Files
love/src/modules/graphics/opengl/Graphics.cpp
T
2017-01-29 01:19:37 -04:00

1530 lines
40 KiB
C++

/**
* Copyright (c) 2006-2017 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 "common/math.h"
#include "common/Vector.h"
#include "Graphics.h"
#include "font/Font.h"
#include "Font.h"
#include "StreamBuffer.h"
#include "math/MathModule.h"
#include "window/Window.h"
#include "Buffer.h"
#include "Video.h"
#include "Text.h"
#include "libraries/xxHash/xxhash.h"
// C++
#include <vector>
#include <sstream>
#include <algorithm>
#include <iterator>
// C
#include <cmath>
#include <cstdio>
#ifdef LOVE_IOS
#include <SDL_syswm.h>
#endif
namespace love
{
namespace graphics
{
namespace opengl
{
Graphics::Graphics()
: quadIndices(nullptr)
, windowHasStencil(false)
, mainVAO(0)
{
gl = OpenGL();
states.reserve(10);
states.push_back(DisplayState());
auto window = getInstance<love::window::Window>(M_WINDOW);
if (window != nullptr)
{
window->setGraphics(this);
if (window->isOpen())
{
int w, h;
love::window::WindowSettings settings;
window->getWindow(w, h, settings);
double dpiW = w;
double dpiH = h;
window->windowToDPICoords(&dpiW, &dpiH);
setMode((int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil);
}
}
}
Graphics::~Graphics()
{
if (quadIndices)
delete quadIndices;
}
const char *Graphics::getName() const
{
return "love.graphics.opengl";
}
love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t size)
{
return CreateStreamBuffer(type, size);
}
love::graphics::Image *Graphics::newImage(const std::vector<love::image::ImageData *> &data, const Image::Settings &settings)
{
return new Image(data, settings);
}
love::graphics::Image *Graphics::newImage(const std::vector<love::image::CompressedImageData *> &cdata, const Image::Settings &settings)
{
return new Image(cdata, settings);
}
graphics::Font *Graphics::newFont(love::font::Rasterizer *r, const Texture::Filter &filter)
{
return new Font(r, filter);
}
love::graphics::SpriteBatch *Graphics::newSpriteBatch(Texture *texture, int size, vertex::Usage usage)
{
return new SpriteBatch(this, texture, size, usage);
}
love::graphics::ParticleSystem *Graphics::newParticleSystem(Texture *texture, int size)
{
return new ParticleSystem(this, texture, size);
}
love::graphics::Canvas *Graphics::newCanvas(int width, int height, const Canvas::Settings &settings)
{
if (!Canvas::isSupported())
throw love::Exception("Canvases are not supported by your OpenGL drivers!");
if (!Canvas::isFormatSupported(settings.format))
{
const char *fstr = "rgba8";
love::getConstant(Canvas::getSizedFormat(settings.format), fstr);
throw love::Exception("The %s canvas format is not supported by your OpenGL drivers.", fstr);
}
if (width > gl.getMaxTextureSize())
throw Exception("Cannot create canvas: width of %d pixels is too large for this system.", width);
else if (height > gl.getMaxTextureSize())
throw Exception("Cannot create canvas: height of %d pixels is too large for this system.", height);
Canvas *canvas = new Canvas(width, height, settings);
GLenum err = canvas->getStatus();
// everything ok, return canvas (early out)
if (err == GL_FRAMEBUFFER_COMPLETE)
return canvas;
canvas->release();
throw love::Exception("Cannot create Canvas: %s", OpenGL::framebufferStatusString(err));
return nullptr; // never reached
}
love::graphics::Shader *Graphics::newShader(const Shader::ShaderSource &source)
{
return new Shader(source);
}
love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags)
{
return new Buffer(size, data, type, usage, mapflags);
}
love::graphics::Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode drawmode, vertex::Usage usage)
{
return new Mesh(this, vertices, drawmode, usage);
}
love::graphics::Mesh *Graphics::newMesh(int vertexcount, Mesh::DrawMode drawmode, vertex::Usage usage)
{
return new Mesh(this, vertexcount, drawmode, usage);
}
love::graphics::Mesh *Graphics::newMesh(const std::vector<Mesh::AttribFormat> &vertexformat, int vertexcount, Mesh::DrawMode drawmode, vertex::Usage usage)
{
return new Mesh(this, vertexformat, vertexcount, drawmode, usage);
}
love::graphics::Mesh *Graphics::newMesh(const std::vector<Mesh::AttribFormat> &vertexformat, const void *data, size_t datasize, Mesh::DrawMode drawmode, vertex::Usage usage)
{
return new Mesh(this, vertexformat, data, datasize, drawmode, usage);
}
love::graphics::Text *Graphics::newText(graphics::Font *font, const std::vector<Font::ColoredString> &text)
{
return new Text(this, font, text);
}
love::graphics::Video *Graphics::newVideo(love::video::VideoStream *stream, float pixeldensity)
{
return new Video(stream, pixeldensity);
}
void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight)
{
this->width = width;
this->height = height;
this->pixelWidth = pixelwidth;
this->pixelHeight = pixelheight;
if (states.back().canvases.empty())
{
// Set the viewport to top-left corner.
