mirror of
https://github.com/love2d/love.git
synced 2026-08-12 16:40:57 +02:00
2143 lines
58 KiB
C++
2143 lines
58 KiB
C++
/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "OpenGL.h"
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#include "Shader.h"
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#include "common/Exception.h"
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#include "graphics/Graphics.h"
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#include "graphics/Buffer.h"
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// C++
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#include <algorithm>
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#include <limits>
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// C
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#include <cstring>
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#include <cstdio>
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// For SDL_GL_GetProcAddress.
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#include <SDL_video.h>
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#ifdef LOVE_IOS
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#include <SDL_syswm.h>
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#endif
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#ifdef LOVE_ANDROID
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#include <dlfcn.h>
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#endif
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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static void *LOVEGetProcAddress(const char *name)
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{
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#ifdef LOVE_ANDROID
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void *proc = dlsym(RTLD_DEFAULT, name);
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if (proc)
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return proc;
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#endif
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return SDL_GL_GetProcAddress(name);
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}
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OpenGL::TempDebugGroup::TempDebugGroup(const char *name)
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{
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if (isDebugEnabled())
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{
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if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
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glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
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else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
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glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
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else if (GLAD_EXT_debug_marker)
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glPushGroupMarkerEXT(0, (const GLchar *) name);
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}
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}
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OpenGL::TempDebugGroup::~TempDebugGroup()
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{
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if (isDebugEnabled())
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{
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if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
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glPopDebugGroup();
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else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
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glPopDebugGroupKHR();
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else if (GLAD_EXT_debug_marker)
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glPopGroupMarkerEXT();
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}
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}
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OpenGL::OpenGL()
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: stats()
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, contextInitialized(false)
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, pixelShaderHighpSupported(false)
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, baseVertexSupported(false)
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, maxAnisotropy(1.0f)
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, max2DTextureSize(0)
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, max3DTextureSize(0)
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, maxCubeTextureSize(0)
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, maxTextureArrayLayers(0)
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, maxRenderTargets(1)
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, maxSamples(1)
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, maxTextureUnits(1)
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, maxPointSize(1)
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, coreProfile(false)
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, vendor(VENDOR_UNKNOWN)
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, state()
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{
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}
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bool OpenGL::initContext()
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{
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if (contextInitialized)
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return true;
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if (!gladLoadGLLoader(LOVEGetProcAddress))
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return false;
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if (GLAD_VERSION_3_2)
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{
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GLint profileMask = 0;
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
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coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
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}
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else
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coreProfile = false;
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initOpenGLFunctions();
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initVendor();
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bugs = {};
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#if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
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// See the comments in OpenGL.h.
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if (getVendor() == VENDOR_AMD)
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{
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bugs.clearRequiresDriverTextureStateUpdate = true;
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if (!gl.isCoreProfile())
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bugs.generateMipmapsRequiresTexture2DEnable = true;
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}
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#endif
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#ifdef LOVE_WINDOWS
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if (getVendor() == VENDOR_INTEL && gl.isCoreProfile())
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{
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const char *device = (const char *) glGetString(GL_RENDERER);
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if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
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bugs.clientWaitSyncStalls = true;
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}
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#endif
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#ifdef LOVE_WINDOWS
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if (getVendor() == VENDOR_AMD)
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{
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// Radeon HD drivers switched from "ATI Radeon" to "AMD Radeon" around
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// the 7000 series. We'll assume this bug doesn't affect those newer
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// GPUs / drivers.
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const char *device = (const char *) glGetString(GL_RENDERER);
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if (strstr(device, "ATI Radeon HD ") || strstr(device, "ATI Mobility Radeon HD"))
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bugs.texStorageBreaksSubImage = true;
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}
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#endif
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contextInitialized = true;
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return true;
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}
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void OpenGL::setupContext()
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{
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if (!contextInitialized)
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return;
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initMaxValues();
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GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
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GLint maxvertexattribs = 1;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
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state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
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state.instancedAttribArrays = 0;
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setVertexAttributes(VertexAttributes(), BufferBindings());
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// Get the current viewport.
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glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
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// And the current scissor - but we need to compensate for GL scissors
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// starting at the bottom left instead of top left.
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glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
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state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
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if (GLAD_VERSION_1_0)
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glGetFloatv(GL_POINT_SIZE, &state.pointSize);
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else
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state.pointSize = 1.0f;
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for (int i = 0; i < 2; i++)
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state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
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bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
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setEnableState(ENABLE_BLEND, state.enableState[ENABLE_BLEND]);
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setEnableState(ENABLE_DEPTH_TEST, state.enableState[ENABLE_DEPTH_TEST]);
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setEnableState(ENABLE_STENCIL_TEST, state.enableState[ENABLE_STENCIL_TEST]);
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setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
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setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
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if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
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|| GLAD_EXT_sRGB_write_control)
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{
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setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
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}
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else
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state.enableState[ENABLE_FRAMEBUFFER_SRGB] = false;
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GLint faceCull = GL_BACK;
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glGetIntegerv(GL_CULL_FACE_MODE, &faceCull);
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state.faceCullMode = faceCull;
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for (int i = 0; i < (int) BUFFERTYPE_MAX_ENUM; i++)
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{
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state.boundBuffers[i] = 0;
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glBindBuffer(getGLBufferType((BufferType) i), 0);
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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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{
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state.boundTextures[i].clear();
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state.boundTextures[i].resize(maxTextureUnits, 0);
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}
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for (int i = 0; i < maxTextureUnits; i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
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{
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TextureType textype = (TextureType) j;
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if (isTextureTypeSupported(textype))
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glBindTexture(getGLTextureType(textype), 0);
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}
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}
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glActiveTexture(GL_TEXTURE0);
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state.curTextureUnit = 0;
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setDepthWrites(state.depthWritesEnabled);
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createDefaultTexture();
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contextInitialized = true;
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#ifdef LOVE_ANDROID
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// This can't be done in initContext with the rest of the bug checks because
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// isPixelFormatSupported relies on state initialized here / after init.
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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if (GLAD_ES_VERSION_3_0 && gfx != nullptr && !gfx->isPixelFormatSupported(PIXELFORMAT_R8_UNORM, true, true))
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bugs.brokenR8PixelFormat = true;
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#endif
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}
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void OpenGL::deInitContext()
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{
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if (!contextInitialized)
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return;
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for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
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{
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if (state.defaultTexture[i] != 0)
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{
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gl.deleteTexture(state.defaultTexture[i]);
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state.defaultTexture[i] = 0;
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}
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}
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contextInitialized = false;
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}
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void OpenGL::initVendor()
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{
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const char *vstr = (const char *) glGetString(GL_VENDOR);
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if (!vstr)
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{
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vendor = VENDOR_UNKNOWN;
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return;
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}
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// http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
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// http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
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// https://opengl.gpuinfo.org/displaycapability.php?name=GL_VENDOR
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if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
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vendor = VENDOR_AMD;
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else if (strstr(vstr, "NVIDIA"))
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vendor = VENDOR_NVIDIA;
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else if (strstr(vstr, "Intel"))
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vendor = VENDOR_INTEL;
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else if (strstr(vstr, "Mesa"))
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vendor = VENDOR_MESA_SOFT;
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else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
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vendor = VENDOR_APPLE;
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else if (strstr(vstr, "Microsoft"))
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vendor = VENDOR_MICROSOFT;
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else if (strstr(vstr, "Imagination"))
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vendor = VENDOR_IMGTEC;
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else if (strstr(vstr, "ARM"))
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vendor = VENDOR_ARM;
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else if (strstr(vstr, "Qualcomm"))
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vendor = VENDOR_QUALCOMM;
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else if (strstr(vstr, "Broadcom"))
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vendor = VENDOR_BROADCOM;
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else if (strstr(vstr, "Vivante"))
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vendor = VENDOR_VIVANTE;
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else
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vendor = VENDOR_UNKNOWN;
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}
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void OpenGL::initOpenGLFunctions()
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{
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// Alias extension-suffixed framebuffer functions to core versions since
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// there are so many different-named extensions that do the same things...
