mirror of
https://github.com/love2d/love.git
synced 2026-08-17 19:23:38 +02:00
Add new texel buffer type.
GLSL 3+ shaders can read from texel buffers by declaring a uniform samplerBuffer variable and calling texelFetch with a 0-based index, in the shader code. All attributes in a texel buffer's format array must have the same data format (e.g. all 'floatvec4' formats). Shader:send accepts a texel Buffer for samplerBuffer uniforms. Added 'texelbuffer' to love.graphics.getSupported (requires GLSL 3+ and desktop OpenGL). Added 'texelbuffersize' to love.graphics.getSystemLimits. Returns the max number of values in a texel buffer (array length multiplied by the number of attributes declared in the buffer's format array).
This commit is contained in:
@@ -35,13 +35,45 @@ namespace graphics
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namespace opengl
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{
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static GLenum getGLFormat(DataFormat format)
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{
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switch (format)
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{
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case DATAFORMAT_FLOAT: return GL_R32F;
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case DATAFORMAT_FLOAT_VEC2: return GL_RG32F;
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case DATAFORMAT_FLOAT_VEC3: return GL_RGB32F;
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case DATAFORMAT_FLOAT_VEC4: return GL_RGBA32F;
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case DATAFORMAT_INT32: return GL_R32I;
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case DATAFORMAT_INT32_VEC2: return GL_RG32I;
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case DATAFORMAT_INT32_VEC3: return GL_RGB32I;
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case DATAFORMAT_INT32_VEC4: return GL_RGBA32I;
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case DATAFORMAT_UINT32: return GL_R32UI;
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case DATAFORMAT_UINT32_VEC2: return GL_RG32UI;
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case DATAFORMAT_UINT32_VEC3: return GL_RGB32UI;
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case DATAFORMAT_UINT32_VEC4: return GL_RGBA32UI;
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case DATAFORMAT_UNORM8_VEC4: return GL_RGBA8;
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case DATAFORMAT_INT8_VEC4: return GL_RGBA8I;
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case DATAFORMAT_UINT8_VEC4: return GL_RGBA8UI;
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case DATAFORMAT_UNORM16_VEC2: return GL_RG16;
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case DATAFORMAT_UNORM16_VEC4: return GL_RGBA16;
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case DATAFORMAT_INT16_VEC2: return GL_RG16I;
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case DATAFORMAT_INT16_VEC4: return GL_RGBA16I;
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case DATAFORMAT_UINT16: return GL_R16UI;
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case DATAFORMAT_UINT16_VEC2: return GL_RG16UI;
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case DATAFORMAT_UINT16_VEC4: return GL_RGBA16UI;
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default: return GL_ZERO;
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}
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}
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Buffer::Buffer(love::graphics::Graphics *gfx, const Settings &settings, const std::vector<DataDeclaration> &format, const void *data, size_t size, size_t arraylength)
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: love::graphics::Buffer(gfx, settings, format, size, arraylength)
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{
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size = getSize();
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arraylength = getArrayLength();
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if (typeFlags & TYPEFLAG_VERTEX)
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if (typeFlags & TYPEFLAG_TEXEL)
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mapType = BUFFERTYPE_TEXEL;
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else if (typeFlags & TYPEFLAG_VERTEX)
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mapType = BUFFERTYPE_VERTEX;
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else if (typeFlags & TYPEFLAG_INDEX)
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mapType = BUFFERTYPE_INDEX;
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@@ -62,8 +94,9 @@ Buffer::Buffer(love::graphics::Graphics *gfx, const Settings &settings, const st
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if (!load(data != nullptr))
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{
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unloadVolatile();
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delete[] memoryMap;
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throw love::Exception("Could not load vertex buffer (out of VRAM?)");
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throw love::Exception("Could not create buffer (out of VRAM?)");
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}
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}
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@@ -75,31 +108,45 @@ Buffer::~Buffer()
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bool Buffer::loadVolatile()
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{
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if (buffer != 0)
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return true;
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return load(true);
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}
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void Buffer::unloadVolatile()
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{
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mapped = false;
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if (vbo != 0)
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gl.deleteBuffer(vbo);
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vbo = 0;
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if (buffer != 0)
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gl.deleteBuffer(buffer);
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buffer = 0;
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if (texture != 0)
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gl.deleteTexture(texture);
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texture = 0;
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}
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bool Buffer::load(bool restore)
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{
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glGenBuffers(1, &vbo);
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gl.bindBuffer(mapType, vbo);
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while (glGetError() != GL_NO_ERROR)
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/* Clear the error buffer. */;
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glGenBuffers(1, &buffer);
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gl.bindBuffer(mapType, buffer);
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// Copy the old buffer only if 'restore' was requested.
