/** * Copyright (c) 2006-2015 LOVE Development Team * * This software is provided 'as-is', without any express or implied * warranty. In no event will the authors be held liable for any damages * arising from the use of this software. * * Permission is granted to anyone to use this software for any purpose, * including commercial applications, and to alter it and redistribute it * freely, subject to the following restrictions: * * 1. The origin of this software must not be misrepresented; you must not * claim that you wrote the original software. If you use this software * in a product, an acknowledgment in the product documentation would be * appreciated but is not required. * 2. Altered source versions must be plainly marked as such, and must not be * misrepresented as being the original software. * 3. This notice may not be removed or altered from any source distribution. **/ #include "Canvas.h" #include "Image.h" #include "Graphics.h" #include "common/Matrix.h" #include // For memcpy #include // For min/max namespace love { namespace graphics { namespace opengl { // strategy for fbo creation, interchangable at runtime: // none, opengl >= 3.0, extensions struct FramebufferStrategy { virtual ~FramebufferStrategy() {} /// create a new framebuffer and texture /** * @param[out] framebuffer Framebuffer name * @param[in] texture Texture name * @return Creation status */ virtual GLenum createFBO(GLuint &, GLuint) { return GL_FRAMEBUFFER_UNSUPPORTED; } /// Create a stencil buffer and attach it to the active framebuffer object /** * @param[in] width Width of the stencil buffer * @param[in] height Height of the stencil buffer * @param[in] samples Number of samples to use * @param[out] stencil Name for stencil buffer * @return Whether the stencil buffer was successfully created **/ virtual bool createStencil(int, int, int, GLuint &) { return false; } /// Create a MSAA renderbuffer and attach it to the active FBO. /** * @param[in] width Width of the MSAA buffer * @param[in] height Height of the MSAA buffer * @param[inout] samples Number of samples to use * @param[in] internalformat The internal format to use for the buffer * @param[out] buffer Name for the MSAA buffer * @return Whether the MSAA buffer was successfully created and attached **/ virtual bool createMSAABuffer(int, int, int &, GLenum, GLuint &) { return false; } /// remove objects /** * @param[in] framebuffer Framebuffer name * @param[in] depth_stencil Name for packed depth and stencil buffer */ virtual void deleteFBO(GLuint, GLuint, GLuint) {} virtual void bindFBO(GLuint) {} /// attach additional canvases to the active framebuffer for rendering /** * @param[in] canvases List of canvases to attach **/ virtual void setAttachments(const std::vector &) {} /// stop using all additional attached canvases virtual void setAttachments() {} }; struct FramebufferStrategyCorePacked : public FramebufferStrategy { virtual GLenum createFBO(GLuint &framebuffer, GLuint texture) { // get currently bound fbo to reset to it later GLint current_fbo; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_fbo); // create framebuffer glGenFramebuffers(1, &framebuffer); glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); if (texture != 0) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0); } // check status GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); // unbind framebuffer glBindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo); return status; } virtual bool createStencil(int width, int height, int samples, GLuint &stencil) { // create combined depth/stencil buffer glDeleteRenderbuffers(1, &stencil); glGenRenderbuffers(1, &stencil); glBindRenderbuffer(GL_RENDERBUFFER, stencil); if (samples > 1) glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH_STENCIL, width, height); else glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); glBindRenderbuffer(GL_RENDERBUFFER, 0); // check status if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1, &stencil); stencil = 0; return false; } return true; } virtual bool createMSAABuffer(int width, int height, int &samples, GLenum iformat, GLuint &buffer) { glGenRenderbuffers(1, &buffer); glBindRenderbuffer(GL_RENDERBUFFER, buffer); glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, iformat, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, buffer); glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); glBindRenderbuffer(GL_RENDERBUFFER, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1, &buffer); buffer = 0; return false; } return true; } virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint msaa_buffer) { if (depth_stencil != 0) glDeleteRenderbuffers(1, &depth_stencil); if (msaa_buffer != 0) glDeleteRenderbuffers(1, &msaa_buffer); if (framebuffer != 0) glDeleteFramebuffers(1, &framebuffer); } virtual void bindFBO(GLuint framebuffer) { glBindFramebuffer(GL_FRAMEBUFFER, framebuffer); ++Canvas::switchCount; } virtual void setAttachments() { // set a single render target glDrawBuffer(GL_COLOR_ATTACHMENT0); } virtual void setAttachments(const std::vector &canvases) { if (canvases.size() == 0) { setAttachments(); return; } std::vector drawbuffers; drawbuffers.push_back(GL_COLOR_ATTACHMENT0); // Attach the canvas textures to the currently bound framebuffer. for (int i = 0; i < (int) canvases.size(); i++) { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 + i, GL_TEXTURE_2D, canvases[i]->getGLTexture(), 0); drawbuffers.push_back(GL_COLOR_ATTACHMENT1 + i); } // set up multiple render targets glDrawBuffers((int) drawbuffers.size(), &drawbuffers[0]); } }; struct FramebufferStrategyCore : public FramebufferStrategyCorePacked { virtual bool createStencil(int width, int height, int samples, GLuint &stencil) { // create stencil buffer glDeleteRenderbuffers(1, &stencil); glGenRenderbuffers(1, &stencil); glBindRenderbuffer(GL_RENDERBUFFER, stencil); if (samples > 1) glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_STENCIL_INDEX8, width, height); else glRenderbufferStorage(GL_RENDERBUFFER, GL_STENCIL_INDEX8, width, height); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, stencil); glBindRenderbuffer(GL_RENDERBUFFER, 0); // check status if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1, &stencil); stencil = 0; return false; } return true; } }; struct FramebufferStrategyPackedEXT : public FramebufferStrategy { virtual GLenum createFBO(GLuint &framebuffer, GLuint texture) { GLint current_fbo; glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, ¤t_fbo); // create framebuffer glGenFramebuffersEXT(1, &framebuffer); glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer); glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_2D, texture, 0); // check status GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT); // unbind framebuffer glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo); return status; } virtual bool createStencil(int width, int height, int samples, GLuint &stencil) { // create combined depth/stencil buffer glDeleteRenderbuffersEXT(1, &stencil); glGenRenderbuffersEXT(1, &stencil); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil); if (samples > 1) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples, GL_DEPTH_STENCIL, width, height); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT, width, height); } glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, stencil); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); // check status if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffersEXT(1, &stencil); stencil = 0; return false; } return true; } virtual bool createMSAABuffer(int width, int height, int &samples, GLenum internalformat, GLuint &buffer) { if (!GLAD_EXT_framebuffer_multisample) return false; glGenRenderbuffersEXT(1, &buffer); glBindRenderbufferEXT(GL_RENDERBUFFER, buffer); glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples, internalformat, width, height); glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, buffer); glGetRenderbufferParameterivEXT(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); glBindRenderbufferEXT(GL_RENDERBUFFER, 0); if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffersEXT(1, &buffer); buffer = 0; return false; } return true; } virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint msaa_buffer) { if (depth_stencil != 0) glDeleteRenderbuffersEXT(1, &depth_stencil); if (msaa_buffer != 0) glDeleteRenderbuffersEXT(1, &msaa_buffer); if (framebuffer != 0) glDeleteFramebuffersEXT(1, &framebuffer); } virtual void bindFBO(GLuint framebuffer) { glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer); ++Canvas::switchCount; } virtual void setAttachments() { // set a single render target glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); } virtual