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if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
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{
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if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
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{
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fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
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fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
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fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
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fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
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fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
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fp_glBindFramebuffer = fp_glBindFramebufferEXT;
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fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
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fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
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fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
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fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
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fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
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fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
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fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
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fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
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}
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if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
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fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
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if (GLAD_EXT_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
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else if (GLAD_ANGLE_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
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else if (GLAD_NV_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
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if (GLAD_EXT_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
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else if (GLAD_APPLE_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
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else if (GLAD_ANGLE_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
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else if (GLAD_NV_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
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}
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if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
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{
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if (GLAD_ARB_instanced_arrays)
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{
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fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
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fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
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fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
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}
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else if (GLAD_EXT_instanced_arrays)
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{
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fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
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fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
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fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
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}
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else if (GLAD_ANGLE_instanced_arrays)
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{
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fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
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fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
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fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
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}
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}
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if (GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
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{
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// Function signatures don't match, we'll have to conditionally call it
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//fp_glTexImage3D = fp_glTexImage3DOES;
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fp_glTexSubImage3D = fp_glTexSubImage3DOES;
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fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
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fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
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fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
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fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
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}
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if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
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{
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if (GLAD_OES_draw_elements_base_vertex)
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{
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fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexOES;
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if (GLAD_ES_VERSION_3_0)
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{
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fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexOES;
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fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexOES;
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}
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}
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else if (GLAD_EXT_draw_elements_base_vertex)
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{
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fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexEXT;
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if (GLAD_ES_VERSION_3_0)
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{
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fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexEXT;
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fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexEXT;
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}
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}
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}
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}
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void OpenGL::initMaxValues()
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{
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if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
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{
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GLint range = 0;
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GLint precision = 0;
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glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
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pixelShaderHighpSupported = range > 0;
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}
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else
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pixelShaderHighpSupported = true;
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baseVertexSupported = GLAD_VERSION_3_2 || GLAD_ES_VERSION_3_2 || GLAD_ARB_draw_elements_base_vertex
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|| GLAD_OES_draw_elements_base_vertex || GLAD_EXT_draw_elements_base_vertex;
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// We'll need this value to clamp anisotropy.
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if (GLAD_EXT_texture_filter_anisotropic)
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
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else
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maxAnisotropy = 1.0f;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
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glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
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if (isTextureTypeSupported(TEXTURE_VOLUME))
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glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
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else
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max3DTextureSize = 0;
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if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
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glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
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else
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maxTextureArrayLayers = 0;
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int maxattachments = 1;
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int maxdrawbuffers = 1;
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
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{
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
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glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
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}