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const GLvoid *src = restore ? memoryMap : nullptr;
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// Note that if 'src' is '0', no data will be copied.
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glBufferData(target, (GLsizeiptr) getSize(), src, OpenGL::getGLBufferUsage(getUsage()));
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if (getTypeFlags() & TYPEFLAG_TEXEL)
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{
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glGenTextures(1, &texture);
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gl.bindBufferTextureToUnit(texture, 0, false, true);
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glTexBuffer(target, getGLFormat(getDataMember(0).decl.format), buffer);
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}
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return (glGetError() == GL_NO_ERROR);
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}
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@@ -123,7 +170,7 @@ void Buffer::unmapStatic(size_t offset, size_t size)
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return;
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// Upload the mapped data to the buffer.
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gl.bindBuffer(mapType, vbo);
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gl.bindBuffer(mapType, buffer);
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glBufferSubData(target, (GLintptr) offset, (GLsizeiptr) size, memoryMap + offset);
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}
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@@ -133,7 +180,7 @@ void Buffer::unmapStream()
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// "orphan" current buffer to avoid implicit synchronisation on the GPU:
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// http://www.seas.upenn.edu/~pcozzi/OpenGLInsights/OpenGLInsights-AsynchronousBufferTransfers.pdf
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gl.bindBuffer(mapType, vbo);
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gl.bindBuffer(mapType, buffer);
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glBufferData(target, (GLsizeiptr) getSize(), nullptr, glusage);
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#if LOVE_WINDOWS
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@@ -224,16 +271,11 @@ void Buffer::fill(size_t offset, size_t size, const void *data)
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setMappedRangeModified(offset, size);
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else
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{
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gl.bindBuffer(mapType, vbo);
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gl.bindBuffer(mapType, buffer);
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glBufferSubData(target, (GLintptr) offset, (GLsizeiptr) size, data);
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}
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}
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ptrdiff_t Buffer::getHandle() const
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{
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return vbo;
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}
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void Buffer::copyTo(size_t offset, size_t size, love::graphics::Buffer *other, size_t otheroffset)
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{
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other->fill(otheroffset, size, memoryMap + offset);
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@@ -53,7 +53,9 @@ public:
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void unmap() override;
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void setMappedRangeModified(size_t offset, size_t size) override;
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void fill(size_t offset, size_t size, const void *data) override;
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ptrdiff_t getHandle() const override;
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ptrdiff_t getHandle() const override { return buffer; };
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ptrdiff_t getTexelBufferHandle() const override { return texture; };
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void copyTo(size_t offset, size_t size, love::graphics::Buffer *other, size_t otheroffset) override;
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@@ -67,8 +69,11 @@ private:
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BufferType mapType = BUFFERTYPE_VERTEX;
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GLenum target = 0;
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// The VBO identifier. Assigned by OpenGL.
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GLuint vbo = 0;
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// The buffer object identifier. Assigned by OpenGL.
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GLuint buffer = 0;
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// Used for Texel Buffer types.
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GLuint texture = 0;
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// A pointer to mapped memory.