gl.setViewport({0, 0, pixelwidth, pixelheight});
// Re-apply the scissor if it was active, since the rectangle passed to
// glScissor is affected by the viewport dimensions.
if (states.back().scissor)
setScissor(states.back().scissorRect);
// Set up the projection matrix
projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0);
}
}
bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil)
{
this->width = width;
this->height = height;
this->windowHasStencil = windowhasstencil;
// Okay, setup OpenGL.
gl.initContext();
if (gl.isCoreProfile())
{
glGenVertexArrays(1, &mainVAO);
glBindVertexArray(mainVAO);
}
gl.setupContext();
created = true;
setViewportSize(width, height, pixelwidth, pixelheight);
// Enable blending
glEnable(GL_BLEND);
// Auto-generated mipmaps should be the best quality possible
if (!gl.isCoreProfile())
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
if (!GLAD_ES_VERSION_2_0 && !gl.isCoreProfile())
{
// Make sure antialiasing works when set elsewhere
glEnable(GL_MULTISAMPLE);
// Enable texturing
glEnable(GL_TEXTURE_2D);
}
gl.setTextureUnit(0);
// Set pixel row alignment
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Set whether drawing converts input from linear -> sRGB colorspace.
if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
|| GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB)
{
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
gl.setFramebufferSRGB(isGammaCorrect());
}
else
setGammaCorrect(false);
bool enabledebug = false;
if (GLAD_VERSION_3_0)
{
// Enable OpenGL's debug output if a debug context has been created.
GLint flags = 0;
glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
enabledebug = (flags & GL_CONTEXT_FLAG_DEBUG_BIT) != 0;
}
setDebug(enabledebug);
if (streamBufferState.vb[0] == nullptr)
{
// Initial sizes that should be good enough for most cases. It will
// resize to fit if needed, later.
streamBufferState.vb[0] = CreateStreamBuffer(BUFFER_VERTEX, 1024 * 1024 * 1);
streamBufferState.vb[1] = CreateStreamBuffer(BUFFER_VERTEX, 256 * 1024 * 1);
streamBufferState.indexBuffer = CreateStreamBuffer(BUFFER_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
}
// Reload all volatile objects.
if (!Volatile::loadAll())
::printf("Could not reload all volatile objects.\n");
// Create a quad indices object owned by love.graphics, so at least one
// QuadIndices object is alive at all times while love.graphics is alive.
