Files
love/src/modules/graphics/opengl/OpenGL.cpp
T
2021-01-17 14:48:35 -04:00

2274 lines
62 KiB
C++

/**
* Copyright (c) 2006-2020 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.
**/
// LOVE
#include "common/config.h"
#include "OpenGL.h"
#include "Shader.h"
#include "common/Exception.h"
#include "graphics/Graphics.h"
#include "graphics/Buffer.h"
// C++
#include <algorithm>
#include <limits>
// C
#include <cstring>
#include <cstdio>
// For SDL_GL_GetProcAddress.
#include <SDL_video.h>
#ifdef LOVE_IOS
#include <SDL_syswm.h>
#endif
#ifdef LOVE_ANDROID
#include <dlfcn.h>
#endif
namespace love
{
namespace graphics
{
namespace opengl
{
static void *LOVEGetProcAddress(const char *name)
{
#ifdef LOVE_ANDROID
void *proc = dlsym(RTLD_DEFAULT, name);
if (proc)
return proc;
#endif
return SDL_GL_GetProcAddress(name);
}
OpenGL::TempDebugGroup::TempDebugGroup(const char *name)
{
if (isDebugEnabled())
{
if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
else if (GLAD_EXT_debug_marker)
glPushGroupMarkerEXT(0, (const GLchar *) name);
}
}
OpenGL::TempDebugGroup::~TempDebugGroup()
{
if (isDebugEnabled())
{
if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
glPopDebugGroup();
else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
glPopDebugGroupKHR();
else if (GLAD_EXT_debug_marker)
glPopGroupMarkerEXT();
}
}
OpenGL::OpenGL()
: stats()
, contextInitialized(false)
, pixelShaderHighpSupported(false)
, baseVertexSupported(false)
, maxAnisotropy(1.0f)
, max2DTextureSize(0)
, max3DTextureSize(0)
, maxCubeTextureSize(0)
, maxTextureArrayLayers(0)
, maxTexelBufferSize(0)
, maxShaderStorageBufferSize(0)
, maxRenderTargets(1)
, maxSamples(1)
, maxTextureUnits(1)
, maxShaderStorageBufferBindings(0)
, maxPointSize(1)
, coreProfile(false)
, vendor(VENDOR_UNKNOWN)
, state()
{
}
bool OpenGL::initContext()
{
if (contextInitialized)
return true;
if (!gladLoadGLLoader(LOVEGetProcAddress))
return false;
if (GLAD_VERSION_3_2)
{
GLint profileMask = 0;
glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
}
else
coreProfile = false;
initOpenGLFunctions();
initVendor();
bugs = {};
#if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
// See the comments in OpenGL.h.
if (getVendor() == VENDOR_AMD)
{
bugs.clearRequiresDriverTextureStateUpdate = true;
if (!gl.isCoreProfile())
bugs.generateMipmapsRequiresTexture2DEnable = true;
}
#endif
#ifdef LOVE_WINDOWS
if (getVendor() == VENDOR_INTEL && gl.isCoreProfile())
{
const char *device = (const char *) glGetString(GL_RENDERER);
if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
bugs.clientWaitSyncStalls = true;
}
if (getVendor() == VENDOR_INTEL)
{
const char *device = (const char *) glGetString(GL_RENDERER);
if (strstr(device, "HD Graphics 3000") || strstr(device, "HD Graphics 2000")
|| !strcmp(device, "Intel(R) HD Graphics") || !strcmp(device, "Intel(R) HD Graphics Family"))
{
bugs.brokenSRGB = true;
}
}
#endif
#ifdef LOVE_WINDOWS
if (getVendor() == VENDOR_AMD)
{
// Radeon drivers switched from "ATI Radeon" to "AMD Radeon" around
// the 7000 series. We'll assume this bug doesn't affect those newer
// GPUs / drivers.
const char *device = (const char *) glGetString(GL_RENDERER);
if (strstr(device, "ATI Radeon") || strstr(device, "ATI Mobility Radeon"))
bugs.texStorageBreaksSubImage = true;
}
#endif
contextInitialized = true;
return true;
}
void OpenGL::setupContext()
{
if (!contextInitialized)
return;
initMaxValues();
GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
GLint maxvertexattribs = 1;
glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
state.instancedAttribArrays = 0;
setVertexAttributes(VertexAttributes(), BufferBindings());
// Get the current viewport.
glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
// And the current scissor - but we need to compensate for GL scissors
// starting at the bottom left instead of top left.
glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
if (GLAD_VERSION_1_0)
glGetFloatv(GL_POINT_SIZE, &state.pointSize);
else
state.pointSize = 1.0f;
for (int i = 0; i < 2; i++)
state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
setEnableState(ENABLE_BLEND, state.enableState[ENABLE_BLEND]);
setEnableState(ENABLE_DEPTH_TEST, state.enableState[ENABLE_DEPTH_TEST]);
setEnableState(ENABLE_STENCIL_TEST, state.enableState[ENABLE_STENCIL_TEST]);
setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
if (!bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB
|| GLAD_EXT_framebuffer_sRGB || GLAD_EXT_sRGB_write_control))
{
setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
}
else
state.enableState[ENABLE_FRAMEBUFFER_SRGB] = false;
GLint faceCull = GL_BACK;
glGetIntegerv(GL_CULL_FACE_MODE, &faceCull);
state.faceCullMode = faceCull;
for (int i = 0; i < (int) BUFFERTYPE_MAX_ENUM; i++)
{
state.boundBuffers[i] = 0;
if (isBufferTypeSupported((BufferType) i))
glBindBuffer(getGLBufferType((BufferType) i), 0);
}
if (isBufferTypeSupported(BUFFERTYPE_SHADER_STORAGE))
state.boundIndexedBuffers[BUFFERTYPE_SHADER_STORAGE].resize(maxShaderStorageBufferBindings, 0);
// Initialize multiple texture unit support for shaders.
for (int i = 0; i < TEXTURE_MAX_ENUM + 1; i++)
{
state.boundTextures[i].clear();
state.boundTextures[i].resize(maxTextureUnits, 0);
}
for (int i = 0; i < maxTextureUnits; i++)
{
glActiveTexture(GL_TEXTURE0 + i);
for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
{
TextureType textype = (TextureType) j;
if (isTextureTypeSupported(textype))
glBindTexture(getGLTextureType(textype), 0);
}
}
glActiveTexture(GL_TEXTURE0);
state.curTextureUnit = 0;
setDepthWrites(state.depthWritesEnabled);
createDefaultTexture();
contextInitialized = true;
#ifdef LOVE_ANDROID
// This can't be done in initContext with the rest of the bug checks because
// isPixelFormatSupported relies on state initialized here / after init.
auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
if (GLAD_ES_VERSION_3_0 && gfx != nullptr && !gfx->isPixelFormatSupported(PIXELFORMAT_R8_UNORM, true, true))
bugs.brokenR8PixelFormat = true;
#endif
}
void OpenGL::deInitContext()
{
if (!contextInitialized)
return;
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
{
if (state.defaultTexture[i] != 0)
{
gl.deleteTexture(state.defaultTexture[i]);
state.defaultTexture[i] = 0;
}
}
contextInitialized = false;
}
void OpenGL::initVendor()
{
const char *vstr = (const char *) glGetString(GL_VENDOR);
if (!vstr)
{
vendor = VENDOR_UNKNOWN;
return;
}
// http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
// http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
// https://opengl.gpuinfo.org/displaycapability.php?name=GL_VENDOR
if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
vendor = VENDOR_AMD;
else if (strstr(vstr, "NVIDIA"))
vendor = VENDOR_NVIDIA;
else if (strstr(vstr, "Intel"))
vendor = VENDOR_INTEL;
else if (strstr(vstr, "Mesa"))
vendor = VENDOR_MESA_SOFT;
else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
vendor = VENDOR_APPLE;
else if (strstr(vstr, "Microsoft"))
vendor = VENDOR_MICROSOFT;
else if (strstr(vstr, "Imagination"))
vendor = VENDOR_IMGTEC;
else if (strstr(vstr, "ARM"))
vendor = VENDOR_ARM;
else if (strstr(vstr, "Qualcomm"))
vendor = VENDOR_QUALCOMM;
else if (strstr(vstr, "Broadcom"))
vendor = VENDOR_BROADCOM;
else if (strstr(vstr, "Vivante"))
vendor = VENDOR_VIVANTE;
else
vendor = VENDOR_UNKNOWN;
}
void OpenGL::initOpenGLFunctions()
{
// Alias extension-suffixed framebuffer functions to core versions since
// there are so many different-named extensions that do the same things...