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char *memoryMap = nullptr;
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@@ -91,6 +91,7 @@ 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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, defaultBuffers()
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, supportedFormats()
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{
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gl = OpenGL();
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@@ -243,6 +244,27 @@ bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, b
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batchedDrawState.indexBuffer = CreateStreamBuffer(BUFFERTYPE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
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}
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if (capabilities.features[FEATURE_TEXEL_BUFFER] && defaultBuffers[BUFFERTYPE_TEXEL].get() == nullptr)
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{
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Buffer::Settings settings(Buffer::TYPEFLAG_TEXEL, 0, BUFFERUSAGE_STATIC);
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std::vector<Buffer::DataDeclaration> format = {{"", DATAFORMAT_FLOAT_VEC4, 0}};
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const float texel[] = {0.0f, 0.0f, 0.0f, 1.0f};
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love::graphics::Buffer *buffer = newBuffer(settings, format, texel, sizeof(texel), 1);
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defaultBuffers[BUFFERTYPE_TEXEL].set(buffer, Acquire::NORETAIN);
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}
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// Load default resources before other Volatile.
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for (int i = 0; i < BUFFERTYPE_MAX_ENUM; i++)
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{
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if (defaultBuffers[i].get())
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((Buffer *) defaultBuffers[i].get())->loadVolatile();
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}
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if (defaultBuffers[BUFFERTYPE_TEXEL].get())
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gl.setDefaultTexelBuffer((GLuint) defaultBuffers[BUFFERTYPE_TEXEL]->getTexelBufferHandle());
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// Reload all volatile objects.
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if (!Volatile::loadAll())
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::printf("Could not reload all volatile objects.\n");
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@@ -1366,17 +1388,19 @@ void Graphics::initCapabilities()
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capabilities.features[FEATURE_GLSL3] = GLAD_ES_VERSION_3_0 || gl.isCoreProfile();
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capabilities.features[FEATURE_GLSL4] = GLAD_ES_VERSION_3_1 || (gl.isCoreProfile() && GLAD_VERSION_4_3);
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capabilities.features[FEATURE_INSTANCING] = gl.isInstancingSupported();
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static_assert(FEATURE_MAX_ENUM == 10, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
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capabilities.features[FEATURE_TEXEL_BUFFER] = gl.areTexelBuffersSupported();
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static_assert(FEATURE_MAX_ENUM == 11, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
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capabilities.limits[LIMIT_POINT_SIZE] = gl.getMaxPointSize();
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capabilities.limits[LIMIT_TEXTURE_SIZE] = gl.getMax2DTextureSize();
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capabilities.limits[LIMIT_TEXTURE_LAYERS] = gl.getMaxTextureLayers();
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capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = gl.getMax3DTextureSize();
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capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize();
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capabilities.limits[LIMIT_TEXEL_BUFFER_SIZE] = gl.getMaxTexelBufferSize();
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capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets();
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capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples();
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capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
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static_assert(LIMIT_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new system limit!");
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static_assert(LIMIT_MAX_ENUM == 9, "Graphics::initCapabilities must be updated when adding a new system limit!");
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i);
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@@ -147,6 +147,9 @@ private:
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bool windowHasStencil;
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GLuint mainVAO;
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// Only needed for buffer types that can be bound to shaders.
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StrongRef<love::graphics::Buffer> defaultBuffers[BUFFERTYPE_MAX_ENUM];
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// [rendertarget][readable][srgb]
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OptionalBool supportedFormats[PIXELFORMAT_MAX_ENUM][2][2][2];
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@@ -229,7 +229,7 @@ void OpenGL::setupContext()
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}
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// Initialize multiple texture unit support for shaders.