// This makes sure there aren't too many expensive destruction/creations of
// index buffer objects, since the shared index buffer used by QuadIndices
// objects is destroyed when the last object is destroyed.
if (quadIndices == nullptr)
quadIndices = new QuadIndices(this, 20);
// Restore the graphics state.
restoreState(states.back());
int gammacorrect = isGammaCorrect() ? 1 : 0;
// We always need a default shader.
if (!Shader::defaultShader)
{
Shader::Language target = getShaderLanguageTarget();
Shader::defaultShader = newShader(defaultShaderCode[target][gammacorrect]);
}
// and a default video shader.
if (!Shader::defaultVideoShader)
{
Shader::Language target = getShaderLanguageTarget();
Shader::defaultVideoShader = newShader(defaultVideoShaderCode[target][gammacorrect]);
}
// A shader should always be active, but the default shader shouldn't be
// returned by getShader(), so we don't do setShader(defaultShader).
if (!Shader::current)
Shader::defaultShader->attach();
return true;
}
void Graphics::unSetMode()
{
if (!isCreated())
return;
flushStreamDraws();
// Unload all volatile objects. These must be reloaded after the display
// mode change.
Volatile::unloadAll();
for (const auto &pair : framebufferObjects)
gl.deleteFramebuffer(pair.second);
for (const CachedRenderbuffer &rb : stencilBuffers)
glDeleteRenderbuffers(1, &rb.renderbuffer);
framebufferObjects.clear();
stencilBuffers.clear();
if (mainVAO != 0)
{
glDeleteVertexArrays(1, &mainVAO);
mainVAO = 0;
}
gl.deInitContext();
created = false;
}
void Graphics::setActive(bool enable)
{
flushStreamDraws();
// Make sure all pending OpenGL commands have fully executed before
// returning, when going from active to inactive. This is required on iOS.
if (isCreated() && this->active && !enable)
glFinish();
active = enable;
}
void Graphics::flushStreamDraws()
{
using namespace vertex;
auto &sbstate = streamBufferState;
if (sbstate.vertexCount == 0 && sbstate.indexCount == 0)
return;
OpenGL::TempDebugGroup debuggroup("Stream vertices flush and draw");
uint32 attribs = 0;
size_t usedsizes[3] = {0, 0, 0};
for (int i = 0; i < 2; i++)
{
if (sbstate.formats[i] == CommonFormat::NONE)
continue;
GLsizei stride = (GLsizei) getFormatStride(sbstate.formats[i]);
usedsizes[i] = stride * sbstate.vertexCount;
love::graphics::StreamBuffer *buffer = sbstate.vb[i];
gl.bindBuffer(BUFFER_VERTEX, (GLuint) buffer->getHandle());
size_t offset = buffer->unmap(usedsizes[i]);
sbstate.vbMap[i] = StreamBuffer::MapInfo();
switch (sbstate.formats[i])
{
case CommonFormat::NONE:
break;
case CommonFormat::XYf:
attribs |= ATTRIBFLAG_POS;
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset));
break;
case CommonFormat::RGBAub:
attribs |= ATTRIBFLAG_COLOR;
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset));
break;
case CommonFormat::XYf_STf:
attribs |= ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD;
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf, x)));
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf, s)));
break;
case CommonFormat::XYf_STf_RGBAub:
attribs |= ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD | ATTRIBFLAG_COLOR;
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, x)));
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, s)));
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, color.r)));
break;
case CommonFormat::XYf_STus_RGBAub:
attribs |= ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD | ATTRIBFLAG_COLOR;
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, x)));
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, s)));
glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, color.r)));
break;
}
}
if (attribs == 0)
return;
GLenum glmode = GL_ZERO;
switch (sbstate.primitiveMode)
{
case PrimitiveMode::TRIANGLES:
glmode = GL_TRIANGLES;
break;
case PrimitiveMode::POINTS:
glmode = GL_POINTS;
break;
}
Colorf nc = gl.getConstantColor();
if (attribs & ATTRIBFLAG_COLOR)
gl.setConstantColor(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
pushIdentityTransform();
gl.prepareDraw();
if (sbstate.textureHandle != 0)
gl.bindTextureToUnit((GLuint) sbstate.textureHandle, 0, false);
else
gl.bindTextureToUnit(sbstate.texture, 0, false);
gl.useVertexAttribArrays(attribs);
if (sbstate.indexCount > 0)
{
usedsizes[2] = sizeof(uint16) * sbstate.indexCount;
gl.bindBuffer(BUFFER_INDEX, (GLuint) sbstate.indexBuffer->getHandle());
size_t offset = sbstate.indexBuffer->unmap(usedsizes[2]);
sbstate.indexBufferMap = StreamBuffer::MapInfo();
gl.drawElements(glmode, sbstate.indexCount, GL_UNSIGNED_SHORT, BUFFER_OFFSET(offset));
}
else
gl.drawArrays(glmode, 0, sbstate.vertexCount);
for (int i = 0; i < 2; i++)
{
if (usedsizes[i] > 0)
sbstate.vb[i]->markUsed(usedsizes[i]);
}
if (usedsizes[2] > 0)
sbstate.indexBuffer->markUsed(usedsizes[2]);
popTransform();
if (attribs & ATTRIB_CONSTANTCOLOR)
gl.setConstantColor(nc);
streamBufferState.vertexCount = 0;
streamBufferState.indexCount = 0;
}
static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
{
// Human-readable strings for the debug info.
