Commit Graph

1479 Commits

Author SHA1 Message Date
Sasha Szpakowski 42812ad521 Add texture views. Fixes #2022.
Add love.graphics.newTextureView(basetexture, viewsettings). Requires GLSL4 support.
Add 'viewformats' boolean setting to texture setting tables.
Add Texture:hasViewFormats.

The viewsettings table has the following fields:
  format = nil, -- set this to a pixel format to override the base format. It must have the same number of bytes per pixel as the original, and the 'viewformats' setting on the original texture must be true for this to work. Cannot be used for compressed or depth/stencil textures.
  type = nil, -- set this to a texture type to override the base texture type. 2d base textures can make [2d, array] views. [array, cube] base textures can make [2d, array, cube] views.
  mipmapstart = nil, -- set to a number to use a less detailed mipmap level as a base.
  mipmapcount = nil, -- set to a number to override the number of mipmaps in the texture view.
  layerstart = nil, -- set to a number to use a specific layer or cube face as a base.
  layers = nil, -- set to a number to override the number of layers in an array texture view.
2024-02-24 15:45:43 -04:00
Sasha Szpakowski 1e97e09b28 Rework internal module registration to happen in constructors. 2024-02-24 15:21:38 -04:00
Sasha Szpakowski 007090af14 ImageData: remove automatic mutex locks. 2024-02-18 17:06:40 -04:00
Sasha Szpakowski d880c48502 Clean up some internal texture data upload parameters. 2024-02-17 14:10:38 -04:00
Sasha Szpakowski 64a30f177f Merge branch 'main' into 12.0-development 2024-02-10 12:24:48 -04:00
Sasha Szpakowski 94d5864144 update year for copyright notice 2024-02-10 12:13:22 -04:00
Sasha Szpakowski fb002ee59b opengl: fixes for default storage buffer bindings. 2024-01-09 21:10:20 -04:00
Sasha Szpakowski 3e8345280f Move default texel and shader storage buffers to high level code. 2024-01-08 22:13:47 -04:00
Sasha Szpakowski aaab9791d5 Improve backbuffer depth buffer.
- Setting the depth buffer for the backbuffer is now done as a boolean instead of a bit depth integer, in love.conf or love.window.setMode.
- Error if depth writes are enabled when the active canvas setup or backbuffer does not have a depth buffer (now it matches stencil behaviour).
- Don't allocate a backbuffer depth-stencil buffer if they're not requested. Metal also determines the format for that buffer based on which combination of depth and stencil is requested. OpenGL still has to allocate the depth-stencil buffer for the backbuffer all the time, because changing it requires the context to be recreated.
2024-01-06 15:21:06 -04:00
Sasha Szpakowski 04462ece30 graphics: clean up some stencil code 2024-01-04 21:35:52 -04:00
Sasha Szpakowski 9b5851e039 Move current love.graphics.setStencilMode functionality to setStencilState.
Add new higher level love.graphics.setStencilMode function.
- Add love.graphics.setStencilMode(mode [, value = 1])
- Add love.graphics.setStencilMode().
- Add mode, value = love.graphics.getStencilMode().