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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for (int i = 0; i < TEXTURE_MAX_ENUM + 1; i++)
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{
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state.boundTextures[i].clear();
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state.boundTextures[i].resize(maxTextureUnits, 0);
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@@ -280,6 +280,10 @@ void OpenGL::deInitContext()
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}
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}
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if (state.defaultTexelBuffer != 0)
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gl.deleteTexture(state.defaultTexelBuffer);
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state.defaultTexelBuffer = 0;
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contextInitialized = false;
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}
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@@ -459,6 +463,11 @@ void OpenGL::initMaxValues()
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else
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maxTextureArrayLayers = 0;
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if (areTexelBuffersSupported())
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glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &maxTexelBufferSize);
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else
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maxTexelBufferSize = 0;
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int maxattachments = 1;
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int maxdrawbuffers = 1;
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@@ -578,6 +587,7 @@ GLenum OpenGL::getGLBufferType(BufferType type)
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{
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case BUFFERTYPE_VERTEX: return GL_ARRAY_BUFFER;
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case BUFFERTYPE_INDEX: return GL_ELEMENT_ARRAY_BUFFER;
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case BUFFERTYPE_TEXEL: return GL_TEXTURE_BUFFER;
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case BUFFERTYPE_MAX_ENUM: return GL_ZERO;
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}
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@@ -592,7 +602,7 @@ GLenum OpenGL::getGLTextureType(TextureType type)
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case TEXTURE_VOLUME: return GL_TEXTURE_3D;
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case TEXTURE_2D_ARRAY: return GL_TEXTURE_2D_ARRAY;
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case TEXTURE_CUBE: return GL_TEXTURE_CUBE_MAP;
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case TEXTURE_MAX_ENUM: return GL_ZERO;
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case TEXTURE_MAX_ENUM: return GL_TEXTURE_BUFFER; // Hack
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}
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return GL_ZERO;
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@@ -1084,6 +1094,11 @@ void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureun
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}
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}
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void OpenGL::bindBufferTextureToUnit(GLuint texture, int textureunit, bool restoreprev, bool bindforedit)
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{
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bindTextureToUnit(TEXTURE_MAX_ENUM, texture, textureunit, restoreprev, bindforedit);
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}
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void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev, bool bindforedit)
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{
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TextureType textype = TEXTURE_2D;
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@@ -1113,7 +1128,7 @@ void OpenGL::deleteTexture(GLuint texture)
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{
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// glDeleteTextures binds texture 0 to all texture units the deleted texture
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// was bound to before deletion.
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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for (int i = 0; i < TEXTURE_MAX_ENUM + 1; i++)
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{
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for (GLuint &texid : state.boundTextures[i])
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{
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@@ -1402,6 +1417,12 @@ bool OpenGL::isMultiFormatMRTSupported() const
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return getMaxRenderTargets() > 1 && (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object);
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}
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bool OpenGL::areTexelBuffersSupported() const
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{
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// Not supported in ES until 3.2, which we don't support shaders for...
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return GLAD_VERSION_3_1;
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}
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int OpenGL::getMax2DTextureSize() const
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{
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return std::max(max2DTextureSize, 1);
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@@ -1422,6 +1443,11 @@ int OpenGL::getMaxTextureLayers() const
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return std::max(maxTextureArrayLayers, 1);
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}
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int OpenGL::getMaxTexelBufferSize() const
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{
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return maxTexelBufferSize;
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}
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int OpenGL::getMaxRenderTargets() const
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{
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return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
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@@ -306,6 +306,12 @@ public:
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**/
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GLuint getDefaultTexture(TextureType type) const;
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/**
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* Gets the texture ID for love's default texel buffer.
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**/
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GLuint getDefaultTexelBuffer() const { return state.defaultTexelBuffer; }
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void setDefaultTexelBuffer(GLuint tex) { state.defaultTexelBuffer = tex; }
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/**
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* Helper for setting the active texture unit.
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*
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@@ -323,6 +329,8 @@ public:
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void bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev, bool bindforedit = true);
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void bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev, bool bindforedit = true);
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void bindBufferTextureToUnit(GLuint texture, int textureunit, bool restoreprev, bool bindforedit);
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/**
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* Helper for deleting an OpenGL texture.
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* Cleans up if the texture is currently bound.
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@@ -349,6 +357,7 @@ public:
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bool isSamplerLODBiasSupported() const;
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bool isBaseVertexSupported() const;
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bool isMultiFormatMRTSupported() const;
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bool areTexelBuffersSupported() const;
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/**
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* Returns the maximum supported width or height of a texture.