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maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
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|| GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
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|| GLAD_ANGLE_framebuffer_multisample)
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{
|
|
glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
|
|
}
|
|
else
|
|
maxSamples = 1;
|
|
|
|
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
|
|
|
|
GLfloat limits[2];
|
|
if (GLAD_VERSION_3_0)
|
|
glGetFloatv(GL_POINT_SIZE_RANGE, limits);
|
|
else
|
|
glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
|
|
maxPointSize = limits[1];
|
|
|
|
if (isSamplerLODBiasSupported())
|
|
glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxLODBias);
|
|
else
|
|
maxLODBias = 0.0f;
|
|
}
|
|
|
|
void OpenGL::createDefaultTexture()
|
|
{
|
|
// Set the 'default' texture as a repeating white pixel. Otherwise, texture
|
|
// calls inside a shader would return black when drawing graphics primitives
|
|
// which would create the need to use different "passthrough" shaders for
|
|
// untextured primitives vs images.
|
|
const GLubyte pix[] = {255, 255, 255, 255};
|
|
|
|
SamplerState s;
|
|
s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
|
|
s.wrapU = s.wrapV = s.wrapW = SamplerState::WRAP_CLAMP;
|
|
|
|
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
|
|
{
|
|
state.defaultTexture[i] = 0;
|
|
|
|
TextureType type = (TextureType) i;
|
|
|
|
if (!isTextureTypeSupported(type))
|
|
continue;
|
|
|
|
GLuint curtexture = state.boundTextures[type][0];
|
|
|
|
glGenTextures(1, &state.defaultTexture[type]);
|
|
bindTextureToUnit(type, state.defaultTexture[type], 0, false);
|
|
|
|
setSamplerState(type, s);
|
|
|
|
bool isSRGB = false;
|
|
rawTexStorage(type, 1, PIXELFORMAT_RGBA8_UNORM, isSRGB, 1, 1);
|
|
|
|
TextureFormat fmt = convertPixelFormat(PIXELFORMAT_RGBA8_UNORM, false, isSRGB);
|
|
|
|
int slices = type == TEXTURE_CUBE ? 6 : 1;
|
|
|
|
for (int slice = 0; slice < slices; slice++)
|
|
{
|
|
GLenum gltarget = getGLTextureType(type);
|
|
|
|
if (type == TEXTURE_CUBE)
|
|
gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
|
|
|
|
if (type == TEXTURE_2D || type == TEXTURE_CUBE)
|
|
glTexSubImage2D(gltarget, 0, 0, 0, 1, 1, fmt.externalformat, fmt.type, pix);
|
|
else if (type == TEXTURE_2D_ARRAY || type == TEXTURE_VOLUME)
|
|
glTexSubImage3D(gltarget, 0, 0, 0, slice, 1, 1, 1, fmt.externalformat, fmt.type, pix);
|
|
}
|
|
|
|
bindTextureToUnit(type, curtexture, 0, false);
|
|
}
|
|
}
|
|
|
|
void OpenGL::prepareDraw(love::graphics::Graphics *gfx)
|
|
{
|
|
TempDebugGroup debuggroup("Prepare OpenGL draw");
|
|
|
|
// Make sure the active shader's love-provided uniforms are up to date.
|
|
if (Shader::current != nullptr)
|
|
{
|
|
Rect viewport = getViewport();
|
|
((Shader *)Shader::current)->updateBuiltinUniforms(gfx, viewport.w, viewport.h);
|
|
}
|
|
}
|
|
|
|
GLenum OpenGL::getGLPrimitiveType(PrimitiveType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case PRIMITIVE_TRIANGLES: return GL_TRIANGLES;
|
|
case PRIMITIVE_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP;
|
|
case PRIMITIVE_TRIANGLE_FAN: return GL_TRIANGLE_FAN;
|
|
case PRIMITIVE_POINTS: return GL_POINTS;
|
|
case PRIMITIVE_MAX_ENUM: return GL_ZERO;
|
|
}
|
|
|
|
return GL_ZERO;
|
|
}
|
|
|
|
GLenum OpenGL::getGLBufferType(BufferType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case BUFFERTYPE_VERTEX: return GL_ARRAY_BUFFER;
|
|
case BUFFERTYPE_INDEX: return GL_ELEMENT_ARRAY_BUFFER;
|
|
case BUFFERTYPE_MAX_ENUM: return GL_ZERO;
|
|
}
|
|
|
|
return GL_ZERO;
|
|
}
|
|
|
|
GLenum OpenGL::getGLTextureType(TextureType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case TEXTURE_2D: return GL_TEXTURE_2D;
|
|
case TEXTURE_VOLUME: return GL_TEXTURE_3D;
|
|
case TEXTURE_2D_ARRAY: return GL_TEXTURE_2D_ARRAY;
|
|
case TEXTURE_CUBE: return GL_TEXTURE_CUBE_MAP;
|
|
case TEXTURE_MAX_ENUM: return GL_ZERO;
|
|
}
|
|
|
|
return GL_ZERO;
|
|
}
|
|
|
|
GLenum OpenGL::getGLIndexDataType(IndexDataType type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case INDEX_UINT16: return GL_UNSIGNED_SHORT;
|
|
case INDEX_UINT32: return GL_UNSIGNED_INT;
|
|
default: return GL_ZERO;
|
|
}
|
|
}
|
|
|
|
GLenum OpenGL::getGLVertexDataType(DataFormat format, int &components, GLboolean &normalized, bool &intformat)
|
|
{
|
|
normalized = GL_FALSE;
|
|
intformat = false;
|
|
components = 1;
|
|
|
|
switch (format)
|
|
{
|
|
case DATAFORMAT_FLOAT:
|
|
components = 1;
|
|
return GL_FLOAT;
|
|
case DATAFORMAT_FLOAT_VEC2:
|
|
components = 2;
|
|
return GL_FLOAT;
|
|
case DATAFORMAT_FLOAT_VEC3:
|
|
components = 3;
|
|
return GL_FLOAT;
|
|
case DATAFORMAT_FLOAT_VEC4:
|
|
components = 4;
|
|
return GL_FLOAT;
|
|
|
|
case DATAFORMAT_FLOAT_MAT2X2:
|
|
case DATAFORMAT_FLOAT_MAT2X3:
|
|
case DATAFORMAT_FLOAT_MAT2X4:
|
|
case DATAFORMAT_FLOAT_MAT3X2:
|
|
case DATAFORMAT_FLOAT_MAT3X3:
|
|
case DATAFORMAT_FLOAT_MAT3X4:
|
|
case DATAFORMAT_FLOAT_MAT4X2:
|
|
case DATAFORMAT_FLOAT_MAT4X3:
|
|
case DATAFORMAT_FLOAT_MAT4X4:
|
|
return GL_ZERO;
|
|
|
|
case DATAFORMAT_INT32:
|
|
components = 1;
|
|
intformat = true;
|
|
return GL_INT;
|
|
case DATAFORMAT_INT32_VEC2:
|
|
components = 2;
|
|
intformat = true;
|
|
return GL_INT;
|
|
case DATAFORMAT_INT32_VEC3:
|
|
components = 3;
|
|
intformat = true;
|
|
return GL_INT;
|
|
case DATAFORMAT_INT32_VEC4:
|
|
components = 4;
|
|
intformat = true;
|
|
return GL_INT;
|
|
|
|
case DATAFORMAT_UINT32:
|
|
components = 1;
|
|
intformat = true;
|
|
return GL_UNSIGNED_INT;
|
|
case DATAFORMAT_UINT32_VEC2:
|
|
components = 2;
|
|
intformat = true;
|
|
return GL_UNSIGNED_INT;
|
|
case DATAFORMAT_UINT32_VEC3:
|
|
components = 3;
|
|
intformat = true;
|
|
return GL_UNSIGNED_INT;
|
|
case DATAFORMAT_UINT32_VEC4:
|
|
components = 4;
|
|
intformat = true;
|
|
return GL_UNSIGNED_INT;
|
|
|
|
case DATAFORMAT_SNORM8_VEC4:
|
|
components = 4;
|
|
normalized = GL_TRUE;
|
|
return GL_BYTE;
|
|
|
|
case DATAFORMAT_UNORM8_VEC4:
|
|
components = 4;
|
|
normalized = GL_TRUE;
|
|
return GL_UNSIGNED_BYTE;
|
|
|
|
case DATAFORMAT_INT8_VEC4:
|
|
components = 4;
|
|
intformat = true;
|
|
return GL_BYTE;
|
|
|
|
case DATAFORMAT_UINT8_VEC4:
|
|
components = 4;
|
|
intformat = true;
|
|
return GL_UNSIGNED_BYTE;
|
|
|
|
case DATAFORMAT_SNORM16_VEC2:
|
|
components = 2;
|
|
normalized = GL_TRUE;
|
|
return GL_BYTE;
|
|
case DATAFORMAT_SNORM16_VEC4:
|
|
components = 4;
|
|
normalized = GL_TRUE;
|
|
return GL_BYTE;
|
|
|
|
case DATAFORMAT_UNORM16_VEC2:
|
|
components = 2;
|
|
normalized = GL_TRUE;
|
|
return GL_UNSIGNED_SHORT;
|
|
case DATAFORMAT_UNORM16_VEC4:
|
|
components = 4;
|
|
normalized = GL_TRUE;
|
|
return GL_UNSIGNED_SHORT;
|
|
|
|
case DATAFORMAT_INT16_VEC2:
|
|
components = 2;
|
|
intformat = true;
|
|
return GL_SHORT;
|
|
case DATAFORMAT_INT16_VEC4:
|
|
components = 4;
|
|
intformat = true;
|
|
return GL_SHORT;
|
|
|
|
case DATAFORMAT_UINT16:
|
|
components = 1;
|
|
intformat = true;
|
|
return GL_UNSIGNED_SHORT;
|
|
case DATAFORMAT_UINT16_VEC2:
|
|
components = 2;
|
|
intformat = true;
|
|
return GL_UNSIGNED_SHORT;
|
|
case DATAFORMAT_UINT16_VEC4:
|
|
components = 4;
|
|
intformat = true;
|
|
return GL_UNSIGNED_SHORT;
|
|
|
|
case DATAFORMAT_BOOL:
|
|
case DATAFORMAT_BOOL_VEC2:
|
|
case DATAFORMAT_BOOL_VEC3:
|
|
case DATAFORMAT_BOOL_VEC4:
|
|
return GL_ZERO;
|
|
|
|
case DATAFORMAT_MAX_ENUM:
|
|
return GL_ZERO;
|
|
}
|
|
|
|
return GL_ZERO;
|
|
}
|
|
|
|
GLenum OpenGL::getGLBufferUsage(BufferUsage usage)
|
|
{
|
|
switch (usage)
|
|
{
|
|
case BUFFERUSAGE_STREAM: return GL_STREAM_DRAW;
|
|
case BUFFERUSAGE_DYNAMIC: return GL_DYNAMIC_DRAW;
|
|
case BUFFERUSAGE_STATIC: return GL_STATIC_DRAW;
|
|
default: return 0;
|
|
}
|
|
}
|
|
|
|
void OpenGL::bindBuffer(BufferType type, GLuint buffer)
|
|
{
|
|
if (state.boundBuffers[type] != buffer)
|
|
{
|
|
glBindBuffer(getGLBufferType(type), buffer);
|
|
state.boundBuffers[type] = buffer;
|
|
}
|
|
}
|
|
|
|
void OpenGL::deleteBuffer(GLuint buffer)
|
|
{
|
|
glDeleteBuffers(1, &buffer);
|
|
|
|
for (int i = 0; i < (int) BUFFERTYPE_MAX_ENUM; i++)
|
|
{
|
|
if (state.boundBuffers[i] == buffer)
|
|
state.boundBuffers[i] = 0;
|
|
}
|
|
}
|
|
|
|
void OpenGL::setVertexAttributes(const VertexAttributes &attributes, const BufferBindings &buffers)
|
|
{
|
|
uint32 enablediff = attributes.enableBits ^ state.enabledAttribArrays;
|
|
uint32 instanceattribbits = 0;
|
|
uint32 allbits = attributes.enableBits | state.enabledAttribArrays;
|
|
|
|
uint32 i = 0;
|
|
while (allbits)
|
|
{
|
|
uint32 bit = 1u << i;
|
|
|
|
if (enablediff & bit)
|
|
{
|
|
if (attributes.enableBits & bit)
|
|
glEnableVertexAttribArray(i);
|
|
else
|
|
glDisableVertexAttribArray(i);
|
|
}
|
|
|
|
if (attributes.enableBits & bit)
|
|
{
|
|
const auto &attrib = attributes.attribs[i];
|
|
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
|
|
const auto &bufferinfo = buffers.info[attrib.bufferIndex];
|
|
|
|
uint32 bufferbit = 1u << attrib.bufferIndex;
|
|
uint32 divisor = (attributes.instanceBits & bufferbit) != 0 ? 1 : 0;
|
|
uint32 divisorbit = divisor << i;
|
|
instanceattribbits |= divisorbit;
|
|
|
|
if ((state.instancedAttribArrays & bit) ^ divisorbit)
|
|
glVertexAttribDivisor(i, divisor);
|
|
|
|
int components = 0;
|
|
GLboolean normalized = GL_FALSE;
|
|
bool intformat = false;
|
|
GLenum gltype = getGLVertexDataType(attrib.format, components, normalized, intformat);
|
|
|
|
const void *offsetpointer = reinterpret_cast<void*>(bufferinfo.offset + attrib.offsetFromVertex);
|
|
|
|
bindBuffer(BUFFERTYPE_VERTEX, (GLuint) bufferinfo.buffer->getHandle());
|
|
|
|
if (intformat)
|
|
glVertexAttribIPointer(i, components, gltype, layout.stride, offsetpointer);
|
|
else
|
|
glVertexAttribPointer(i, components, gltype, normalized, layout.stride, offsetpointer);
|
|
}
|
|
|
|
i++;
|
|
allbits >>= 1;
|
|
}
|
|
|
|
state.enabledAttribArrays = attributes.enableBits;
|
|
state.instancedAttribArrays = instanceattribbits | (state.instancedAttribArrays & (~attributes.enableBits));
|
|
|
|
// glDisableVertexAttribArray will make the constant value for a vertex
|
|
// attribute undefined. We rely on the per-vertex color attribute being
|
|
// white when no per-vertex color is used, so we set it here.