if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
{
if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
{
fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
fp_glBindFramebuffer = fp_glBindFramebufferEXT;
fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
}
if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
if (GLAD_EXT_framebuffer_blit)
fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
else if (GLAD_ANGLE_framebuffer_blit)
fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
else if (GLAD_NV_framebuffer_blit)
fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
if (GLAD_EXT_framebuffer_multisample)
fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
else if (GLAD_APPLE_framebuffer_multisample)
fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
else if (GLAD_ANGLE_framebuffer_multisample)
fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
else if (GLAD_NV_framebuffer_multisample)
fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
}
if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
{
if (GLAD_ARB_instanced_arrays)
{
fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
}
else if (GLAD_EXT_instanced_arrays)
{
fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
}
else if (GLAD_ANGLE_instanced_arrays)
{
fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
}
}
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
{
// The Nvidia Tegra 3 driver (used by Ouya) claims to support GL_EXT_texture_array but
// segfaults if you actually try to use it. OpenGL ES 2.0 devices should use OES_texture_3D.
// GL_EXT_texture_array is for desktops.
GLAD_EXT_texture_array = false;
if (GLAD_OES_texture_3D)
{
// Function signatures don't match, we'll have to conditionally call it
//fp_glTexImage3D = fp_glTexImage3DOES;
fp_glTexSubImage3D = fp_glTexSubImage3DOES;
fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
}
}
if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
{
if (GLAD_OES_draw_elements_base_vertex)
{
fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexOES;
if (GLAD_ES_VERSION_3_0)
{
fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexOES;
fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexOES;
}
}
else if (GLAD_EXT_draw_elements_base_vertex)
{
fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexEXT;
if (GLAD_ES_VERSION_3_0)
{
fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexEXT;
fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexEXT;
}
}
}
}
void OpenGL::initMaxValues()
{
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
{
GLint range = 0;
GLint precision = 0;
glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
pixelShaderHighpSupported = range > 0;
}
else
pixelShaderHighpSupported = true;
baseVertexSupported = GLAD_VERSION_3_2 || GLAD_ES_VERSION_3_2 || GLAD_ARB_draw_elements_base_vertex
|| GLAD_OES_draw_elements_base_vertex || GLAD_EXT_draw_elements_base_vertex;
// We'll need this value to clamp anisotropy.
if (GLAD_EXT_texture_filter_anisotropic)
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
else
maxAnisotropy = 1.0f;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
if (isTextureTypeSupported(TEXTURE_VOLUME))
glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
else
max3DTextureSize = 0;
if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
else
maxTextureArrayLayers = 0;
if (isBufferTypeSupported(BUFFERTYPE_TEXEL))
glGetIntegerv(GL_MAX_TEXTURE_BUFFER_SIZE, &maxTexelBufferSize);
else
maxTexelBufferSize = 0;
if (isBufferTypeSupported(BUFFERTYPE_SHADER_STORAGE))
{
glGetIntegerv(GL_MAX_SHADER_STORAGE_BLOCK_SIZE, &maxShaderStorageBufferSize);
glGetIntegerv(GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS, &maxShaderStorageBufferBindings);
}
else
{
maxShaderStorageBufferSize = 0;
maxShaderStorageBufferBindings = 0;
}
int maxattachments = 1;
int maxdrawbuffers = 1;
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
{
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
}
maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
|| GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
|| GLAD_ANGLE_framebuffer_multisample)
{
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_TEXEL: return GL_TEXTURE_BUFFER;
case BUFFERTYPE_SHADER_STORAGE: return GL_SHADER_STORAGE_BUFFER;
case BUFFERTYPE_COPY_SOURCE: return GL_COPY_READ_BUFFER;
case BUFFERTYPE_COPY_DEST: return GL_COPY_WRITE_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_TEXTURE_BUFFER; // Hack
}
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;
for (GLuint &bufferid : state.boundIndexedBuffers[i])
{
if (bufferid == buffer)
bufferid = 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, bool bindforedit)
{
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;
}
else if (bindforedit && !restoreprev && textureunit != state.curTextureUnit)
{
glActiveTexture(GL_TEXTURE0 + textureunit);
state.curTextureUnit = textureunit;
}
}
void OpenGL::bindBufferTextureToUnit(GLuint texture, int textureunit, bool restoreprev, bool bindforedit)
{
bindTextureToUnit(TEXTURE_MAX_ENUM, texture, textureunit, restoreprev, bindforedit);
}
void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev, bool bindforedit)
{
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, bindforedit);
}
void OpenGL::bindIndexedBuffer(GLuint buffer, BufferType type, int index)
{
auto &bindings = state.boundIndexedBuffers[type];
if (bindings.size() > (size_t) index && buffer != bindings[index])
{
bindings[index] = buffer;
glBindBufferBase(getGLBufferType(type), index, buffer);
// glBindBufferBase affects glBindBuffer as well... for some reason.