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@@ -358,6 +367,11 @@ public:
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int getMaxCubeTextureSize() const;
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int getMaxTextureLayers() const;
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/**
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* Returns the maximum number of values in a texel buffer.
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**/
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int getMaxTexelBufferSize() const;
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/**
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* Returns the maximum supported number of simultaneous render targets.
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**/
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@@ -436,6 +450,7 @@ private:
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int max3DTextureSize;
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int maxCubeTextureSize;
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int maxTextureArrayLayers;
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int maxTexelBufferSize;
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int maxRenderTargets;
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int maxSamples;
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int maxTextureUnits;
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@@ -451,7 +466,7 @@ private:
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GLuint boundBuffers[BUFFERTYPE_MAX_ENUM];
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// Texture unit state (currently bound texture for each texture unit.)
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std::vector<GLuint> boundTextures[TEXTURE_MAX_ENUM];
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std::vector<GLuint> boundTextures[TEXTURE_MAX_ENUM + 1];
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bool enableState[ENABLE_MAX_ENUM];
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@@ -472,6 +487,7 @@ private:
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GLuint boundFramebuffers[2];
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GLuint defaultTexture[TEXTURE_MAX_ENUM];
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GLuint defaultTexelBuffer;
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} state;
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@@ -69,6 +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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@@ -107,6 +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)
|
||||
@@ -130,12 +141,22 @@ void Shader::mapActiveUniforms()
|
||||
if (u.location == -1)
|
||||
continue;
|
||||
|
||||
if (u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN)
|
||||
if ((u.baseType == UNIFORM_SAMPLER && builtin != BUILTIN_TEXTURE_MAIN) || u.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
TextureUnit unit;
|
||||
unit.type = u.textureType;
|
||||
unit.active = true;
|
||||
unit.texture = gl.getDefaultTexture(u.textureType);
|
||||
|
||||
if (u.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
unit.isTexelBuffer = true;
|
||||
unit.texture = gl.getDefaultTexelBuffer();
|
||||
}
|
||||
else
|
||||
{
|
||||
unit.isTexelBuffer = false;
|
||||
unit.texture = gl.getDefaultTexture(u.textureType);
|
||||
}
|
||||
|
||||
for (int i = 0; i < u.count; i++)
|
||||
textureUnits.push_back(unit);
|
||||
@@ -165,6 +186,7 @@ void Shader::mapActiveUniforms()
|
||||
case UNIFORM_INT:
|
||||
case UNIFORM_BOOL:
|
||||
case UNIFORM_SAMPLER:
|
||||
case UNIFORM_TEXELBUFFER:
|
||||
u.dataSize = sizeof(int) * u.components * u.count;
|
||||
u.data = malloc(u.dataSize);
|
||||
break;
|
||||
@@ -184,7 +206,7 @@ void Shader::mapActiveUniforms()
|
||||
{
|
||||
memset(u.data, 0, u.dataSize);
|
||||
|
||||
if (u.baseType == UNIFORM_SAMPLER)
|
||||
if (u.baseType == UNIFORM_SAMPLER || u.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
int startunit = (int) textureUnits.size() - u.count;
|
||||
|
||||
@@ -196,8 +218,16 @@ void Shader::mapActiveUniforms()
|
||||
|
||||
glUniform1iv(u.location, u.count, u.ints);
|
||||
|
||||
u.textures = new love::graphics::Texture*[u.count];