|
|
// FIXME: Is there a better place to do this?
|
|
if ((enablediff & ATTRIBFLAG_COLOR) && !(attributes.enableBits & ATTRIBFLAG_COLOR))
|
|
glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
void OpenGL::setCullMode(CullMode mode)
|
|
{
|
|
bool enabled = mode != CULL_NONE;
|
|
|
|
if (enabled != isStateEnabled(ENABLE_FACE_CULL))
|
|
setEnableState(ENABLE_FACE_CULL, enabled);
|
|
|
|
if (enabled)
|
|
{
|
|
GLenum glmode = mode == CULL_BACK ? GL_BACK : GL_FRONT;
|
|
if (glmode != state.faceCullMode)
|
|
{
|
|
glCullFace(glmode);
|
|
state.faceCullMode = glmode;
|
|
}
|
|
}
|
|
}
|
|
|
|
void OpenGL::clearDepth(double value)
|
|
{
|
|
if (GLAD_ES_VERSION_2_0)
|
|
glClearDepthf((GLfloat) value);
|
|
else
|
|
glClearDepth(value);
|
|
}
|
|
|
|
void OpenGL::setViewport(const Rect &v)
|
|
{
|
|
glViewport(v.x, v.y, v.w, v.h);
|
|
state.viewport = v;
|
|
}
|
|
|
|
Rect OpenGL::getViewport() const
|
|
{
|
|
return state.viewport;
|
|
}
|
|
|
|
void OpenGL::setScissor(const Rect &v, bool rtActive)
|
|
{
|
|
if (rtActive)
|
|
glScissor(v.x, v.y, v.w, v.h);
|
|
else
|
|
{
|
|
// With no RT active, we need to compensate for glScissor starting
|
|
// from the lower left of the viewport instead of the top left.
|
|
glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
|
|
}
|
|
|
|
state.scissor = v;
|
|
}
|
|
|
|
void OpenGL::setPointSize(float size)
|
|
{
|
|
if (GLAD_VERSION_1_0)
|
|
glPointSize(size);
|
|
|
|
state.pointSize = size;
|
|
}
|
|
|
|
float OpenGL::getPointSize() const
|
|
{
|
|
return state.pointSize;
|
|
}
|
|
|
|
void OpenGL::setEnableState(EnableState enablestate, bool enable)
|
|
{
|
|
GLenum glstate = GL_NONE;
|
|
|
|
switch (enablestate)
|
|
{
|
|
case ENABLE_BLEND:
|
|
glstate = GL_BLEND;
|
|
break;
|
|
case ENABLE_DEPTH_TEST:
|
|
glstate = GL_DEPTH_TEST;
|
|
break;
|
|
case ENABLE_STENCIL_TEST:
|
|
glstate = GL_STENCIL_TEST;
|
|
break;
|
|
case ENABLE_SCISSOR_TEST:
|
|
glstate = GL_SCISSOR_TEST;
|
|
break;
|
|
case ENABLE_FACE_CULL:
|
|
glstate = GL_CULL_FACE;
|
|
break;
|
|
case ENABLE_FRAMEBUFFER_SRGB:
|
|
glstate = GL_FRAMEBUFFER_SRGB;
|
|
break;
|
|
case ENABLE_MAX_ENUM:
|
|
break;
|
|
}
|
|
|
|
if (enable)
|
|
glEnable(glstate);
|
|
else
|
|
glDisable(glstate);
|
|
|
|
state.enableState[enablestate] = enable;
|
|
}
|
|
|
|
bool OpenGL::isStateEnabled(EnableState enablestate) const
|
|
{
|
|
return state.enableState[enablestate];
|
|
}
|
|
|
|
void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
|
|
{
|
|
bool bindingmodified = false;
|
|
|
|
if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
|
|
{
|
|
bindingmodified = true;
|
|
state.boundFramebuffers[0] = framebuffer;
|
|
}
|
|
|
|
if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
|
|
{
|
|
bindingmodified = true;
|
|
state.boundFramebuffers[1] = framebuffer;
|
|
}
|
|
|
|
if (bindingmodified)
|
|
{
|
|
GLenum gltarget = GL_FRAMEBUFFER;
|
|
if (target == FRAMEBUFFER_DRAW)
|
|
gltarget = GL_DRAW_FRAMEBUFFER;
|
|
else if (target == FRAMEBUFFER_READ)
|
|
gltarget = GL_READ_FRAMEBUFFER;
|
|
|
|
glBindFramebuffer(gltarget, framebuffer);
|
|
}
|
|
}
|
|
|
|
GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
|
|
{
|
|
if (target & FRAMEBUFFER_DRAW)
|
|
return state.boundFramebuffers[0];
|
|
else if (target & FRAMEBUFFER_READ)
|
|
return state.boundFramebuffers[1];
|
|
else
|
|
return 0;
|
|
}
|
|
|
|
void OpenGL::deleteFramebuffer(GLuint framebuffer)
|
|
{
|
|
glDeleteFramebuffers(1, &framebuffer);
|
|
|
|
for (int i = 0; i < 2; i++)
|
|
{
|
|
if (state.boundFramebuffers[i] == framebuffer)
|
|
state.boundFramebuffers[i] = 0;
|
|
}
|
|
}
|
|
|
|
void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
|
|
{
|
|
GLenum textarget = getGLTextureType(texType);
|
|
|
|
switch (texType)
|
|
{
|
|
case TEXTURE_2D:
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
|
|
break;
|
|
case TEXTURE_VOLUME:
|
|
glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
|
|
break;
|
|
case TEXTURE_2D_ARRAY:
|
|
glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
|
|
break;
|
|
case TEXTURE_CUBE:
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void OpenGL::setDepthWrites(bool enable)
|
|
{
|
|
glDepthMask(enable ? GL_TRUE : GL_FALSE);
|
|
state.depthWritesEnabled = enable;
|
|
}
|
|
|
|
bool OpenGL::hasDepthWrites() const
|
|
{
|
|
return state.depthWritesEnabled;
|
|
}
|
|
|
|
void OpenGL::useProgram(GLuint program)
|
|
{
|
|
glUseProgram(program);
|
|
++stats.shaderSwitches;
|
|
}
|
|
|
|
GLuint OpenGL::getDefaultFBO() const
|
|
{
|
|
#ifdef LOVE_IOS
|
|
// Hack: iOS uses a custom FBO.
|
|
SDL_SysWMinfo info = {};
|
|
SDL_VERSION(&info.version);
|
|
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
|
|
return info.info.uikit.framebuffer;
|
|
#else
|
|
return 0;
|
|
#endif
|
|
}
|
|
|
|
GLuint OpenGL::getDefaultTexture(TextureType type) const
|
|
{
|
|
return state.defaultTexture[type];
|
|
}
|
|
|
|
void OpenGL::setTextureUnit(int textureunit)
|
|
{
|
|
if (textureunit != state.curTextureUnit)
|
|
glActiveTexture(GL_TEXTURE0 + textureunit);
|
|
|
|
state.curTextureUnit = textureunit;
|
|
}
|
|
|
|
void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev)
|
|
{
|
|
if (texture != state.boundTextures[target][textureunit])
|
|
{
|
|
int oldtextureunit = state.curTextureUnit;
|
|
if (oldtextureunit != textureunit)
|
|
glActiveTexture(GL_TEXTURE0 + textureunit);
|
|
|
|
state.boundTextures[target][textureunit] = texture;
|
|
glBindTexture(getGLTextureType(target), texture);
|
|
|
|
if (restoreprev && oldtextureunit != textureunit)
|
|
glActiveTexture(GL_TEXTURE0 + oldtextureunit);
|
|
else
|
|
state.curTextureUnit = textureunit;
|
|
}
|
|
}
|
|
|
|
void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
|
|
{
|
|
TextureType textype = TEXTURE_2D;
|
|
GLuint handle = 0;
|
|
|
|
if (texture != nullptr)
|
|
{
|
|
textype = texture->getTextureType();
|
|
handle = (GLuint) texture->getHandle();
|
|
}
|
|
else
|
|
{
|
|
if (textureunit == 0 && Shader::current != nullptr)
|
|
{
|
|
TextureType shadertex = Shader::current->getMainTextureType();
|
|
if (shadertex != TEXTURE_MAX_ENUM)
|
|
textype = shadertex;
|
|
}
|
|
|
|
handle = getDefaultTexture(textype);
|
|
}
|
|
|
|
bindTextureToUnit(textype, handle, textureunit, restoreprev);
|
|
}
|
|
|
|
void OpenGL::deleteTexture(GLuint texture)
|
|
{
|
|
// glDeleteTextures binds texture 0 to all texture units the deleted texture
|
|
// was bound to before deletion.