void setAttachments(const std::vector &canvases) { if (canvases.size() == 0) { setAttachments(); return; } std::vector drawbuffers; drawbuffers.push_back(GL_COLOR_ATTACHMENT0_EXT); // Attach the canvas textures to the currently bound framebuffer. for (int i = 0; i < (int) canvases.size(); i++) { glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT + i, GL_TEXTURE_2D, canvases[i]->getGLTexture(), 0); drawbuffers.push_back(GL_COLOR_ATTACHMENT1_EXT + i); } // set up multiple render targets glDrawBuffers((int) drawbuffers.size(), &drawbuffers[0]); } }; struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT { virtual bool createStencil(int width, int height, int samples, GLuint &stencil) { // create stencil buffer glDeleteRenderbuffersEXT(1, &stencil); glGenRenderbuffersEXT(1, &stencil); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil); if (samples > 1) { glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples, GL_STENCIL_INDEX, width, height); } else { glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX, width, height); } glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, stencil); glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0); // check status if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffersEXT(1, &stencil); stencil = 0; return false; } return true; } bool isSupported() { GLuint fb = 0, stencil = 0; GLenum status = createFBO(fb, 0); deleteFBO(fb, stencil, 0); return status == GL_FRAMEBUFFER_COMPLETE; } }; FramebufferStrategy *strategy = nullptr; FramebufferStrategy strategyNone; FramebufferStrategyCorePacked strategyCorePacked; FramebufferStrategyCore strategyCore; FramebufferStrategyPackedEXT strategyPackedEXT; FramebufferStrategyEXT strategyEXT; Canvas *Canvas::current = nullptr; OpenGL::Viewport Canvas::systemViewport = OpenGL::Viewport(); bool Canvas::screenHasSRGB = false; int Canvas::switchCount = 0; int Canvas::canvasCount = 0; static void getStrategy() { if (!strategy) { if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object) strategy = &strategyCorePacked; else if (GLAD_ES_VERSION_2_0) strategy = &strategyCore; else if (GLAD_EXT_framebuffer_object && GLAD_EXT_packed_depth_stencil) strategy = &strategyPackedEXT; else if (GLAD_EXT_framebuffer_object && strategyEXT.isSupported()) strategy = &strategyEXT; else strategy = &strategyNone; } } Canvas::Canvas(int width, int height, Format format, int msaa) : fbo(0) , resolve_fbo(0) , texture(0) , msaa_buffer(0) , depth_stencil(0) , format(format) , requested_samples(msaa) , actual_samples(0) , msaa_dirty(false) , texture_memory(0) { this->width = width; this->height = height; float w = static_cast(width); float h = static_cast(height); // world coordinates vertices[0].x = 0; vertices[0].y = 0; vertices[1].x = 0; vertices[1].y = h; vertices[2].x = w; vertices[2].y = h; vertices[3].x = w; vertices[3].y = 0; // texture coordinates vertices[0].s = 0; vertices[0].t = 0; vertices[1].s = 0; vertices[1].t = 1; vertices[2].s = 1; vertices[2].t = 1; vertices[3].s = 1; vertices[3].t = 0; getStrategy(); loadVolatile(); ++canvasCount; } Canvas::~Canvas() { --canvasCount; // reset framebuffer if still using this one if (current == this) stopGrab(); unloadVolatile(); } bool Canvas::createMSAAFBO(GLenum internalformat) { actual_samples = requested_samples; if (actual_samples <= 1) { actual_samples = 0; return false; } // Create our FBO without a texture. status = strategy->createFBO(fbo, 0); GLuint previous = gl.getDefaultFBO(); if (current != this) { if (current != nullptr) previous = current->fbo; strategy->bindFBO(fbo); } // Create and attach the MSAA buffer for our FBO. if (strategy->createMSAABuffer(width, height, actual_samples, internalformat, msaa_buffer)) status = GL_FRAMEBUFFER_COMPLETE; else status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; // Create the FBO used for the MSAA resolve, and attach the texture. if (status == GL_FRAMEBUFFER_COMPLETE) status = strategy->createFBO(resolve_fbo, texture); if (status != GL_FRAMEBUFFER_COMPLETE) { // Clean up. strategy->deleteFBO(fbo, 0, msaa_buffer); strategy->deleteFBO(resolve_fbo, 0, 0); fbo = msaa_buffer = resolve_fbo = 0; actual_samples = 0; } if (current != this) strategy->bindFBO(previous); return status == GL_FRAMEBUFFER_COMPLETE; } bool Canvas::loadVolatile() { fbo = depth_stencil = texture = 0; resolve_fbo = msaa_buffer = 0; status = GL_FRAMEBUFFER_COMPLETE; // glTexImage2D is guaranteed to error in this case. if (width > gl.getMaxTextureSize() || height > gl.getMaxTextureSize()) { status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; return false; } requested_samples = std::min(requested_samples, gl.getMaxRenderbufferSamples()); requested_samples = std::max(requested_samples, 0); glGenTextures(1, &texture); gl.bindTexture(texture); if (GLAD_ANGLE_texture_usage) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE); setFilter(filter); setWrap(wrap); GLenum internalformat = GL_RGBA; GLenum externalformat = GL_RGBA; GLenum textype = GL_UNSIGNED_BYTE; convertFormat(format, internalformat, externalformat, textype); // in GLES2, the internalformat and format params of TexImage have to match. GLint iformat = (GLint) internalformat; if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0) iformat = (GLint) externalformat; while (glGetError() != GL_NO_ERROR) /* Clear the error buffer. */; glTexImage2D(GL_TEXTURE_2D, 0, iformat, width, height, 0, externalformat, textype, nullptr); if (glGetError() != GL_NO_ERROR) { gl.deleteTexture(texture); texture = 0; status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT; return false; } // Try to create a MSAA FBO if requested. On failure (or no requested MSAA), // fall back to a regular FBO. if (!createMSAAFBO(internalformat)) status = strategy->createFBO(fbo, texture); if (status != GL_FRAMEBUFFER_COMPLETE) { if (fbo != 0) { strategy->deleteFBO(fbo, 0, 0); fbo = 0; } return false; } clear(Color(0, 0, 0, 0)); msaa_dirty = (msaa_buffer != 0); size_t prevmemsize = texture_memory; texture_memory = (getFormatBitsPerPixel(format) * width * height) / 8; if (msaa_buffer != 0) texture_memory += (texture_memory * actual_samples); gl.updateTextureMemorySize(prevmemsize, texture_memory); return true; } void Canvas::unloadVolatile() { strategy->deleteFBO(fbo, depth_stencil, msaa_buffer); strategy->deleteFBO(resolve_fbo, 0, 0); gl.deleteTexture(texture); fbo = depth_stencil = texture = 0; resolve_fbo = msaa_buffer = 0; attachedCanvases.clear(); gl.updateTextureMemorySize(texture_memory, 0); texture_memory = 0; } void Canvas::drawv(const Matrix &t, const Vertex *v) { OpenGL::TempTransform transform(gl); transform.get() *= t; predraw(); glEnableVertexAttribArray(ATTRIB_POS); glEnableVertexAttribArray(ATTRIB_TEXCOORD); glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].x); glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].s); gl.prepareDraw(); gl.drawArrays(GL_TRIANGLE_FAN, 0, 4); glDisableVertexAttribArray(ATTRIB_TEXCOORD); glDisableVertexAttribArray(ATTRIB_POS); postdraw(); } void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) { static Matrix t; t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky); drawv(t, vertices); } void Canvas::drawq(Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) { static Matrix t; t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky); const Vertex *v = quad->getVertices(); drawv(t, v); } void Canvas::setFilter(const Texture::Filter &f) { if (!validateFilter(f, false)) throw love::Exception("Invalid texture filter."); filter = f; gl.bindTexture(texture); gl.setTextureFilter(filter); } bool Canvas::setWrap(const Texture::Wrap &w) { bool success = true; wrap = w; if (hasLimitedNpot() && (width != next_p2(width) || height != next_p2(height))) { if (wrap.s != WRAP_CLAMP || wrap.t != WRAP_CLAMP) success = false; // If we only have limited NPOT support then the wrap mode must be CLAMP. wrap.s = wrap.t = WRAP_CLAMP; } gl.bindTexture(texture); gl.setTextureWrap(wrap); return success; } GLuint Canvas::getGLTexture() const { return texture; } void Canvas::predraw() { // We need to make sure the texture is up-to-date by resolving the MSAA // buffer (which we render to when the canvas is active) to it. resolveMSAA(); gl.bindTexture(texture); } void Canvas::setupGrab() { // already grabbing if (current == this) return; // cleanup after previous Canvas if (current != nullptr) { systemViewport = current->systemViewport; current->stopGrab(true); } else systemViewport = gl.getViewport(); // indicate we are using this Canvas. current = this; // bind the framebuffer object. strategy->bindFBO(fbo); gl.setViewport(OpenGL::Viewport(0, 0, width, height)); // Set up the projection matrix gl.matrices.projection.push_back(Matrix::ortho(0.0, width, 