|
||||
memset(u.textures, 0, sizeof(Texture *) * u.count);
|
||||
if (u.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
u.buffers = new love::graphics::Buffer*[u.count];
|
||||
memset(u.buffers, 0, sizeof(Buffer *) * u.count);
|
||||
}
|
||||
else
|
||||
{
|
||||
u.textures = new love::graphics::Texture*[u.count];
|
||||
memset(u.textures, 0, sizeof(Texture *) * u.count);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -258,7 +288,6 @@ void Shader::mapActiveUniforms()
|
||||
{
|
||||
if (u.textures[i] == nullptr)
|
||||
continue;
|
||||
|
||||
Volatile *v = dynamic_cast<Volatile *>(u.textures[i]);
|
||||
if (v != nullptr)
|
||||
v->loadVolatile();
|
||||
@@ -266,6 +295,19 @@ void Shader::mapActiveUniforms()
|
||||
|
||||
sendTextures(&u, u.textures, u.count, true);
|
||||
}
|
||||
else if (u.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
for (int i = 0; i < u.count; i++)
|
||||
{
|
||||
if (u.buffers[i] == nullptr)
|
||||
continue;
|
||||
Volatile *v = dynamic_cast<Volatile *>(u.buffers[i]);
|
||||
if (v != nullptr)
|
||||
v->loadVolatile();
|
||||
}
|
||||
|
||||
sendBuffers(&u, u.buffers, u.count, true);
|
||||
}
|
||||
}
|
||||
|
||||
// Make sure uniforms that existed before but don't exist anymore are
|
||||
@@ -276,16 +318,26 @@ void Shader::mapActiveUniforms()
|
||||
{
|
||||
free(p.second.data);
|
||||
|
||||
if (p.second.baseType != UNIFORM_SAMPLER)
|
||||
continue;
|
||||
|
||||
for (int i = 0; i < p.second.count; i++)
|
||||
if (p.second.baseType == UNIFORM_SAMPLER)
|
||||
{
|
||||
if (p.second.textures[i] != nullptr)
|
||||
p.second.textures[i]->release();
|
||||
}
|
||||
for (int i = 0; i < p.second.count; i++)
|
||||
{
|
||||
if (p.second.textures[i] != nullptr)
|
||||
p.second.textures[i]->release();
|
||||
}
|
||||
|
||||
delete[] p.second.textures;
|
||||
delete[] p.second.textures;
|
||||
}
|
||||
else if (p.second.baseType == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
for (int i = 0; i < p.second.count; i++)
|
||||
{
|
||||
if (p.second.buffers[i] != nullptr)
|
||||
p.second.buffers[i]->release();
|
||||
}
|
||||
|
||||
delete[] p.second.buffers;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -440,7 +492,12 @@ void Shader::attach()
|
||||
{
|
||||
const TextureUnit &unit = textureUnits[i];
|
||||
if (unit.active)
|
||||
gl.bindTextureToUnit(unit.type, unit.texture, i, false, false);
|
||||
{
|
||||
if (unit.isTexelBuffer)
|
||||
gl.bindBufferTextureToUnit(unit.texture, i, false, false);
|
||||
else
|
||||
gl.bindTextureToUnit(unit.type, unit.texture, i, false, false);
|
||||
}
|
||||
}
|
||||
|
||||
// send any pending uniforms to the shader program.
|
||||
@@ -503,7 +560,7 @@ void Shader::updateUniform(const UniformInfo *info, int count, bool internalupda
|
||||
break;
|
||||
}
|
||||
}
|
||||
else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER)
|
||||
else if (type == UNIFORM_INT || type == UNIFORM_BOOL || type == UNIFORM_SAMPLER || type == UNIFORM_TEXELBUFFER)
|
||||
{
|
||||
switch (info->components)
|
||||
{
|
||||
@@ -644,6 +701,109 @@ void Shader::sendTextures(const UniformInfo *info, love::graphics::Texture **tex
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count)
|
||||
{
|
||||
Shader::sendBuffers(info, buffers, count, false);
|
||||
}
|
||||
|
||||
static bool isTexelBufferTypeCompatible(DataBaseType a, DataBaseType b)
|
||||
{
|
||||
if (a == DATA_BASETYPE_FLOAT || a == DATA_BASETYPE_UNORM || a == DATA_BASETYPE_SNORM)
|
||||
return b == DATA_BASETYPE_FLOAT || b == DATA_BASETYPE_UNORM || b == DATA_BASETYPE_SNORM;
|
||||
|
||||
if (a == DATA_BASETYPE_INT && b == DATA_BASETYPE_INT)
|
||||
return true;
|
||||
|
||||
if (a == DATA_BASETYPE_UINT && b == DATA_BASETYPE_UINT)
|
||||
return true;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void Shader::sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count, bool internalUpdate)
|
||||
{
|
||||
if (info->baseType != UNIFORM_TEXELBUFFER)
|
||||
return;
|
||||
|
||||
uint32 requiredtypeflags = Buffer::TYPEFLAG_TEXEL;
|
||||
|
||||
bool shaderactive = current == this;
|
||||
|
||||
if (!internalUpdate && shaderactive)
|
||||
flushBatchedDraws();
|
||||
|
||||
count = std::min(count, info->count);
|
||||
|
||||
// Bind the textures to the texture units.