state.boundBuffers[type] = buffer;
}
}
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 + 1; 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;
case TEXTURE_MAX_ENUM:
return false;
}
return false;
}
bool OpenGL::isBufferTypeSupported(BufferType type) const
{
switch (type)
{
case BUFFERTYPE_VERTEX:
case BUFFERTYPE_INDEX:
return true;
case BUFFERTYPE_TEXEL:
// Not supported in ES until 3.2, which we don't support shaders for...
return GLAD_VERSION_3_1;
case BUFFERTYPE_SHADER_STORAGE:
return (GLAD_VERSION_4_3 && isCoreProfile()) || GLAD_ES_VERSION_3_1;
case BUFFERTYPE_COPY_SOURCE:
case BUFFERTYPE_COPY_DEST:
return GLAD_VERSION_3_1 || GLAD_ES_VERSION_3_0;
case BUFFERTYPE_MAX_ENUM:
return false;
}
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::getMaxTexelBufferSize() const
{
return maxTexelBufferSize;
}
int OpenGL::getMaxShaderStorageBufferSize() const
{
return maxShaderStorageBufferSize;
}
int OpenGL::getMaxRenderTargets() const
{
return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
}
int OpenGL::getMaxSamples() const
{
return maxSamples;
}
int OpenGL::getMaxTextureUnits() const
{
return maxTextureUnits;
}
int OpenGL::getMaxShaderStorageBufferBindings() const
{
return maxShaderStorageBufferBindings;
}
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;
}
uint32 OpenGL::getPixelFormatUsageFlags(PixelFormat pixelformat)
{
const uint32 commonsample = PIXELFORMATUSAGEFLAGS_SAMPLE | PIXELFORMATUSAGEFLAGS_LINEAR;
const uint32 commonrender = PIXELFORMATUSAGEFLAGS_RENDERTARGET | PIXELFORMATUSAGEFLAGS_BLEND | PIXELFORMATUSAGEFLAGS_MSAA;
uint32 flags = PIXELFORMATUSAGEFLAGS_NONE;
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)
flags |= commonsample | commonrender;
else if (pixelformat == PIXELFORMAT_R8_UNORM && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
flags |= commonsample; // We'll use OpenGL's luminance format internally.
break;
case PIXELFORMAT_RGBA8_UNORM:
flags |= commonsample;
if (GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8)
flags |= commonrender;
break;
case PIXELFORMAT_sRGBA8_UNORM:
if (gl.bugs.brokenSRGB)
break;
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB)
flags |= commonsample;
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0
|| ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB) && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB)))
flags |= commonrender;
break;
case PIXELFORMAT_R16_UNORM:
case PIXELFORMAT_RG16_UNORM:
if (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)))
flags |= commonsample | commonrender;
break;
case PIXELFORMAT_RGBA16_UNORM:
if (GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16)
flags |= commonsample | commonrender;
break;
case PIXELFORMAT_R16_FLOAT:
case PIXELFORMAT_RG16_FLOAT:
if (GLAD_VERSION_1_0 && (GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg)))
flags |= commonsample | commonrender;
if (GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg))
flags |= commonsample;
if (GLAD_EXT_color_buffer_half_float && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg))
flags |= commonrender;
if (!(GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear))
flags &= ~PIXELFORMATUSAGEFLAGS_LINEAR;
break;
case PIXELFORMAT_RGBA16_FLOAT:
if (GLAD_VERSION_3_0 || (GLAD_VERSION_1_0 && GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel))
flags |= commonsample | commonrender;
if (GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float)
flags |= commonsample;
if (GLAD_EXT_color_buffer_half_float)
flags |= commonrender;
if (!(GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear))
flags &= ~PIXELFORMATUSAGEFLAGS_LINEAR;
break;
case PIXELFORMAT_R32_FLOAT:
case PIXELFORMAT_RG32_FLOAT:
if (GLAD_VERSION_3_0 || (GLAD_VERSION_1_0 && GLAD_ARB_texture_float && GLAD_ARB_texture_rg))