|
|
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
|
|
{
|
|
for (GLuint &texid : state.boundTextures[i])
|
|
{
|
|
if (texid == texture)
|
|
texid = 0;
|
|
}
|
|
}
|
|
|
|
glDeleteTextures(1, &texture);
|
|
}
|
|
|
|
GLint OpenGL::getGLWrapMode(SamplerState::WrapMode wmode)
|
|
{
|
|
switch (wmode)
|
|
{
|
|
case SamplerState::WRAP_CLAMP:
|
|
default:
|
|
return GL_CLAMP_TO_EDGE;
|
|
case SamplerState::WRAP_CLAMP_ZERO:
|
|
case SamplerState::WRAP_CLAMP_ONE:
|
|
return GL_CLAMP_TO_BORDER;
|
|
case SamplerState::WRAP_REPEAT:
|
|
return GL_REPEAT;
|
|
case SamplerState::WRAP_MIRRORED_REPEAT:
|
|
return GL_MIRRORED_REPEAT;
|
|
}
|
|
}
|
|
|
|
GLint OpenGL::getGLCompareMode(CompareMode mode)
|
|
{
|
|
switch (mode)
|
|
{
|
|
case COMPARE_LESS: return GL_LESS;
|
|
case COMPARE_LEQUAL: return GL_LEQUAL;
|
|
case COMPARE_EQUAL: return GL_EQUAL;
|
|
case COMPARE_GEQUAL: return GL_GEQUAL;
|
|
case COMPARE_GREATER: return GL_GREATER;
|
|
case COMPARE_NOTEQUAL: return GL_NOTEQUAL;
|
|
case COMPARE_ALWAYS: return GL_ALWAYS;
|
|
case COMPARE_NEVER: return GL_NEVER;
|
|
default: return GL_NEVER;
|
|
}
|
|
}
|
|
|
|
static bool isClampOne(SamplerState::WrapMode mode)
|
|
{
|
|
return mode == SamplerState::WRAP_CLAMP_ONE;
|
|
}
|
|
|
|
void OpenGL::setSamplerState(TextureType target, SamplerState &s)
|
|
{
|
|
GLenum gltarget = getGLTextureType(target);
|
|
|
|
GLint gmin = s.minFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
|
|
GLint gmag = s.magFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
|
|
|
|
if (s.mipmapFilter != SamplerState::MIPMAP_FILTER_NONE)
|
|
{
|
|
if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
|
|
gmin = GL_NEAREST_MIPMAP_NEAREST;
|
|
else if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
|
|
gmin = GL_NEAREST_MIPMAP_LINEAR;
|
|
else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
|
|
gmin = GL_LINEAR_MIPMAP_NEAREST;
|
|
else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
|
|
gmin = GL_LINEAR_MIPMAP_LINEAR;
|
|
}
|
|
|
|
glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
|
|
glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
|
|
|
|
if (!isClampZeroOneTextureWrapSupported())
|
|
{
|
|
if (SamplerState::isClampZeroOrOne(s.wrapU)) s.wrapU = SamplerState::WRAP_CLAMP;
|
|
if (SamplerState::isClampZeroOrOne(s.wrapV)) s.wrapV = SamplerState::WRAP_CLAMP;
|
|
if (SamplerState::isClampZeroOrOne(s.wrapW)) s.wrapW = SamplerState::WRAP_CLAMP;
|
|
}
|
|
|
|
if (SamplerState::isClampZeroOrOne(s.wrapU) || SamplerState::isClampZeroOrOne(s.wrapV) || SamplerState::isClampZeroOrOne(s.wrapW))
|
|
{
|
|
GLfloat c[] = {0.0f, 0.0f, 0.0f, 0.0f};
|
|
if (isClampOne(s.wrapU) || isClampOne(s.wrapU) || isClampOne(s.wrapV))
|
|
c[0] = c[1] = c[2] = c[3] = 1.0f;
|
|
|
|
glTexParameterfv(gltarget, GL_TEXTURE_BORDER_COLOR, c);
|
|
}
|
|
|
|
glTexParameteri(gltarget, GL_TEXTURE_WRAP_S, getGLWrapMode(s.wrapU));
|
|
glTexParameteri(gltarget, GL_TEXTURE_WRAP_T, getGLWrapMode(s.wrapV));
|
|
|
|
if (target == TEXTURE_VOLUME)
|
|
glTexParameteri(gltarget, GL_TEXTURE_WRAP_R, getGLWrapMode(s.wrapW));
|
|
|
|
if (isSamplerLODBiasSupported())
|
|
{
|
|
float maxbias = getMaxLODBias();
|
|
if (maxbias > 0.01f)
|
|
maxbias -= 0.01f;
|
|
|
|
s.lodBias = std::min(std::max(s.lodBias, -maxbias), maxbias);
|
|
|
|
glTexParameterf(gltarget, GL_TEXTURE_LOD_BIAS, s.lodBias);
|
|
}
|
|
else
|
|
{
|
|
s.lodBias = 0.0f;
|
|
}
|
|
|
|
if (GLAD_EXT_texture_filter_anisotropic)
|
|
{
|
|
uint8 maxAniso = (uint8) std::min(maxAnisotropy, (float)LOVE_UINT8_MAX);
|
|
s.maxAnisotropy = std::min(std::max(s.maxAnisotropy, (uint8)1), maxAniso);
|
|
glTexParameteri(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, s.maxAnisotropy);
|
|
}
|
|
else
|
|
{
|
|
s.maxAnisotropy = 1;
|
|
}
|
|
|
|
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0)
|
|
{
|
|
glTexParameterf(gltarget, GL_TEXTURE_MIN_LOD, (float)s.minLod);
|
|
glTexParameterf(gltarget, GL_TEXTURE_MAX_LOD, (float)s.maxLod);
|
|
}
|
|
else
|
|
{
|
|
s.minLod = 0;
|
|
s.maxLod = LOVE_UINT8_MAX;
|
|
}
|
|
|
|
if (isDepthCompareSampleSupported())
|
|
{
|
|
if (s.depthSampleMode.hasValue)
|
|
{
|
|
// See the comment in renderstate.h
|
|
GLenum glmode = getGLCompareMode(getReversedCompareMode(s.depthSampleMode.value));
|
|
|
|
glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
|
|
glTexParameteri(gltarget, GL_TEXTURE_COMPARE_FUNC, glmode);
|
|
}
|
|
else
|
|
{
|
|
glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_NONE);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
s.depthSampleMode.hasValue = false;
|
|
}
|
|
}
|
|
|
|
bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
|
|
{
|
|
GLenum gltarget = getGLTextureType(target);
|
|
TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
|
|
|
|
if (fmt.swizzled)
|
|
{
|
|
glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
|
|
glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
|
|
glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
|
|
glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
|
|
}
|
|
|
|
if (isTexStorageSupported())
|
|
{
|
|
if (target == TEXTURE_2D || target == TEXTURE_CUBE)
|
|
glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
|
|
else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
|
|
glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
|
|
}
|
|
else
|
|
{
|
|
int w = width;
|
|
int h = height;
|
|
int d = depth;
|
|
|
|
for (int level = 0; level < levels; level++)
|
|
{
|
|
if (target == TEXTURE_2D || target == TEXTURE_CUBE)
|
|
{
|
|
int faces = target == TEXTURE_CUBE ? 6 : 1;
|
|
for (int face = 0; face < faces; face++)
|
|
{
|
|
if (target == TEXTURE_CUBE)
|
|
gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
|
|
|
|
glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
|
|
fmt.externalformat, fmt.type, nullptr);
|
|
}
|
|
}
|
|
else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
|
|
{
|
|
if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
|
|
{
|
|
glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
|
|
d, 0, fmt.externalformat, fmt.type, nullptr);
|
|
}
|
|
else
|
|
{
|
|
glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
|
|
0, fmt.externalformat, fmt.type, nullptr);
|
|
}
|
|
}
|
|
|
|
w = std::max(w / 2, 1);
|
|
h = std::max(h / 2, 1);
|
|
|
|
if (target == TEXTURE_VOLUME)
|
|
d = std::max(d / 2, 1);
|
|
}
|
|
}
|
|
|
|
return gltarget != GL_ZERO;
|
|
}
|
|
|
|
bool OpenGL::isTexStorageSupported()
|
|
{
|
|
bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
|
|
|
|
// Apparently there are bugs with glTexStorage on some Android drivers. I'd
|
|
// rather not find out the hard way, so we'll avoid it for now...