const char *sourceStr = OpenGL::debugSourceString(source);
const char *typeStr = OpenGL::debugTypeString(type);
const char *severityStr = OpenGL::debugSeverityString(severity);
const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n";
printf(fmt, msg, sourceStr, typeStr, severityStr, id);
}
void Graphics::setDebug(bool enable)
{
// Make sure debug output is supported. The AMD ext. is a bit different
// so we don't make use of it, since AMD drivers now support KHR_debug.
if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output))
return;
// TODO: We don't support GL_KHR_debug in GLES yet.
if (GLAD_ES_VERSION_2_0)
return;
// Ugly hack to reduce code duplication.
if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug))
{
fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB;
fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB;
}
if (!enable)
{
// Disable the debug callback function.
glDebugMessageCallback(nullptr, nullptr);
// We can disable debug output entirely with KHR_debug.
if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
glDisable(GL_DEBUG_OUTPUT);
return;
}
// We don't want asynchronous debug output.
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(debugCB, nullptr);
// Initially, enable everything.
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
// Disable messages about deprecated OpenGL functionality.
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
glEnable(GL_DEBUG_OUTPUT);
::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
}
void Graphics::setCanvas(const std::vector<love::graphics::Canvas *> &canvases)
{
DisplayState &state = states.back();
int ncanvases = (int) canvases.size();
if (ncanvases == 0)
return setCanvas();
if (ncanvases == (int) state.canvases.size())
{
bool modified = false;
for (int i = 0; i < ncanvases; i++)
{
if (canvases[i] != state.canvases[i].get())
{
modified = true;
break;
}
}
if (!modified)
return;
}
if (ncanvases > gl.getMaxRenderTargets())
throw love::Exception("This system can't simultaneously render to %d canvases.", ncanvases);
love::graphics::Canvas *firstcanvas = canvases[0];
bool multiformatsupported = Canvas::isMultiFormatMultiCanvasSupported();
PixelFormat firstformat = firstcanvas->getPixelFormat();
bool hasSRGBcanvas = firstformat == PIXELFORMAT_sRGBA8;
int pixelwidth = firstcanvas->getPixelWidth();
int pixelheight = firstcanvas->getPixelHeight();
for (int i = 1; i < ncanvases; i++)
{
love::graphics::Canvas *c = canvases[i];
if (c->getPixelWidth() != pixelwidth || c->getPixelHeight() != pixelheight)
throw love::Exception("All canvases in must have the same pixel dimensions.");
if (!multiformatsupported && c->getPixelFormat() != firstformat)
throw love::Exception("This system doesn't support multi-canvas rendering with different canvas formats.");
if (c->getRequestedMSAA() != firstcanvas->getRequestedMSAA())
throw love::Exception("All Canvases in must have the same requested MSAA value.");
if (c->getPixelFormat() == PIXELFORMAT_sRGBA8)
hasSRGBcanvas = true;
}
OpenGL::TempDebugGroup debuggroup("setCanvas(...)");
endPass();
bindCachedFBO(canvases);
gl.setViewport({0, 0, pixelwidth, pixelheight});
// Re-apply the scissor if it was active, since the rectangle passed to
// glScissor is affected by the viewport dimensions.
if (state.scissor)
setScissor(state.scissorRect);
int w = firstcanvas->getWidth();
int h = firstcanvas->getHeight();
projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h);
// Make sure the correct sRGB setting is used when drawing to the canvases.
