.isTexelBuffer)
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gl.bindBufferTextureToUnit(unit.texture, i, false, false);
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else
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gl.bindTextureToUnit(unit.type, unit.texture, i, false, false);
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}
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}
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// send any pending uniforms to the shader program.
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@@ -493,7 +551,7 @@ void Shader::updateUniform(const UniformInfo *info, int count, bool internalupda
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break;
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}
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}
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else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER)
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else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER || type == UNIFORM_TEXELBUFFER)
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{
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switch (info->components)
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{
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@@ -627,7 +685,110 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
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int texunit = info->ints[i];
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if (shaderactive)
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gl.bindTextureToUnit(info->textureType, gltex, texunit, false);
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gl.bindTextureToUnit(info->textureType, gltex, texunit, false, false);
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// Store texture id so it can be re-bound to the texture unit later.
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textureUnits[texunit].texture = gltex;
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}
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}
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void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count)
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{
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Shader::sendBuffers(info, buffers, count, false);
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}
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static bool isTexelBufferTypeCompatible(DataBaseType a, DataBaseType b)
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{
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if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM)
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return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM;
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if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT)
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return true;
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if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT)
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return true;
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return false;
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}
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void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count, bool internalUpdate)
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{
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if (info->baseType != UNIFORM_TEXELBUFFER)
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return;
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uint32 requiredtypeflags = Buffer::TYPEFLAG_TEXEL;
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bool shaderactive = current == this;
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if (!internalUpdate && shaderactive)
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flushBatchedDraws();
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count = std::min(count, info->count);
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// Bind the textures to the texture units.
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for (int i = 0; i < count; i++)
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{
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love::graphics::Buffer *buffer = buffers[i];
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if (buffer != nullptr)
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{
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if ((buffer->getTypeFlags() & requiredtypeflags) == 0)
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{
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if (internalUpdate)
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continue;
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else
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throw love::Exception("Shader uniform '%s' is a texel buffer, but the given Buffer was not created with texel buffer capabilities.", info->name.c_str());
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}
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DataBaseType basetype = buffer->getDataMember(0).info.baseType;
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if (!isTexelBufferTypeCompatible(basetype, info->texelBufferType))
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{
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if (internalUpdate)
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continue;
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else
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throw love::Exception("Texel buffer's data format base type must match the variable declared in the shader.");
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}
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buffer->retain();
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}
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bool addbuffertoarray = true;
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if (info->buffers[i] != nullptr)
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{
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Buffer *oldbuffer = info->buffers[i];
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auto it = std::find(buffersToUnmap.begin(), buffersToUnmap.end(), oldbuffer);
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if (it != buffersToUnmap.end())
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{
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addbuffertoarray = false;
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if (buffer != nullptr)
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*it = buffer;
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else
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{
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auto last = buffersToUnmap.end() - 1;
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*it = *last;
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buffersToUnmap.erase(last);
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}
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}
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oldbuffer->release();
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}
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if (addbuffertoarray && buffer != nullptr)
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buffersToUnmap.push_back(buffer);
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info->buffers[i] = buffer;
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GLuint gltex = 0;
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if (buffers[i] != nullptr)
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gltex = (GLuint) buffer->getTexelBufferHandle();
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else
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gltex = gl.getDefaultTexelBuffer();
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int texunit = info->ints[i];
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if (shaderactive)
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gl.bindBufferTextureToUnit(gltex, texunit, false, false);
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// Store texture id so it can be re-bound to the texture unit later.
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textureUnits[texunit].texture = gltex;
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@@ -746,11 +907,20 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
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GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
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if (location >= 0)
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glUniform4fv(location, 13, (const GLfloat *) &data);
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// TODO: Find a better place to put this.
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// Buffers used in this shader can be mapped by external code without
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// unmapping. We need to make sure the data on the GPU is up to date,
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// otherwise the shader can read from old data.
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for (Buffer *buffer : buffersToUnmap)
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buffer->unmap();
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}
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int Shader::getUniformTypeComponents(GLenum type) const
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{
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if (getUniformBaseType(type) == UNIFORM_SAMPLER)
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UniformType basetype = getUniformBaseType(type);
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if (basetype == UNIFORM_SAMPLER || basetype == UNIFORM_TEXELBUFFER)
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return 1;
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switch (type)
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@@ -879,6 +1049,10 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
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case GL_SAMPLER_CUBE_MAP_ARRAY:
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case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
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return UNIFORM_SAMPLER;
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case GL_SAMPLER_BUFFER:
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case GL_INT_SAMPLER_BUFFER:
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case GL_UNSIGNED_INT_SAMPLER_BUFFER:
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return UNIFORM_TEXELBUFFER;
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default:
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return UNIFORM_UNKNOWN;
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}
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@@ -922,6 +1096,21 @@ TextureType Shader::getUniformTextureType(GLenum type) const
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}
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}
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DataBaseType Shader::getUniformTexelBufferType(GLenum type) const
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{
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switch (type)
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{
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case GL_SAMPLER_BUFFER:
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return DATA_BASETYPE_FLOAT;
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case GL_INT_SAMPLER_BUFFER:
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return DATA_BASETYPE_INT;
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case GL_UNSIGNED_INT_SAMPLER_BUFFER:
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return DATA_BASETYPE_UINT;
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default:
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return DATA_BASETYPE_MAX_ENUM;
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}
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}
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bool Shader::isDepthTextureType(GLenum type) const
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{
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switch (type)
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