The possible modes are "off" (same as no parameters), "draw", and "test".
The "draw" mode disables color writes and sets the stencil state to ("replace", "always") using the given value.
The "test" mode enables color writes and sets the stencil state to ("keep", "equal") using the given value to compare to.
2024-01-04 16:23:49 -04:00
Sasha Szpakowski 77c5ea1d6b graphics: move buffer:clear error checking to high level code 2024-01-02 11:13:31 -04:00
Sasha Szpakowski dbcdbc47d5 Add debugname field to shader options table. 2023-12-29 16:51:24 +01:00
Sasha Szpakowski 8872497561 graphics: handle default textures in high level code.
Previously each backend had to set up default textures with its own code, which needs some care for it to be robust.
2023-12-27 21:28:02 +01:00
Sasha Szpakowski 7b899fbc17 opengl: add version checks when setting debug names. 2023-12-13 20:27:31 -04:00
niki c8da517759 don't use optional for debugName 2023-12-14 00:42:19 +01:00
niki 7a25dfa7fc add texture:getDebugName and buffer:getDebugName 2023-12-14 00:09:08 +01:00
niki a5d7ba1589 implement #1992
add debugname to settings table for texture and buffer,
which can be used for debugging in e.g. RenderDoc.
2023-12-13 14:28:34 +01:00
Sasha Szpakowski 343d192f10 Compressed texture formats have explicit sRGB variants 2023-10-14 15:01:01 -03:00
Sasha Szpakowski 9eec1754e7 opengl: fix clearing the depth buffer. 2023-10-14 10:30:51 -03:00
Sasha Szpakowski 983ea6c0e6 Remove explicit support for systems that don't support rgba8 canvases.
This is just a very small number of really old OpenGL ES 2 drivers.
2023-10-13 21:53:45 -03:00
Sasha Szpakowski 5dc7b7d05b remove some redundant OpenGL API calls when clearing Canvases 2023-10-09 15:13:47 -03:00
Sasha Szpakowski 8958d155ab opengl: Fix blue component of love.graphics.setColorMask 2023-10-09 15:13:03 -03:00
Sasha Szpakowski 4787d50078 opengl: fix color mask 2023-10-09 14:10:24 -03:00
Sasha Szpakowski 2789e5eabf opengl: fix clearing integer format Canvases. 2023-10-08 21:36:10 -03:00
Sasha Szpakowski b8cbb62bc3 opengl: scissor and color mask no longer affects love.graphics.clear.
This makes it more consistent with other backends.
2023-10-08 21:08:59 -03:00
Sasha Szpakowski c70b0a0b03 Add Buffer:clear, to reset all or part of a Buffer's contents to 0. 2023-02-19 19:36:03 -04:00
Sasha Szpakowski 2178b634c8 Add functions for indirect draws and compute dispatches.
Resolves #1879.

- Add an 'indirectdraw' boolean field to the graphics feature support table returned by love.graphics.getSupported. This is almost always supported when compute shaders are supported, except on a few older phones.

- Add an 'indirectarguments' boolean field to the settings table in love.graphics.newBuffer.

- Add love.graphics.dispatchIndirect(shader, argumentsbuffer [, argumentsindex = 1]).
    The compute dispatch's threadgroup width, height, and depth values are fetched from the buffer (as 3 uints) instead of coming from function parameters.

- Add love.graphics.drawIndirect(mesh, argumentsbuffer, argumentsindex, x, y, ....).
    Vertex or index count, instance count, and other related parameters for drawing the mesh are fetched from the buffer (as 4 or 5 uints depending on whether the mesh has an index buffer) instead of coming from function parameters. It's usually a good idea to keep parameters other than the instance count in sync with what the mesh should be using.

- Add love.graphics.drawFromShaderIndirect(drawmode, argumentsbuffer [, argumentsindex = 1] [, maintexture = nil]) and drawFromShaderIndirect(indexbuffer, argumentsbuffer [, argumentsindex] [, maintexture = nil]).
    Vertex or index count, instance count, and other related parameters are fetched from the buffer as 4 or 5 uints, as above.

For the dispatch indirect arguments buffer, it has to have 3 uint32 elements: { uint threadgroupsX, uint threadgroupsY, uint threadgroupsZ }.

For non-indexed draws, the arguments buffer has to have 4 uint32 elements: { uint vertexCount, uint instanceCount, uint baseVertex, uint baseInstance }. Note that baseInstance should always be set to 0 as many drivers don't support non-zero values.

For draws which use an index buffer, the arguments buffer has to have 5 uint32 elements: { uint indexCount, uint instanceCount, uint firstIndex, uint baseVertex, uint baseInstance }. As above, the baseInstance value should always be 0.

A buffer can be created to have an array of those structures, which can be used with the argumentsindex parameter of the Indirect dispatch/draw functions.
2023-02-05 15:55:19 -04:00
Sasha Szpakowski defe811f62 Allow creating a mipmapped texture with less than the full mip range.
When creating a texture with user-specified mipmaps, it no longer errors if all mipmaps down to 1x1 aren't present.

Added a 'mipmapcount' field to the settings table in newImage and friends (only used when mipmaps are enabled for the texture.) If it's set, only mipmap levels up to the specified count will be created instead of always creating the full range.