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
{
if (hasSRGBcanvas && !gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(true);
else if (!hasSRGBcanvas && gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(false);
}
std::vector<StrongRef<love::graphics::Canvas>> canvasrefs;
canvasrefs.reserve(canvases.size());
for (love::graphics::Canvas *c : canvases)
canvasrefs.push_back(c);
std::swap(state.canvases, canvasrefs);
canvasSwitchCount++;
}
void Graphics::setCanvas()
{
DisplayState &state = states.back();
if (state.canvases.empty())
return;
OpenGL::TempDebugGroup debuggroup("setCanvas()");
endPass();
state.canvases.clear();
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
gl.setViewport({0, 0, pixelWidth, pixelHeight});
// Re-apply the scissor if it was active, since the rectangle passed to
// glScissor is affected by the viewport dimensions.
if (state.scissor)
setScissor(state.scissorRect);
// The projection matrix is flipped compared to rendering to a canvas, due
// to OpenGL considering (0,0) bottom-left instead of top-left.
projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0);
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
{
if (isGammaCorrect() && !gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(true);
else if (!isGammaCorrect() && gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(false);
}
canvasSwitchCount++;
}
void Graphics::endPass()
{
flushStreamDraws();
// Discard the stencil buffer.
discard({}, true);
auto &canvases = states.back().canvases;
// Resolve MSAA buffers.
if (canvases.size() > 0 && canvases[0]->getMSAA() > 1)
{
int w = canvases[0]->getPixelWidth();
int h = canvases[0]->getPixelHeight();
for (int i = 0; i < (int) canvases.size(); i++)
{
Canvas *c = (Canvas *) canvases[i].get();
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, c->getFBO());
if (GLAD_APPLE_framebuffer_multisample)
glResolveMultisampleFramebufferAPPLE();
else
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
}
}
void Graphics::clear(Colorf c)
{
flushStreamDraws();
gammaCorrectColor(c);
glClearColor(c.r, c.g, c.b, c.a);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
{
// This seems to be enough to fix the bug for me. Other methods I've
// tried (e.g. dummy draws) don't work in all cases.
gl.useProgram(0);
gl.useProgram((GLuint) Shader::current->getHandle());
}
}
void Graphics::clear(const std::vector<OptionalColorf> &colors)
{
if (colors.size() == 0)
return;
int ncanvases = (int) states.back().canvases.size();
int ncolors = std::min((int) colors.size(), ncanvases);
if (ncolors <= 1 && ncanvases <= 1)
{
if (colors[0].enabled)
clear(colors[0].c);
return;
}
flushStreamDraws();
bool drawbuffersmodified = false;
for (int i = 0; i < ncolors; i++)
{
if (!colors[i].enabled)
continue;
Colorf c = colors[i].c;
gammaCorrectColor(c);
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0)
{
const GLfloat carray[] = {c.r, c.g, c.b, c.a};
glClearBufferfv(GL_COLOR, i, carray);
}
else
{
glDrawBuffer(GL_COLOR_ATTACHMENT0 + i);
glClearColor(c.r, c.g, c.b, c.a);
glClear(GL_COLOR_BUFFER_BIT);
drawbuffersmodified = true;
}
}
// Revert to the expected draw buffers once we're done, if glClearBuffer
// wasn't supported.
if (drawbuffersmodified)
{
GLenum bufs[MAX_COLOR_RENDER_TARGETS];
for (int i = 0; i < ncanvases; i++)
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
glDrawBuffers(ncanvases, bufs);
}
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
{
// This seems to be enough to fix the bug for me. Other methods I've
// tried (e.g. dummy draws) don't work in all cases.