flags |= commonsample | commonrender;
if (GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg))
flags |= commonsample;
if (!(GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear))
flags &= ~PIXELFORMATUSAGEFLAGS_LINEAR;
break;
case PIXELFORMAT_RGBA32_FLOAT:
if (GLAD_VERSION_3_0 || (GLAD_VERSION_1_0 && GLAD_ARB_texture_float))
flags |= commonsample | commonrender;
if (GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float)
flags |= commonsample;
if (!(GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear))
flags &= ~PIXELFORMATUSAGEFLAGS_LINEAR;
break;
case PIXELFORMAT_LA8_UNORM:
flags |= commonsample;
break;
case PIXELFORMAT_RGBA4_UNORM:
case PIXELFORMAT_RGB5A1_UNORM:
flags |= commonsample | commonrender;
break;
case PIXELFORMAT_RGB565_UNORM:
if (GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility)
flags |= commonsample | commonrender;
break;
case PIXELFORMAT_RGB10A2_UNORM:
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0)
flags |= commonsample | commonrender;
break;
case PIXELFORMAT_RG11B10_FLOAT:
if (GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float)
flags |= commonsample;
if (GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float)
flags |= commonrender;
break;
case PIXELFORMAT_STENCIL8:
flags |= PIXELFORMATUSAGEFLAGS_RENDERTARGET | PIXELFORMATUSAGEFLAGS_MSAA;
break;
case PIXELFORMAT_DEPTH16_UNORM:
flags |= PIXELFORMATUSAGEFLAGS_RENDERTARGET | PIXELFORMATUSAGEFLAGS_MSAA;
if (GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture)
flags |= commonsample;
break;
case PIXELFORMAT_DEPTH24_UNORM:
if (GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture)
flags |= PIXELFORMATUSAGEFLAGS_RENDERTARGET | PIXELFORMATUSAGEFLAGS_MSAA;
if (GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture)))
flags |= commonsample;
break;
case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
flags |= PIXELFORMATUSAGEFLAGS_RENDERTARGET | PIXELFORMATUSAGEFLAGS_MSAA;
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil))
flags |= commonsample;
break;
case PIXELFORMAT_DEPTH32_FLOAT:
case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float)
flags |= commonsample | PIXELFORMATUSAGEFLAGS_RENDERTARGET | PIXELFORMATUSAGEFLAGS_MSAA;
break;
case PIXELFORMAT_DXT1_UNORM:
if (GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1)
flags |= commonsample;
break;
case PIXELFORMAT_DXT3_UNORM:
if (GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3)
flags |= commonsample;
break;
case PIXELFORMAT_DXT5_UNORM:
if (GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5)
flags |= commonsample;
break;
case PIXELFORMAT_BC4_UNORM:
case PIXELFORMAT_BC4_SNORM:
case PIXELFORMAT_BC5_UNORM:
case PIXELFORMAT_BC5_SNORM:
if (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc)
flags |= commonsample;
break;
case PIXELFORMAT_BC6H_UFLOAT:
case PIXELFORMAT_BC6H_FLOAT:
case PIXELFORMAT_BC7_UNORM:
if (GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc)
flags |= commonsample;
break;
case PIXELFORMAT_PVR1_RGB2_UNORM:
case PIXELFORMAT_PVR1_RGB4_UNORM:
case PIXELFORMAT_PVR1_RGBA2_UNORM:
case PIXELFORMAT_PVR1_RGBA4_UNORM:
if (GLAD_IMG_texture_compression_pvrtc)
flags |= commonsample;
break;
case PIXELFORMAT_ETC1_UNORM:
// ETC2 support guarantees ETC1 support as well.
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture)
flags |= commonsample;
break;
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:
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
flags |= commonsample;
break;
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:
if (GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr)
flags |= commonsample;
break;
case PIXELFORMAT_UNKNOWN:
case PIXELFORMAT_NORMAL:
case PIXELFORMAT_HDR:
case PIXELFORMAT_MAX_ENUM:
break;
}
return flags;
}
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