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
love::graphics::Buffer *buffer = buffers[i];
|
||||
|
||||
if (buffer != nullptr)
|
||||
{
|
||||
if ((buffer->getTypeFlags() & requiredtypeflags) == 0)
|
||||
{
|
||||
if (internalUpdate)
|
||||
continue;
|
||||
else
|
||||
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());
|
||||
}
|
||||
|
||||
DataBaseType basetype = buffer->getDataMember(0).info.baseType;
|
||||
if (!isTexelBufferTypeCompatible(basetype, info->texelBufferType))
|
||||
{
|
||||
if (internalUpdate)
|
||||
continue;
|
||||
else
|
||||
throw love::Exception("Texel buffer's data format base type must match the variable declared in the shader.");
|
||||
}
|
||||
|
||||
buffer->retain();
|
||||
}
|
||||
|
||||
bool addbuffertoarray = true;
|
||||
|
||||
if (info->buffers[i] != nullptr)
|
||||
{
|
||||
Buffer *oldbuffer = info->buffers[i];
|
||||
auto it = std::find(buffersToUnmap.begin(), buffersToUnmap.end(), oldbuffer);
|
||||
if (it != buffersToUnmap.end())
|
||||
{
|
||||
addbuffertoarray = false;
|
||||
if (buffer != nullptr)
|
||||
*it = buffer;
|
||||
else
|
||||
{
|
||||
auto last = buffersToUnmap.end() - 1;
|
||||
*it = *last;
|
||||
buffersToUnmap.erase(last);
|
||||
}
|
||||
}
|
||||
|
||||
oldbuffer->release();
|
||||
}
|
||||
|
||||
if (addbuffertoarray && buffer != nullptr)
|
||||
buffersToUnmap.push_back(buffer);
|
||||
|
||||
info->buffers[i] = buffer;
|
||||
|
||||
GLuint gltex = 0;
|
||||
if (buffers[i] != nullptr)
|
||||
gltex = (GLuint) buffer->getTexelBufferHandle();
|
||||
else
|
||||
gltex = gl.getDefaultTexelBuffer();
|
||||
|
||||
int texunit = info->ints[i];
|
||||
|
||||
if (shaderactive)
|
||||
gl.bindBufferTextureToUnit(gltex, texunit, false, false);
|
||||
|
||||
// Store texture id so it can be re-bound to the texture unit later.
|
||||
textureUnits[texunit].texture = gltex;
|
||||
}
|
||||
}
|
||||
|
||||
void Shader::flushBatchedDraws() const
|
||||
{
|
||||
if (current == this)
|
||||
@@ -756,11 +916,20 @@ void Shader::updateBuiltinUniforms(love::graphics::Graphics *gfx, int viewportW,
|
||||
GLint location = builtinUniforms[BUILTIN_UNIFORMS_PER_DRAW];
|
||||
if (location >= 0)
|
||||
glUniform4fv(location, 13, (const GLfloat *) &data);
|
||||
|
||||
// TODO: Find a better place to put this.
|
||||
// Buffers used in this shader can be mapped by external code without
|
||||
// unmapping. We need to make sure the data on the GPU is up to date,
|
||||
// otherwise the shader can read from old data.