|
|
#ifndef LOVE_ANDROID
|
|
if (GLAD_ES_VERSION_3_0)
|
|
supportsTexStorage = true;
|
|
#endif
|
|
|
|
if (gl.bugs.texStorageBreaksSubImage)
|
|
supportsTexStorage = false;
|
|
|
|
return supportsTexStorage;
|
|
}
|
|
|
|
bool OpenGL::isTextureTypeSupported(TextureType type) const
|
|
{
|
|
switch (type)
|
|
{
|
|
case TEXTURE_2D:
|
|
return true;
|
|
case TEXTURE_VOLUME:
|
|
return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
|
|
case TEXTURE_2D_ARRAY:
|
|
return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
|
|
case TEXTURE_CUBE:
|
|
return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool OpenGL::isClampZeroOneTextureWrapSupported() const
|
|
{
|
|
return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
|
|
}
|
|
|
|
bool OpenGL::isPixelShaderHighpSupported() const
|
|
{
|
|
return pixelShaderHighpSupported;
|
|
}
|
|
|
|
bool OpenGL::isInstancingSupported() const
|
|
{
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
|
|
|| GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
|
|
}
|
|
|
|
bool OpenGL::isDepthCompareSampleSupported() const
|
|
{
|
|
// Our official API only supports this in GLSL3 shaders, but unofficially
|
|
// the requirements are more lax.
|
|
return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
|
|
}
|
|
|
|
bool OpenGL::isSamplerLODBiasSupported() const
|
|
{
|
|
return GLAD_VERSION_1_4;
|
|
}
|
|
|
|
bool OpenGL::isBaseVertexSupported() const
|
|
{
|
|
return baseVertexSupported;
|
|
}
|
|
|
|
bool OpenGL::isMultiFormatMRTSupported() const
|
|
{
|
|
return getMaxRenderTargets() > 1 && (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object);
|
|
}
|
|
|
|
int OpenGL::getMax2DTextureSize() const
|
|
{
|
|
return std::max(max2DTextureSize, 1);
|
|
}
|
|
|
|
int OpenGL::getMax3DTextureSize() const
|
|
{
|
|
return std::max(max3DTextureSize, 1);
|
|
}
|
|
|
|
int OpenGL::getMaxCubeTextureSize() const
|
|
{
|
|
return std::max(maxCubeTextureSize, 1);
|
|
}
|
|
|
|
int OpenGL::getMaxTextureLayers() const
|
|
{
|
|
return std::max(maxTextureArrayLayers, 1);
|
|
}
|
|
|
|
int OpenGL::getMaxRenderTargets() const
|
|
{
|
|
return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
|
|
}
|
|
|
|
int OpenGL::getMaxSamples() const
|
|
{
|
|
return maxSamples;
|
|
}
|
|
|
|
int OpenGL::getMaxTextureUnits() const
|
|
{
|
|
return maxTextureUnits;
|
|
}
|
|
|
|
float OpenGL::getMaxPointSize() const
|
|
{
|
|
return maxPointSize;
|
|
}
|
|
|
|
float OpenGL::getMaxAnisotropy() const
|
|
{
|
|
return maxAnisotropy;
|
|
}
|
|
|
|
float OpenGL::getMaxLODBias() const
|
|
{
|
|
return maxLODBias;
|
|
}
|
|
|
|
bool OpenGL::isCoreProfile() const
|
|
{
|
|
return coreProfile;
|
|
}
|
|
|
|
OpenGL::Vendor OpenGL::getVendor() const
|
|
{
|
|
return vendor;
|
|
}
|
|
|
|
OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
|
|
{
|
|
TextureFormat f;
|
|
|
|
f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
|
|
f.framebufferAttachments[1] = GL_NONE;
|
|
|
|
if (pixelformat == PIXELFORMAT_RGBA8_UNORM && isSRGB)
|
|
pixelformat = PIXELFORMAT_sRGBA8_UNORM;
|
|
else if (pixelformat == PIXELFORMAT_ETC1_UNORM)
|
|
{
|
|
// The ETC2 format can load ETC1 textures.
|
|
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
|
|
pixelformat = PIXELFORMAT_ETC2_RGB_UNORM;
|
|
}
|
|
|
|
switch (pixelformat)
|
|
{
|
|
case PIXELFORMAT_R8_UNORM:
|
|
if ((GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
|
|
&& !gl.bugs.brokenR8PixelFormat)
|
|
{
|
|
f.internalformat = GL_R8;
|
|
f.externalformat = GL_RED;
|
|
}
|
|
else
|
|
{
|
|
f.internalformat = GL_LUMINANCE8;
|
|
f.externalformat = GL_LUMINANCE;
|
|
}
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case PIXELFORMAT_RG8_UNORM:
|
|
f.internalformat = GL_RG8;
|
|
f.externalformat = GL_RG;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case PIXELFORMAT_RGBA8_UNORM:
|
|
f.internalformat = GL_RGBA8;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case PIXELFORMAT_sRGBA8_UNORM:
|
|
f.internalformat = GL_SRGB8_ALPHA8;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
|
|
f.externalformat = GL_SRGB_ALPHA;
|
|
else
|
|
f.externalformat = GL_RGBA;
|
|
break;
|
|
case PIXELFORMAT_R16_UNORM:
|
|
f.internalformat = GL_R16;
|
|
f.externalformat = GL_RED;
|
|
f.type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
case PIXELFORMAT_RG16_UNORM:
|
|
f.internalformat = GL_RG16;
|
|
f.externalformat = GL_RG;
|
|
f.type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
case PIXELFORMAT_RGBA16_UNORM:
|
|
f.internalformat = GL_RGBA16;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
case PIXELFORMAT_R16_FLOAT:
|
|
f.internalformat = GL_R16F;
|
|
f.externalformat = GL_RED;
|
|
if (GLAD_OES_texture_half_float)
|
|
f.type = GL_HALF_FLOAT_OES;
|
|
else
|
|
f.type = GL_HALF_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_RG16_FLOAT:
|
|
f.internalformat = GL_RG16F;
|
|
f.externalformat = GL_RG;
|
|
if (GLAD_OES_texture_half_float)
|
|
f.type = GL_HALF_FLOAT_OES;
|
|
else
|
|
f.type = GL_HALF_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_RGBA16_FLOAT:
|
|
f.internalformat = GL_RGBA16F;
|
|
f.externalformat = GL_RGBA;
|
|
if (GLAD_OES_texture_half_float)
|
|
f.type = GL_HALF_FLOAT_OES;
|
|
else
|
|
f.type = GL_HALF_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_R32_FLOAT:
|
|
f.internalformat = GL_R32F;
|
|
f.externalformat = GL_RED;
|
|
f.type = GL_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_RG32_FLOAT:
|
|
f.internalformat = GL_RG32F;
|
|
f.externalformat = GL_RG;
|
|
f.type = GL_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_RGBA32_FLOAT:
|
|
f.internalformat = GL_RGBA32F;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_FLOAT;
|
|
break;
|
|
|
|
case PIXELFORMAT_LA8_UNORM:
|
|
if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
|
|
{
|
|
f.internalformat = GL_RG8;
|
|
f.externalformat = GL_RG;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
f.swizzled = true;
|
|
f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
|
|
f.swizzle[3] = GL_GREEN;
|
|
}
|
|
else
|
|
{
|
|
f.internalformat = GL_LUMINANCE8_ALPHA8;
|
|
f.externalformat = GL_LUMINANCE_ALPHA;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
}
|
|
break;
|
|
|
|
case PIXELFORMAT_RGBA4_UNORM:
|
|
f.internalformat = GL_RGBA4;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
break;
|
|
case PIXELFORMAT_RGB5A1_UNORM:
|
|
f.internalformat = GL_RGB5_A1;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
break;
|
|
case PIXELFORMAT_RGB565_UNORM:
|
|
f.internalformat = GL_RGB565;
|
|
f.externalformat = GL_RGB;
|
|
f.type = GL_UNSIGNED_SHORT_5_6_5;
|
|
break;
|
|
case PIXELFORMAT_RGB10A2_UNORM:
|
|
f.internalformat = GL_RGB10_A2;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
|
|
break;
|
|
case PIXELFORMAT_RG11B10_FLOAT:
|
|
f.internalformat = GL_R11F_G11F_B10F;
|
|
f.externalformat = GL_RGB;
|
|
f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
|
|
break;
|
|
|
|
case PIXELFORMAT_STENCIL8:
|
|
// Prefer a combined depth/stencil buffer due to driver issues.