gl.useProgram(0);
gl.useProgram((GLuint) Shader::current->getHandle());
}
}
void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
{
flushStreamDraws();
discard(OpenGL::FRAMEBUFFER_ALL, colorbuffers, depthstencil);
}
void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector<bool> &colorbuffers, bool depthstencil)
{
if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer))
return;
GLenum gltarget = GL_FRAMEBUFFER;
if (target == OpenGL::FRAMEBUFFER_READ)
gltarget = GL_READ_FRAMEBUFFER;
else if (target == OpenGL::FRAMEBUFFER_DRAW)
gltarget = GL_DRAW_FRAMEBUFFER;
std::vector<GLenum> attachments;
attachments.reserve(colorbuffers.size());
// glDiscardFramebuffer uses different attachment enums for the default FBO.
if (states.back().canvases.empty() && gl.getDefaultFBO() == 0)
{
if (colorbuffers.size() > 0 && colorbuffers[0])
attachments.push_back(GL_COLOR);
if (depthstencil)
{
attachments.push_back(GL_STENCIL);
attachments.push_back(GL_DEPTH);
}
}
else
{
int rendertargetcount = std::max((int) states.back().canvases.size(), 1);
for (int i = 0; i < (int) colorbuffers.size(); i++)
{
if (colorbuffers[i] && i < rendertargetcount)
attachments.push_back(GL_COLOR_ATTACHMENT0 + i);
}
if (depthstencil)
{
attachments.push_back(GL_STENCIL_ATTACHMENT);
attachments.push_back(GL_DEPTH_ATTACHMENT);
}
}
// Hint for the driver that it doesn't need to save these buffers.
if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0)
glInvalidateFramebuffer(gltarget, (GLint) attachments.size(), &attachments[0]);
else if (GLAD_EXT_discard_framebuffer)
glDiscardFramebufferEXT(gltarget, (GLint) attachments.size(), &attachments[0]);
}
void Graphics::bindCachedFBO(const std::vector<love::graphics::Canvas *> &canvases)
{
int ncanvases = (int) canvases.size();
uint32 hash = XXH32(&canvases[0], sizeof(love::graphics::Canvas *) * ncanvases, 0);
GLuint fbo = framebufferObjects[hash];
if (fbo != 0)
{
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
}
else
{
int w = canvases[0]->getPixelWidth();
int h = canvases[0]->getPixelHeight();
int msaa = std::max(canvases[0]->getMSAA(), 1);
glGenFramebuffers(1, &fbo);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS];
for (int i = 0; i < ncanvases; i++)
{
drawbuffers[i] = GL_COLOR_ATTACHMENT0 + i;
if (msaa > 1)
{
GLuint rbo = (GLuint) canvases[i]->getMSAAHandle();
glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffers[i], GL_RENDERBUFFER, rbo);
}
else
{
GLuint tex = (GLuint) canvases[i]->getHandle();
glFramebufferTexture2D(GL_FRAMEBUFFER, drawbuffers[i], GL_TEXTURE_2D, tex, 0);
}
}
if (ncanvases > 1)
glDrawBuffers(ncanvases, drawbuffers);
GLuint stencil = attachCachedStencilBuffer(w, h, canvases[0]->getRequestedMSAA());
if (stencil == 0)
{
gl.deleteFramebuffer(fbo);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
throw love::Exception("Could not create stencil buffer!");
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
gl.deleteFramebuffer(fbo);
const char *sstr = OpenGL::framebufferStatusString(status);
throw love::Exception("Could not create Framebuffer Object! %s", sstr);
}
framebufferObjects[hash] = fbo;
}
}
GLuint Graphics::attachCachedStencilBuffer(int w, int h, int samples)
{
samples = samples == 1 ? 0 : samples;
for (const CachedRenderbuffer &rb : stencilBuffers)
{
if (rb.w == w && rb.h == h && rb.samples == samples)
{
// Attach the buffer to the framebuffer object.
for (GLenum attachment : rb.attachments)
{
if (attachment != GL_NONE)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb.renderbuffer);
}
return rb.renderbuffer;
}
}
OpenGL::TempDebugGroup debuggroup("Create cached stencil buffer");
CachedRenderbuffer rb;
rb.w = w;
rb.h = h;
rb.samples = samples;
rb.attachments[0] = GL_STENCIL_ATTACHMENT;
rb.attachments[1] = GL_NONE;
GLenum format = GL_STENCIL_INDEX8;
// Prefer a combined depth/stencil buffer.