|
||||
for (Buffer *buffer : buffersToUnmap)
|
||||
buffer->unmap();
|
||||
}
|
||||
|
||||
int Shader::getUniformTypeComponents(GLenum type) const
|
||||
{
|
||||
if (getUniformBaseType(type) == UNIFORM_SAMPLER)
|
||||
UniformType basetype = getUniformBaseType(type);
|
||||
|
||||
if (basetype == UNIFORM_SAMPLER || basetype == UNIFORM_TEXELBUFFER)
|
||||
return 1;
|
||||
|
||||
switch (type)
|
||||
@@ -889,6 +1058,10 @@ Shader::UniformType Shader::getUniformBaseType(GLenum type) const
|
||||
case GL_SAMPLER_CUBE_MAP_ARRAY:
|
||||
case GL_SAMPLER_CUBE_MAP_ARRAY_SHADOW:
|
||||
return UNIFORM_SAMPLER;
|
||||
case GL_SAMPLER_BUFFER:
|
||||
case GL_INT_SAMPLER_BUFFER:
|
||||
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
|
||||
return UNIFORM_TEXELBUFFER;
|
||||
default:
|
||||
return UNIFORM_UNKNOWN;
|
||||
}
|
||||
@@ -932,6 +1105,21 @@ TextureType Shader::getUniformTextureType(GLenum type) const
|
||||
}
|
||||
}
|
||||
|
||||
DataBaseType Shader::getUniformTexelBufferType(GLenum type) const
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case GL_SAMPLER_BUFFER:
|
||||
return DATA_BASETYPE_FLOAT;
|
||||
case GL_INT_SAMPLER_BUFFER:
|
||||
return DATA_BASETYPE_INT;
|
||||
case GL_UNSIGNED_INT_SAMPLER_BUFFER:
|
||||
return DATA_BASETYPE_UINT;
|
||||
default:
|
||||
return DATA_BASETYPE_MAX_ENUM;
|
||||
}
|
||||
}
|
||||
|
||||
bool Shader::isDepthTextureType(GLenum type) const
|
||||
{
|
||||
switch (type)
|
||||
|
||||
@@ -62,6 +62,7 @@ public:
|
||||
const UniformInfo *getUniformInfo(BuiltinUniform builtin) const override;
|
||||
void updateUniform(const UniformInfo *info, int count) override;
|
||||
void sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count) override;
|
||||
void sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count) override;
|
||||
bool hasUniform(const std::string &name) const override;
|
||||
ptrdiff_t getHandle() const override;
|
||||
void setVideoTextures(love::graphics::Texture *ytexture, love::graphics::Texture *cbtexture, love::graphics::Texture *crtexture) override;
|
||||
@@ -75,6 +76,7 @@ private:
|
||||
{
|
||||
GLuint texture = 0;
|
||||
TextureType type = TEXTURE_2D;
|
||||
bool isTexelBuffer = false;
|
||||
bool active = false;
|
||||
};
|
||||
|
||||
@@ -83,11 +85,13 @@ private:
|
||||
|
||||
void updateUniform(const UniformInfo *info, int count, bool internalupdate);
|
||||
void sendTextures(const UniformInfo *info, love::graphics::Texture **textures, int count, bool internalupdate);
|
||||
void sendBuffers(const UniformInfo *info, love::graphics::Buffer **buffers, int count, bool internalupdate);
|
||||
|
||||
int getUniformTypeComponents(GLenum type) const;
|
||||
MatrixSize getMatrixSize(GLenum type) const;
|
||||
UniformType getUniformBaseType(GLenum type) const;
|
||||
TextureType getUniformTextureType(GLenum type) const;
|
||||
DataBaseType getUniformTexelBufferType(GLenum type) const;
|
||||
bool isDepthTextureType(GLenum type) const;
|
||||
|
||||
void flushBatchedDraws() const;
|
||||
@@ -115,6 +119,8 @@ private:
|
||||
|
||||
std::vector<std::pair<const UniformInfo *, int>> pendingUniformUpdates;
|
||||
|
||||
std::vector<Buffer *> buffersToUnmap;
|
||||
|
||||
float lastPointSize;
|
||||
|
||||
}; // Shader
|
||||
|
||||
Reference in New Issue
Block a user