|
|
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
|
|
{
|
|
f.internalformat = GL_DEPTH24_STENCIL8;
|
|
f.externalformat = GL_DEPTH_STENCIL;
|
|
f.type = GL_UNSIGNED_INT_24_8;
|
|
f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
|
|
}
|
|
else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
|
|
{
|
|
f.internalformat = GL_DEPTH24_STENCIL8;
|
|
f.externalformat = GL_DEPTH_STENCIL;
|
|
f.type = GL_UNSIGNED_INT_24_8;
|
|
f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
|
|
f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
|
|
}
|
|
else
|
|
{
|
|
f.internalformat = GL_STENCIL_INDEX8;
|
|
f.externalformat = GL_STENCIL;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
|
|
}
|
|
break;
|
|
|
|
case PIXELFORMAT_DEPTH16_UNORM:
|
|
f.internalformat = GL_DEPTH_COMPONENT16;
|
|
f.externalformat = GL_DEPTH_COMPONENT;
|
|
f.type = GL_UNSIGNED_SHORT;
|
|
f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
|
|
break;
|
|
|
|
case PIXELFORMAT_DEPTH24_UNORM:
|
|
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
|
|
{
|
|
f.internalformat = GL_DEPTH24_STENCIL8;
|
|
f.externalformat = GL_DEPTH_STENCIL;
|
|
f.type = GL_UNSIGNED_INT_24_8;
|
|
f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
|
|
f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
|
|
}
|
|
else
|
|
{
|
|
f.internalformat = GL_DEPTH_COMPONENT24;
|
|
f.externalformat = GL_DEPTH_COMPONENT;
|
|
f.type = GL_UNSIGNED_INT;
|
|
f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
|
|
}
|
|
break;
|
|
|
|
case PIXELFORMAT_DEPTH32_FLOAT:
|
|
f.internalformat = GL_DEPTH_COMPONENT32F;
|
|
f.externalformat = GL_DEPTH_COMPONENT;
|
|
f.type = GL_FLOAT;
|
|
f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
|
|
break;
|
|
|
|
case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
|
|
f.internalformat = GL_DEPTH24_STENCIL8;
|
|
f.externalformat = GL_DEPTH_STENCIL;
|
|
f.type = GL_UNSIGNED_INT_24_8;
|
|
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
|
|
{
|
|
f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
|
|
}
|
|
else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
|
|
{
|
|
f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
|
|
f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
|
|
}
|
|
break;
|
|
|
|
case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
|
|
f.internalformat = GL_DEPTH32F_STENCIL8;
|
|
f.externalformat = GL_DEPTH_STENCIL;
|
|
f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
|
|
f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
|
|
break;
|
|
|
|
case PIXELFORMAT_DXT1_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
|
|
break;
|
|
case PIXELFORMAT_DXT3_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
break;
|
|
case PIXELFORMAT_DXT5_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
break;
|
|
case PIXELFORMAT_BC4_UNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RED_RGTC1;
|
|
break;
|
|
case PIXELFORMAT_BC4_SNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
|
|
break;
|
|
case PIXELFORMAT_BC5_UNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RG_RGTC2;
|
|
break;
|
|
case PIXELFORMAT_BC5_SNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
|
|
break;
|
|
case PIXELFORMAT_BC6H_UFLOAT:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_BC6H_FLOAT:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_BC7_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGB2_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGB4_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGBA2_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGBA4_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_ETC1_UNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_ETC1_RGB8_OES;
|
|
break;
|
|
case PIXELFORMAT_ETC2_RGB_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
|
|
break;
|
|
case PIXELFORMAT_ETC2_RGBA_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
|
|
break;
|
|
case PIXELFORMAT_ETC2_RGBA1_UNORM:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
|
|
break;
|
|
case PIXELFORMAT_EAC_R_UNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_R11_EAC;
|
|
break;
|
|
case PIXELFORMAT_EAC_R_SNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
|
|
break;
|
|
case PIXELFORMAT_EAC_RG_UNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RG11_EAC;
|
|
break;
|
|
case PIXELFORMAT_EAC_RG_SNORM:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
|
|
break;
|
|
case PIXELFORMAT_ASTC_4x4:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_5x4:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_5x5:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_6x5:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_6x6:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_8x5:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_8x6:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_8x8:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_10x5:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_10x6:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_10x8:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_10x10:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_12x10:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
|
|
break;
|
|
case PIXELFORMAT_ASTC_12x12:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
|
|
break;
|
|
|
|
default:
|
|
printf("Unhandled pixel format %d when converting to OpenGL enums!", pixelformat);
|
|
break;
|
|
}
|
|
|
|
if (!isPixelFormatCompressed(pixelformat))
|
|
{
|
|
if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat == PIXELFORMAT_LA8_UNORM)
|
|
&& !renderbuffer && !isTexStorageSupported())
|
|
{
|
|
f.internalformat = f.externalformat;
|
|
}
|
|
|
|
if (pixelformat != PIXELFORMAT_sRGBA8_UNORM)
|
|
isSRGB = false;
|
|
}
|
|
|
|
return f;
|
|
}
|
|
|
|
bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
|
|
{
|
|
if (rendertarget && isPixelFormatCompressed(pixelformat))
|
|
return false;
|
|
|
|
if (pixelformat == PIXELFORMAT_RGBA8_UNORM && isSRGB)
|
|
pixelformat = PIXELFORMAT_sRGBA8_UNORM;
|
|
|
|
switch (pixelformat)
|
|
{
|
|
case PIXELFORMAT_R8_UNORM:
|
|
case PIXELFORMAT_RG8_UNORM:
|
|
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
|
|
return true;
|
|
else if (pixelformat == PIXELFORMAT_R8_UNORM && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
|
|
return true; // We'll use OpenGL's luminance format internally.
