Merge branch '12.0-development' into GraphicsBuffer

This commit is contained in:
Alex Szpakowski
2020-02-28 23:10:21 -04:00
32 changed files with 338 additions and 332 deletions
+25 -25
View File
@@ -234,13 +234,13 @@ bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, b
setDebug(isDebugEnabled());
if (streamBufferState.vb[0] == nullptr)
if (batchedDrawState.vb[0] == nullptr)
{
// Initial sizes that should be good enough for most cases. It will
// resize to fit if needed, later.
streamBufferState.vb[0] = CreateStreamBuffer(BUFFERTYPE_VERTEX, 1024 * 1024 * 1);
streamBufferState.vb[1] = CreateStreamBuffer(BUFFERTYPE_VERTEX, 256 * 1024 * 1);
streamBufferState.indexBuffer = CreateStreamBuffer(BUFFERTYPE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
batchedDrawState.vb[0] = CreateStreamBuffer(BUFFERTYPE_VERTEX, 1024 * 1024 * 1);
batchedDrawState.vb[1] = CreateStreamBuffer(BUFFERTYPE_VERTEX, 256 * 1024 * 1);
batchedDrawState.indexBuffer = CreateStreamBuffer(BUFFERTYPE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
}
// Reload all volatile objects.
@@ -293,7 +293,7 @@ void Graphics::unSetMode()
if (!isCreated())
return;
flushStreamDraws();
flushBatchedDraws();
// Unload all volatile objects. These must be reloaded after the display
// mode change.
@@ -321,7 +321,7 @@ void Graphics::unSetMode()
void Graphics::setActive(bool enable)
{
flushStreamDraws();
flushBatchedDraws();
// Make sure all pending OpenGL commands have fully executed before
// returning, when going from active to inactive. This is required on iOS.
@@ -505,7 +505,7 @@ void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h,
OpenGL::TempDebugGroup debuggroup("setRenderTargets");
flushStreamDraws();
flushBatchedDraws();
endPass();
bool iswindow = rts.getFirstTarget().texture == nullptr;
@@ -621,7 +621,7 @@ void Graphics::endPass()
void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth)
{
if (c.hasValue || stencil.hasValue || depth.hasValue)
flushStreamDraws();
flushBatchedDraws();
GLbitfield flags = 0;
@@ -678,7 +678,7 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
return;
}
flushStreamDraws();
flushBatchedDraws();
bool drawbuffersmodified = false;
ncolors = std::min(ncolors, ncolorRTs);
@@ -754,7 +754,7 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt sten
void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
{
flushStreamDraws();
flushBatchedDraws();
discard(OpenGL::FRAMEBUFFER_ALL, colorbuffers, depthstencil);
}
@@ -935,7 +935,7 @@ void Graphics::present(void *screenshotCallbackData)
deprecations.draw(this);
flushStreamDraws();
flushBatchedDraws();
endPass();
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
@@ -1038,9 +1038,9 @@ void Graphics::present(void *screenshotCallbackData)
glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer);
#endif
for (StreamBuffer *buffer : streamBufferState.vb)
for (StreamBuffer *buffer : batchedDrawState.vb)
buffer->nextFrame();
streamBufferState.indexBuffer->nextFrame();
batchedDrawState.indexBuffer->nextFrame();
auto window = getInstance<love::window::Window>(M_WINDOW);
if (window != nullptr)
@@ -1068,7 +1068,7 @@ void Graphics::present(void *screenshotCallbackData)
void Graphics::setScissor(const Rect &rect)
{
flushStreamDraws();
flushBatchedDraws();
DisplayState &state = states.back();
@@ -1093,7 +1093,7 @@ void Graphics::setScissor(const Rect &rect)
void Graphics::setScissor()
{
if (states.back().scissor)
flushStreamDraws();
flushBatchedDraws();
states.back().scissor = false;
@@ -1111,7 +1111,7 @@ void Graphics::drawToStencilBuffer(StencilAction action, int value)
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();
flushBatchedDraws();
writingToStencil = true;
@@ -1156,7 +1156,7 @@ void Graphics::stopDrawToStencilBuffer()
if (!writingToStencil)
return;
flushStreamDraws();
flushBatchedDraws();
writingToStencil = false;
@@ -1174,7 +1174,7 @@ void Graphics::setStencilTest(CompareMode compare, int value)
DisplayState &state = states.back();
if (state.stencilCompare != compare || state.stencilTestValue != value)
flushStreamDraws();
flushBatchedDraws();
state.stencilCompare = compare;
state.stencilTestValue = value;
@@ -1211,7 +1211,7 @@ void Graphics::setDepthMode(CompareMode compare, bool write)
DisplayState &state = states.back();
if (state.depthTest != compare || state.depthWrite != write)
flushStreamDraws();
flushBatchedDraws();
state.depthTest = compare;
state.depthWrite = write;
@@ -1233,7 +1233,7 @@ void Graphics::setFrontFaceWinding(Winding winding)
DisplayState &state = states.back();
if (state.winding != winding)
flushStreamDraws();
flushBatchedDraws();
state.winding = winding;
@@ -1255,7 +1255,7 @@ void Graphics::setColor(Colorf c)
void Graphics::setColorMask(ColorChannelMask mask)
{
flushStreamDraws();
flushBatchedDraws();
glColorMask(mask.r, mask.g, mask.b, mask.a);
states.back().colorMask = mask;
@@ -1264,7 +1264,7 @@ void Graphics::setColorMask(ColorChannelMask mask)
void Graphics::setBlendState(const BlendState &blend)
{
if (!(blend == states.back().blend))
flushStreamDraws();
flushBatchedDraws();
if (blend.operationRGB == BLENDOP_MAX || blend.operationA == BLENDOP_MAX
|| blend.operationRGB == BLENDOP_MIN || blend.operationA == BLENDOP_MIN)
@@ -1294,8 +1294,8 @@ void Graphics::setBlendState(const BlendState &blend)
void Graphics::setPointSize(float size)
{
if (streamBufferState.primitiveMode == PRIMITIVE_POINTS)
flushStreamDraws();
if (batchedDrawState.primitiveMode == PRIMITIVE_POINTS)
flushBatchedDraws();
gl.setPointSize(size * getCurrentDPIScale());
states.back().pointSize = size;
@@ -1307,7 +1307,7 @@ void Graphics::setWireframe(bool enable)
if (GLAD_ES_VERSION_2_0)
return;
flushStreamDraws();
flushBatchedDraws();
glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
states.back().wireframe = enable;