0.0, height)); // Make sure the correct sRGB setting is used when drawing to the canvas. if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (format == FORMAT_SRGB) glEnable(GL_FRAMEBUFFER_SRGB); else if (screenHasSRGB) glDisable(GL_FRAMEBUFFER_SRGB); } if (msaa_buffer != 0) msaa_dirty = true; } void Canvas::startGrab(const std::vector &canvases) { // Whether the new canvas list is different from the old one. // A more thorough check is done below. bool canvaseschanged = canvases.size() != attachedCanvases.size(); if (canvases.size() > 0) { if (!isMultiCanvasSupported()) throw love::Exception("Multi-canvas rendering is not supported on this system."); if ((int) canvases.size() + 1 > gl.getMaxRenderTargets()) throw love::Exception("This system can't simultaniously render to %d canvases.", canvases.size()+1); if (actual_samples != 0) throw love::Exception("Multi-canvas rendering is not supported with MSAA."); } for (size_t i = 0; i < canvases.size(); i++) { if (canvases[i]->getWidth() != width || canvases[i]->getHeight() != height) throw love::Exception("All canvas arguments must have the same dimensions."); if (canvases[i]->getTextureFormat() != format) throw love::Exception("All canvas arguments must have the same texture format."); if (canvases[i]->getMSAA() != 0) throw love::Exception("Multi-canvas rendering is not supported with MSAA."); if (!canvaseschanged && canvases[i] != attachedCanvases[i]) canvaseschanged = true; } setupGrab(); // Don't attach anything if there's nothing to change. if (!canvaseschanged) return; // Attach the canvas textures to the active FBO and set up MRTs. strategy->setAttachments(canvases); // We want to avoid reference cycles, so we don't retain the attached // Canvases here. The code in Graphics::setCanvas retains them. attachedCanvases = canvases; } void Canvas::startGrab() { setupGrab(); if (attachedCanvases.size() == 0) return; // make sure the FBO is only using a single canvas strategy->setAttachments(); attachedCanvases.clear(); } void Canvas::stopGrab(bool switchingToOtherCanvas) { // i am not grabbing. leave me alone if (current != this) return; if (depth_stencil != 0) { GLenum attachments[] = {GL_STENCIL_ATTACHMENT, GL_DEPTH_ATTACHMENT}; // Hint for the driver that it doesn't need to save these buffers. if (GLAD_ES_VERSION_3_0) glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); else if (GLAD_EXT_discard_framebuffer) glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments); } gl.matrices.projection.pop_back(); if (switchingToOtherCanvas) { if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (format == FORMAT_SRGB) glDisable(GL_FRAMEBUFFER_SRGB); } } else { // bind system framebuffer. strategy->bindFBO(gl.getDefaultFBO()); current = nullptr; gl.setViewport(systemViewport); if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (format == FORMAT_SRGB && !screenHasSRGB) glDisable(GL_FRAMEBUFFER_SRGB); else if (format != FORMAT_SRGB && screenHasSRGB) glEnable(GL_FRAMEBUFFER_SRGB); } } } void Canvas::clear(Color c) { if (strategy == &strategyNone) return; GLuint previous = gl.getDefaultFBO(); if (current != this) { if (current != nullptr) previous = current->fbo; strategy->bindFBO(fbo); } GLfloat glcolor[] = {c.r/255.f, c.g/255.f, c.b/255.f, c.a/255.f}; // We don't need to worry about multiple FBO attachments or global clear // color state when OpenGL 3.0+ is supported. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0) { glClearBufferfv(GL_COLOR, 0, glcolor); if (depth_stencil != 0) { GLint stencilvalue = 0; glClearBufferiv(GL_STENCIL, 0, &stencilvalue); } } else { // glClear will clear all active draw buffers, so we need to temporarily // detach any other canvases (when MRT is being used.) if (attachedCanvases.size() > 0) strategy->setAttachments(); // Don't use the state-shadowed gl.setClearColor because we want to save // the previous clear color. glClearColor(glcolor[0], glcolor[1], glcolor[2], glcolor[3]); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (attachedCanvases.size() > 0) strategy->setAttachments(attachedCanvases); // Restore the global clear color. gl.setClearColor(gl.getClearColor()); } if (current != this) strategy->bindFBO(previous); if (msaa_buffer != 0) msaa_dirty = true; } bool Canvas::checkCreateStencil() { // Do nothing if we've already created the stencil buffer. if (depth_stencil != 0) return true; if (current != this) strategy->bindFBO(fbo); bool success = strategy->createStencil(width, height, requested_samples, depth_stencil); if (success) { // We don't want the stencil buffer filled with garbage. glClear(GL_STENCIL_BUFFER_BIT); } if (current && current != this) strategy->bindFBO(current->fbo); else if (!current) strategy->bindFBO(gl.getDefaultFBO()); return success; } love::image::ImageData *Canvas::getImageData(love::image::Image *image) { resolveMSAA(); int row = 4 * width; int size = row * height; GLubyte *pixels = new GLubyte[size]; // Our texture is attached to 'resolve_fbo' when we use MSAA. if (resolve_fbo != 0 && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)) glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo); else if (resolve_fbo != 0 && GLAD_EXT_framebuffer_multisample) glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo); else strategy->bindFBO(fbo); glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels); if (current) strategy->bindFBO(current->fbo); else strategy->bindFBO(gl.getDefaultFBO()); // The new ImageData now owns the pixel data, so we don't delete it here. love::image::ImageData *img = image->newImageData(width, height, (void *)pixels, true); return img; } void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y) { if (x < 0 || x >= width || y < 0 || y >= width) throw love::Exception("Attempt to get out-of-range pixel (%d,%d)!", x, y); resolveMSAA(); // Our texture is attached to 'resolve_fbo' when we use MSAA. if (resolve_fbo != 0 && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)) glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo); else if (resolve_fbo != 0 && GLAD_EXT_framebuffer_multisample) glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo); else if (current != this) strategy->bindFBO(fbo); glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel_rgba); if (current && current != this) strategy->bindFBO(current->fbo); else if (!current) strategy->bindFBO(gl.getDefaultFBO()); } bool Canvas::resolveMSAA() { if (resolve_fbo == 0 || msaa_buffer == 0) return false; if (!msaa_dirty) return true; GLuint previous = gl.getDefaultFBO(); if (current != nullptr) previous = current->fbo; // Do the MSAA resolve by blitting the MSAA renderbuffer to the texture. // For many of the extensions that add suffixes to the functions, we assign // function pointers in OpenGL.cpp so we can call the core functions. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object || GLAD_ANGLE_framebuffer_multisample) { glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo); glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); } else if (GLAD_EXT_framebuffer_multisample && GLAD_EXT_framebuffer_blit) { glBindFramebufferEXT(GL_READ_FRAMEBUFFER, fbo); glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, resolve_fbo); glBlitFramebufferEXT(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); } else if (GLAD_APPLE_framebuffer_multisample) { glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo); glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo); glResolveMultisampleFramebufferAPPLE(); } else return false; strategy->bindFBO(previous); if (current != this) msaa_dirty = false; return true; } Canvas::Format Canvas::getSizedFormat(Canvas::Format format) { switch (format) { case FORMAT_NORMAL: // 32-bit render targets don't have guaranteed support on OpenGL ES 2. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8)) return FORMAT_RGBA4; else return FORMAT_RGBA8; case FORMAT_HDR: return FORMAT_RGBA16F; default: return format; } } void Canvas::convertFormat(Canvas::Format format, GLenum &internalformat, GLenum &externalformat, GLenum &type) { format = getSizedFormat(format); externalformat = GL_RGBA; switch (format) { case FORMAT_RGBA8: default: internalformat = GL_RGBA8; type = GL_UNSIGNED_BYTE; break; case FORMAT_RGBA4: internalformat = GL_RGBA4; type = GL_UNSIGNED_SHORT_4_4_4_4; break; case FORMAT_RGB5A1: internalformat = GL_RGB5_A1; type = GL_UNSIGNED_SHORT_5_5_5_1; break; case FORMAT_RGB565: internalformat = GL_RGB565; externalformat = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break; case FORMAT_RGB10A2: internalformat = GL_RGB10_A2; type = GL_UNSIGNED_INT_2_10_10_10_REV; break; case FORMAT_RG11B10F: internalformat = GL_R11F_G11F_B10F; externalformat = GL_RGB; type = GL_UNSIGNED_INT_10F_11F_11F_REV; break; case FORMAT_RGBA16F: internalformat = GL_RGBA16F; if (GLAD_OES_texture_float) type = GL_HALF_FLOAT_OES; else if (GLAD_VERSION_1_0) type = GL_FLOAT; else type = GL_HALF_FLOAT; break; case FORMAT_RGBA32F: internalformat = GL_RGBA32F; type = GL_FLOAT; break; case FORMAT_SRGB: internalformat = GL_SRGB8_ALPHA8; type = GL_UNSIGNED_BYTE; if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0) externalformat = GL_SRGB_ALPHA; break; } } size_t Canvas::getFormatBitsPerPixel(Format format) { switch (getSizedFormat(format)) { case FORMAT_RGBA8: case FORMAT_RGB10A2: case FORMAT_RG11B10F: case FORMAT_SRGB: default: return 32; case FORMAT_RGBA4: case FORMAT_RGB5A1: case FORMAT_RGB565: return 16; case FORMAT_RGBA16F: return 64; case FORMAT_RGBA32F: return 128; } } bool Canvas::isSupported() { getStrategy(); return (strategy != &strategyNone); } bool Canvas::isMultiCanvasSupported() { // system must support at least 4 simultaneous active canvases. return gl.getMaxRenderTargets() >= 4; } bool Canvas::supportedFormats[] = {false}; bool Canvas::checkedFormats[] = {false}; bool Canvas::isFormatSupported(Canvas::Format format) { if (!isSupported()) return false; bool supported = true; format = getSizedFormat(format); switch (format) { case FORMAT_RGBA8: supported = GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8; break; case FORMAT_RGBA4: case FORMAT_RGB5A1: supported = true; break; case FORMAT_RGB565: supported = GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility; break; case FORMAT_RGB10A2: supported = GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0; break; case FORMAT_RG11B10F: supported = GLAD_VERSION_3_0 || GLAD_EXT_packed_float /*|| GLAD_APPLE_color_buffer_packed_float*/; break; case FORMAT_RGBA16F: if (GLAD_VERSION_1_0) supported = GLAD_VERSION_3_0 || GLAD_ARB_texture_float; else if (GLAD_ES_VERSION_2_0) supported = GLAD_EXT_color_buffer_half_float && (GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float); break; case FORMAT_RGBA32F: supported = GLAD_VERSION_3_0 || GLAD_ARB_texture_float; break; case FORMAT_SRGB: if (GLAD_VERSION_1_0) { supported = GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB) && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB)); } else supported = GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB; break; default: supported = false; break; } if (!supported) return false; if (checkedFormats[format]) return supportedFormats[format]; // Even though we might have the necessary OpenGL version or extension, // drivers are still allowed to throw FRAMEBUFFER_UNSUPPORTED when attaching // a texture to a FBO whose format the driver doesn't like. So we should // test with an actual FBO. GLenum internalformat = GL_RGBA; GLenum externalformat = GL_RGBA; GLenum textype = GL_UNSIGNED_BYTE; convertFormat(format, internalformat, externalformat, textype); // in GLES2, the internalformat and format params of TexImage have to match. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0) internalformat = externalformat; GLuint texture = 0; glGenTextures(1, &texture); gl.bindTexture(texture); Texture::Filter f; f.min = f.mag = Texture::FILTER_NEAREST; gl.setTextureFilter(f); Texture::Wrap w; gl.setTextureWrap(w); glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 2, 2, 0, externalformat, textype, nullptr); GLuint fbo = 0; supported = (strategy->createFBO(fbo, texture) == GL_FRAMEBUFFER_COMPLETE); strategy->deleteFBO(fbo, 0, 0); gl.deleteTexture(texture); // Cache the result so we don't do this for every isFormatSupported call. checkedFormats[format] = true; supportedFormats[format] = supported; return supported; } bool Canvas::getConstant(const char *in, Format &out) { return formats.find(in, out); } bool Canvas::getConstant(Format in, const char *&out) { return formats.find(in, out); } StringMap::Entry Canvas::formatEntries[] = { {"normal", Canvas::FORMAT_NORMAL}, {"hdr", Canvas::FORMAT_HDR}, {"rgba8", Canvas::FORMAT_RGBA8}, {"rgba4", Canvas::FORMAT_RGBA4}, {"rgb5a1", Canvas::FORMAT_RGB5A1}, {"rgb565", Canvas::FORMAT_RGB565}, {"rgb10a2", Canvas::FORMAT_RGB10A2}, {"rg11b10f", Canvas::FORMAT_RG11B10F}, {"rgba16f", Canvas::FORMAT_RGBA16F}, {"rgba32f", Canvas::FORMAT_RGBA32F}, {"srgb", Canvas::FORMAT_SRGB}, }; StringMap Canvas::formats(Canvas::formatEntries, sizeof(Canvas::formatEntries)); } // opengl } // graphics } // love