|
|
else
|
|
return false;
|
|
case PIXELFORMAT_RGBA8_UNORM:
|
|
if (rendertarget)
|
|
return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
|
|
else
|
|
return true;
|
|
case PIXELFORMAT_sRGBA8_UNORM:
|
|
if (rendertarget)
|
|
{
|
|
if (GLAD_VERSION_1_0)
|
|
{
|
|
return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
|
|
&& (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
|
|
}
|
|
else
|
|
return GLAD_ES_VERSION_3_0;
|
|
}
|
|
else
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
|
|
case PIXELFORMAT_R16_UNORM:
|
|
case PIXELFORMAT_RG16_UNORM:
|
|
return GLAD_VERSION_3_0
|
|
|| (GLAD_VERSION_1_1 && GLAD_ARB_texture_rg)
|
|
|| (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
|
|
case PIXELFORMAT_RGBA16_UNORM:
|
|
return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
|
|
case PIXELFORMAT_R16_FLOAT:
|
|
case PIXELFORMAT_RG16_FLOAT:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
|
|
else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
|
|
return false;
|
|
else
|
|
return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
|
|
case PIXELFORMAT_RGBA16_FLOAT:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
|
|
else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
|
|
return false;
|
|
else
|
|
return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
|
|
case PIXELFORMAT_R32_FLOAT:
|
|
case PIXELFORMAT_RG32_FLOAT:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
|
|
else if (!rendertarget)
|
|
return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
|
|
else
|
|
return false;
|
|
case PIXELFORMAT_RGBA32_FLOAT:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
|
|
else if (!rendertarget)
|
|
return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
|
|
else
|
|
return false;
|
|
|
|
case PIXELFORMAT_LA8_UNORM:
|
|
return !rendertarget;
|
|
|
|
case PIXELFORMAT_RGBA4_UNORM:
|
|
case PIXELFORMAT_RGB5A1_UNORM:
|
|
return true;
|
|
case PIXELFORMAT_RGB565_UNORM:
|
|
return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
|
|
case PIXELFORMAT_RGB10A2_UNORM:
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
|
|
case PIXELFORMAT_RG11B10_FLOAT:
|
|
if (rendertarget)
|
|
return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
|
|
else
|
|
return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
|
|
|
|
case PIXELFORMAT_STENCIL8:
|
|
return rendertarget && !readable;
|
|
|
|
case PIXELFORMAT_DEPTH16_UNORM:
|
|
if (!rendertarget)
|
|
return false;
|
|
else if (readable)
|
|
return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
|
|
else
|
|
return true;
|
|
|
|
case PIXELFORMAT_DEPTH24_UNORM:
|
|
if (!rendertarget)
|
|
return false;
|
|
else if (readable)
|
|
return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
|
|
else
|
|
return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
|
|
|
|
case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
|
|
if (!rendertarget)
|
|
return false;
|
|
else if (readable)
|
|
return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
|
|
else
|
|
return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
|
|
|
|
case PIXELFORMAT_DEPTH32_FLOAT:
|
|
case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
|
|
return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
|
|
|
|
case PIXELFORMAT_DXT1_UNORM:
|
|
return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
|
|
case PIXELFORMAT_DXT3_UNORM:
|
|
return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
|
|
case PIXELFORMAT_DXT5_UNORM:
|
|
return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
|
|
case PIXELFORMAT_BC4_UNORM:
|
|
case PIXELFORMAT_BC4_SNORM:
|
|
case PIXELFORMAT_BC5_UNORM:
|
|
case PIXELFORMAT_BC5_SNORM:
|
|
return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
|
|
case PIXELFORMAT_BC6H_UFLOAT:
|
|
case PIXELFORMAT_BC6H_FLOAT:
|
|
case PIXELFORMAT_BC7_UNORM:
|
|
return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
|
|
case PIXELFORMAT_PVR1_RGB2_UNORM:
|
|
case PIXELFORMAT_PVR1_RGB4_UNORM:
|
|
case PIXELFORMAT_PVR1_RGBA2_UNORM:
|
|
case PIXELFORMAT_PVR1_RGBA4_UNORM:
|
|
return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
|
|
case PIXELFORMAT_ETC1_UNORM:
|
|
// ETC2 support guarantees ETC1 support as well.
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
|
|
case PIXELFORMAT_ETC2_RGB_UNORM:
|
|
case PIXELFORMAT_ETC2_RGBA_UNORM:
|
|
case PIXELFORMAT_ETC2_RGBA1_UNORM:
|
|
case PIXELFORMAT_EAC_R_UNORM:
|
|
case PIXELFORMAT_EAC_R_SNORM:
|
|
case PIXELFORMAT_EAC_RG_UNORM:
|
|
case PIXELFORMAT_EAC_RG_SNORM:
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
|
|
case PIXELFORMAT_ASTC_4x4:
|
|
case PIXELFORMAT_ASTC_5x4:
|
|
case PIXELFORMAT_ASTC_5x5:
|
|
case PIXELFORMAT_ASTC_6x5:
|
|
case PIXELFORMAT_ASTC_6x6:
|
|
case PIXELFORMAT_ASTC_8x5:
|
|
case PIXELFORMAT_ASTC_8x6:
|
|
case PIXELFORMAT_ASTC_8x8:
|
|
case PIXELFORMAT_ASTC_10x5:
|
|
case PIXELFORMAT_ASTC_10x6:
|
|
case PIXELFORMAT_ASTC_10x8:
|
|
case PIXELFORMAT_ASTC_10x10:
|
|
case PIXELFORMAT_ASTC_12x10:
|
|
case PIXELFORMAT_ASTC_12x12:
|
|
return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
|
|
{
|
|
switch (pixelformat)
|
|
{
|
|
case PIXELFORMAT_R16_FLOAT:
|
|
case PIXELFORMAT_RG16_FLOAT:
|
|
case PIXELFORMAT_RGBA16_FLOAT:
|
|
return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
|
|
case PIXELFORMAT_R32_FLOAT:
|
|
case PIXELFORMAT_RG32_FLOAT:
|
|
case PIXELFORMAT_RGBA32_FLOAT:
|
|
return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
const char *OpenGL::errorString(GLenum errorcode)
|
|
{
|
|
switch (errorcode)
|
|
{
|
|
case GL_NO_ERROR:
|
|
return "no error";
|
|
case GL_INVALID_ENUM:
|
|
return "invalid enum";
|
|
case GL_INVALID_VALUE:
|
|
return "invalid value";
|
|
case GL_INVALID_OPERATION:
|
|
return "invalid operation";
|
|
case GL_OUT_OF_MEMORY:
|
|
return "out of memory";
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
|
return "invalid framebuffer operation";
|
|
case GL_CONTEXT_LOST:
|
|
return "OpenGL context has been lost";
|
|
default:
|
|
break;
|
|
}
|
|
|
|
static char text[64] = {};
|
|
|
|
memset(text, 0, sizeof(text));
|
|
sprintf(text, "0x%x", errorcode);
|
|
|
|
return text;
|
|
}
|
|
|
|
const char *OpenGL::framebufferStatusString(GLenum status)
|
|
{
|
|
switch (status)
|
|
{
|
|
case GL_FRAMEBUFFER_COMPLETE:
|
|
return "complete (success)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
return "Texture format cannot be rendered to on this system.";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
return "Error in graphics driver (missing render texture attachment)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
|
return "Error in graphics driver (incomplete draw buffer)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
|
return "Error in graphics driver (incomplete read buffer)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
|
|
return "Texture with the specified MSAA count cannot be rendered to on this system.";
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
return "Renderable textures are unsupported";
|
|
default:
|
|
break;
|
|
}
|
|
|
|
static char text[64] = {};
|
|
|
|
memset(text, 0, sizeof(text));
|
|
sprintf(text, "0x%x", status);
|
|
|
|
return text;
|
|
}
|
|
|
|
const char *OpenGL::debugSeverityString(GLenum severity)
|
|
{
|
|
switch (severity)
|
|
{
|
|
case GL_DEBUG_SEVERITY_HIGH:
|
|
return "high";
|
|
case GL_DEBUG_SEVERITY_MEDIUM:
|
|
return "medium";
|
|
case GL_DEBUG_SEVERITY_LOW:
|
|
return "low";
|
|
default:
|
|
return "unknown";
|
|
}
|
|
}
|
|
|
|
const char *OpenGL::debugSourceString(GLenum source)
|
|
{
|
|
switch (source)
|
|
{
|
|
case GL_DEBUG_SOURCE_API:
|
|
return "API";
|
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
|
|
return "window";
|
|
case GL_DEBUG_SOURCE_SHADER_COMPILER:
|
|
return "shader";
|
|
case GL_DEBUG_SOURCE_THIRD_PARTY:
|
|
return "external";
|
|
case GL_DEBUG_SOURCE_APPLICATION:
|
|
return "LOVE";
|
|
case GL_DEBUG_SOURCE_OTHER:
|
|
return "other";
|
|
default:
|
|
return "unknown";
|
|
}
|
|
}
|
|
|
|
const char *OpenGL::debugTypeString(GLenum type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_DEBUG_TYPE_ERROR:
|
|
return "error";
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
|
|
return "deprecated behavior";
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
|
|
return "undefined behavior";
|
|
case GL_DEBUG_TYPE_PERFORMANCE:
|
|
return "performance";
|
|
case GL_DEBUG_TYPE_PORTABILITY:
|
|
return "portability";
|
|
case GL_DEBUG_TYPE_OTHER:
|
|
return "other";
|
|
default:
|
|
return "unknown";
|
|
}
|
|
}
|
|
|
|
|
|
// OpenGL class instance singleton.
|
|
OpenGL gl;
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|