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
{
format = GL_DEPTH24_STENCIL8;
rb.attachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
}
else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
{
format = GL_DEPTH24_STENCIL8;
rb.attachments[0] = GL_DEPTH_ATTACHMENT;
rb.attachments[1] = GL_STENCIL_ATTACHMENT;
}
glGenRenderbuffers(1, &rb.renderbuffer);
glBindRenderbuffer(GL_RENDERBUFFER, rb.renderbuffer);
if (rb.samples > 1)
glRenderbufferStorageMultisample(GL_RENDERBUFFER, rb.samples, format, rb.w, rb.h);
else
glRenderbufferStorage(GL_RENDERBUFFER, format, rb.w, rb.h);
// Attach the buffer to the framebuffer object.
for (GLenum attachment : rb.attachments)
{
if (attachment != GL_NONE)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb.renderbuffer);
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffers(1, &rb.renderbuffer);
rb.renderbuffer = 0;
}
if (rb.renderbuffer != 0)
{
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
stencilBuffers.push_back(rb);
}
return rb.renderbuffer;
}
void Graphics::present(void *screenshotCallbackData)
{
if (!isActive())
return;
if (!states.back().canvases.empty())
throw love::Exception("present cannot be called while a Canvas is active.");
endPass();
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
if (!pendingScreenshotCallbacks.empty())
{
int w = getPixelWidth();
int h = getPixelHeight();
size_t row = 4 * w;
size_t size = row * h;
GLubyte *pixels = nullptr;
GLubyte *screenshot = nullptr;
try
{
pixels = new GLubyte[size];
screenshot = new GLubyte[size];
}
catch (std::exception &)
{
delete[] pixels;
delete[] screenshot;
throw love::Exception("Out of memory.");
}
#ifdef LOVE_IOS
SDL_SysWMinfo info = {};
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
if (info.info.uikit.resolveFramebuffer != 0)
{
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, info.info.uikit.resolveFramebuffer);
// We need to do an explicit MSAA resolve on iOS, because it uses GLES
// FBOs rather than a system framebuffer.
if (GLAD_ES_VERSION_3_0)
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
else if (GLAD_APPLE_framebuffer_multisample)
glResolveMultisampleFramebufferAPPLE();
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_READ, info.info.uikit.resolveFramebuffer);
}
#endif
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// Replace alpha values with full opacity.
for (size_t i = 3; i < size; i += 4)
pixels[i] = 255;
// OpenGL sucks and reads pixels from the lower-left. Let's fix that.
GLubyte *src = pixels - row;
GLubyte *dst = screenshot + size;
for (int i = 0; i < h; ++i)
memcpy(dst-=row, src+=row, row);
delete[] pixels;
auto imagemodule = Module::getInstance<love::image::Image>(M_IMAGE);
for (int i = 0; i < (int) pendingScreenshotCallbacks.size(); i++)
{
const auto &info = pendingScreenshotCallbacks[i];
image::ImageData *img = nullptr;
try
{
img = imagemodule->newImageData(w, h, PIXELFORMAT_RGBA8, screenshot);
}
catch (love::Exception &)
{
delete[] screenshot;
info.callback(nullptr, info.ref, nullptr);
for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++)
{
const auto &ninfo = pendingScreenshotCallbacks[j];
ninfo.callback(nullptr, ninfo.ref, nullptr);
}
pendingScreenshotCallbacks.clear();
throw;
}
info.callback(img, info.ref, screenshotCallbackData);
img->release();
}
delete[] screenshot;
pendingScreenshotCallbacks.clear();
}
#ifdef LOVE_IOS
// Hack: SDL's color renderbuffer must be bound when swapBuffers is called.
