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Fix the stencil buffer in Canvases when the graphics driver uses a MSAA value for the Canvas' buffers that's greater than the number of requested MSAA samples.
Fixes https://love2d.org/forums/viewtopic.php?f=4&t=79701
This commit is contained in:
@@ -434,7 +434,8 @@ Canvas::Canvas(int width, int height, Format format, int msaa)
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, msaa_buffer(0)
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, depth_stencil(0)
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, format(format)
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, msaa_samples(msaa)
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, requested_samples(msaa)
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, actual_samples(0)
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, msaa_dirty(false)
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, texture_memory(0)
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{
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@@ -484,6 +485,14 @@ Canvas::~Canvas()
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bool Canvas::createMSAAFBO(GLenum internalformat)
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{
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actual_samples = requested_samples;
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if (actual_samples <= 1)
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{
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actual_samples = 0;
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return false;
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}
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// Create our FBO without a texture.
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status = strategy->createFBO(fbo, 0);
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@@ -497,7 +506,7 @@ bool Canvas::createMSAAFBO(GLenum internalformat)
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}
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// Create and attach the MSAA buffer for our FBO.
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if (strategy->createMSAABuffer(width, height, msaa_samples, internalformat, msaa_buffer))
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if (strategy->createMSAABuffer(width, height, actual_samples, internalformat, msaa_buffer))
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status = GL_FRAMEBUFFER_COMPLETE;
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else
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status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
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@@ -512,7 +521,7 @@ bool Canvas::createMSAAFBO(GLenum internalformat)
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strategy->deleteFBO(fbo, 0, msaa_buffer);
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strategy->deleteFBO(resolve_fbo, 0, 0);
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fbo = msaa_buffer = resolve_fbo = 0;
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msaa_samples = 0;
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actual_samples = 0;
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}
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if (current != this)
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@@ -534,6 +543,12 @@ bool Canvas::loadVolatile()
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return false;
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}
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int max_samples = 0;
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if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object || GLEE_EXT_framebuffer_multisample)
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glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
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requested_samples = std::max(std::min(requested_samples, max_samples), 0);
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glGenTextures(1, &texture);
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gl.bindTexture(texture);
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@@ -566,23 +581,9 @@ bool Canvas::loadVolatile()
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return false;
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}
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int max_samples = 0;
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if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object
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|| GLEE_EXT_framebuffer_multisample)
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{
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glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
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}
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if (msaa_samples > max_samples)
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msaa_samples = max_samples;
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// Try to create a MSAA FBO if requested.
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bool msaasuccess = false;
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if (msaa_samples > 1)
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msaasuccess = createMSAAFBO(internalformat);
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// On failure (or no requested MSAA), fall back to a regular FBO.
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if (!msaasuccess)
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// Try to create a MSAA FBO if requested. On failure (or no requested MSAA),
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// fall back to a regular FBO.
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if (!createMSAAFBO(internalformat))
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status = strategy->createFBO(fbo, texture);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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@@ -603,7 +604,7 @@ bool Canvas::loadVolatile()
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texture_memory = (getFormatBitsPerPixel(format) * width * height) / 8;
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if (msaa_buffer != 0)
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texture_memory += (texture_memory * msaa_samples);
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texture_memory += (texture_memory * actual_samples);
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gl.updateTextureMemorySize(prevmemsize, texture_memory);
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@@ -742,7 +743,7 @@ void Canvas::startGrab(const std::vector<Canvas *> &canvases)
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if ((int) canvases.size() + 1 > gl.getMaxRenderTargets())
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throw love::Exception("This system can't simultaniously render to %d canvases.", canvases.size()+1);
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if (msaa_samples != 0)
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if (actual_samples != 0)
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throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
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}
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@@ -880,7 +881,7 @@ bool Canvas::checkCreateStencil()
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if (current != this)
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strategy->bindFBO(fbo);
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bool success = strategy->createStencil(width, height, msaa_samples, depth_stencil);
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bool success = strategy->createStencil(width, height, requested_samples, depth_stencil);
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if (current && current != this)
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strategy->bindFBO(current->fbo);
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@@ -899,9 +900,9 @@ love::image::ImageData *Canvas::getImageData(love::image::Image *image)
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GLubyte *pixels = new GLubyte[size];
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// Our texture is attached to 'resolve_fbo' when we use MSAA.
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if (msaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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if (resolve_fbo != 0 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
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else if (msaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
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else if (resolve_fbo != 0 && GLEE_EXT_framebuffer_multisample)
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
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else
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strategy->bindFBO(fbo);
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@@ -926,9 +927,9 @@ void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
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resolveMSAA();
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// Our texture is attached to 'resolve_fbo' when we use MSAA.
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if (msaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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if (resolve_fbo != 0 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
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glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
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else if (msaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
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else if (resolve_fbo != 0 && GLEE_EXT_framebuffer_multisample)
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glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
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else if (current != this)
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strategy->bindFBO(fbo);
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@@ -111,7 +111,7 @@ public:
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inline int getMSAA() const
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{
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return msaa_samples;
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return actual_samples;
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}
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bool resolveMSAA();
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@@ -155,7 +155,8 @@ private:
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std::vector<Canvas *> attachedCanvases;
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int msaa_samples;
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int requested_samples;
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int actual_samples;
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bool msaa_dirty;
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size_t texture_memory;
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