Old OpenGL ES 2 devices don't support loading a mipmapped texture without the full mipmap range, so there's a new 'mipmaprange' boolean field in the table returned by love.graphics.getSupported.
2023-01-29 16:02:39 -04:00
Sasha Szpakowski 9edae19d74 Merge branch 'main' into 12.0-development 2023-01-14 22:40:13 -04:00
Sasha Szpakowski 592c306276 Fix images with mipmaps when ANGLE is used with an AMD gpu. 2023-01-14 22:35:00 -04:00
Sasha Szpakowski 249d90067e Don't discard the backbuffer depth/stencil in setCanvas.
#1893.
2023-01-11 08:58:12 -04:00
Sasha Szpakowski f6cdbdc868 Merge branch 'main' into 12.0-development 2022-12-31 22:46:34 -04:00
Sasha Szpakowski c823dbca96 Update copyright year for 2023 2022-12-31 22:25:49 -04:00
Matt Durgavich c441797976 Prefer snprintf over sprintf in OpenGL 2022-12-26 20:57:56 -05:00
Sasha Szpakowski 6599697835 opengl: Fix love_PixelCoord and love_ScreenSize in shaders.
Fixes #1866.
2022-11-25 23:27:04 -04:00
slime 919ffc08f0 remove some dead code 2022-10-10 14:35:12 -03:00
slime 99ad576668 metal: implement storage texture support for shaders.
Fixes #1783
2022-10-10 13:47:17 -03:00
slime 2466e49fd1 Change behaviour of love.graphics.newImage when image size is too big.
Previously it would load a placeholder error texture, now it causes a Lua error - which is the same behaviour as love.graphics.newCanvas.
2022-10-01 21:55:59 -03:00
niki f4c38eb00a Revert "vulkan: use push constants for builtin uniforms"
This reverts commit 47e3fc85d2.
2022-09-15 15:55:47 +02:00
niki 47e3fc85d2 vulkan: use push constants for builtin uniforms
when available
2022-09-15 15:17:06 +02:00
niki a93d153792 vulkan: adjust code styling 2022-09-10 17:40:46 +02:00
niki 4047cc9d3a Merge remote-tracking branch 'origin/12.0-development' into vulkan 2022-08-28 03:43:08 +02:00
slime db1bf4707c Workaround for built-in shaders on some ES2 devices which don't support highp in pixel shaders. 2022-08-25 19:25:01 -03:00
niki f4ece69307 Merge remote-tracking branch 'origin/12.0-development' into vulkan 2022-08-15 03:43:35 +02:00
slime 1afe5a56da Merge branch 'main' into 12.0-development 2022-08-09 20:42:34 -03:00
slime 8495cefd3b opengl: fix creating compressed array textures with > 1 layer.
Fixes #1817.
2022-08-09 20:37:48 -03:00
Alex Szpakowski 258d2334af OpenGL: Fix missing 'keep' and 'zero' stencil action implementations.
Fixes #1818
2022-07-09 09:00:58 -03:00
niki 4c415479c0 Merge remote-tracking branch 'origin/12.0-development' into vulkan 2022-06-11 01:22:29 +02:00
Alex Szpakowski 3a5c3df02f Add sync and async texture and buffer readback APIs.
- Add imagedata = love.graphics.readbackTexture(texture, [slice, mipmap, x, y, w, h, [dest, destx, desty]]).
- Add readback = love.graphics.readbackTextureAsync(texture, [slice, mipmap, x, y, w, h, [dest, destx, desty]]).
- Add bytedata = love.graphics.readbackBuffer(buffer, [offset, size, [dest, destoffset]]).
- Add readback = ove.graphics.readbackBufferAsync(buffer, [offset, size, [dest, destoffset]]).
- Deprecate Texture:newImageData.

The async variants return a new GraphicsReadback object. It has the following methods:
- isComplete()
- hasError()
- wait()
- getBufferData()
- getImageData()
- update() (called automatically every frame by love, not normally needed).

Support notes:
- readbackBuffer and readbackBufferAsync require buffer copying support.
- readbackTexture with a render target (canvas) is always supported. readbackTexture with a non-render-target requires copy-texture-to-buffer support.
- readbackTextureAsync with a render target requires copy-render-target-to-buffer support. readbackTextureAsync with a non-render-target requires copy-texture-to-buffer support.
2022-05-30 21:53:55 -03:00