SDL_SysWMinfo info = {};
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer);
#endif
auto window = getInstance<love::window::Window>(M_WINDOW);
if (window != nullptr)
window->swapBuffers();
// Reset the per-frame stat counts.
gl.stats.drawCalls = 0;
gl.stats.shaderSwitches = 0;
canvasSwitchCount = 0;
}
void Graphics::setScissor(const Rect &rect)
{
flushStreamDraws();
DisplayState &state = states.back();
glEnable(GL_SCISSOR_TEST);
double density = getCurrentPixelDensity();
Rect glrect;
glrect.x = (int) (rect.x * density);
glrect.y = (int) (rect.y * density);
glrect.w = (int) (rect.w * density);
glrect.h = (int) (rect.h * density);
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
gl.setScissor(glrect, !state.canvases.empty());
state.scissor = true;
state.scissorRect = rect;
}
void Graphics::setScissor()
{
if (states.back().scissor)
flushStreamDraws();
states.back().scissor = false;
glDisable(GL_SCISSOR_TEST);
}
void Graphics::drawToStencilBuffer(StencilAction action, int value)
{
if (states.back().canvases.empty() && !windowHasStencil)
throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer.");
flushStreamDraws();
writingToStencil = true;
// Disable color writes but don't save the state for it.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
GLenum glaction = GL_REPLACE;
switch (action)
{
case STENCIL_REPLACE:
default:
glaction = GL_REPLACE;
break;
case STENCIL_INCREMENT:
glaction = GL_INCR;
break;
case STENCIL_DECREMENT:
glaction = GL_DECR;
break;
case STENCIL_INCREMENT_WRAP:
glaction = GL_INCR_WRAP;
break;
case STENCIL_DECREMENT_WRAP:
glaction = GL_DECR_WRAP;
break;
case STENCIL_INVERT:
glaction = GL_INVERT;
break;
}
// The stencil test must be enabled in order to write to the stencil buffer.
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, value, 0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, glaction);
}
void Graphics::stopDrawToStencilBuffer()
{
if (!writingToStencil)
return;
flushStreamDraws();
writingToStencil = false;
const DisplayState &state = states.back();
// Revert the color write mask.
setColorMask(state.colorMask);
// Use the user-set stencil test state when writes are disabled.
setStencilTest(state.stencilCompare, state.stencilTestValue);
}
void Graphics::setStencilTest(CompareMode compare, int value)
{
if (compare != COMPARE_ALWAYS && states.back().canvases.empty() && !windowHasStencil)
throw love::Exception("The window must have stenciling enabled to use setStencilTest on the main screen.");
DisplayState &state = states.back();
if (state.stencilCompare != compare || state.stencilTestValue != value)
flushStreamDraws();
state.stencilCompare = compare;
state.stencilTestValue = value;
if (writingToStencil)
return;
if (compare == COMPARE_ALWAYS)
{
glDisable(GL_STENCIL_TEST);
return;
}
GLenum glcompare = GL_EQUAL;
/**
* Q: Why are some of the compare modes inverted (e.g. COMPARE_LESS becomes
* GL_GREATER)?
*
* A: OpenGL / GPUs do the comparison in the opposite way that makes sense
* for this API. For example, if the compare function is GL_GREATER then the
* stencil test will pass if the reference value is greater than the value
* in the stencil buffer. With our API it's more intuitive to assume that
* setStencilTest(COMPARE_GREATER, 4) will make it pass if the stencil
* buffer has a value greater than 4.
**/
switch (compare)
{
case COMPARE_LESS:
glcompare = GL_GREATER;
break;
case COMPARE_LEQUAL:
glcompare = GL_GEQUAL;
break;
case COMPARE_EQUAL:
default:
glcompare = GL_EQUAL;
break;
case COMPARE_GEQUAL:
glcompare = GL_LEQUAL;
break;
case COMPARE_GREATER:
glcompare = GL_LESS;
break;
case COMPARE_NOTEQUAL:
glcompare = GL_NOTEQUAL;
break;
case COMPARE_ALWAYS:
glcompare = GL_ALWAYS;
break;
}
glEnable(GL_STENCIL_TEST);
glStencilFunc(glcompare, value, 0xFFFFFFFF);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
void Graphics::setStencilTest()
{
setStencilTest(COMPARE_ALWAYS, 0);
}
void Graphics::clearStencil()
{
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Graphics::setColor(Colorf c)
{
c.r = std::min(std::max(c.r, 0.0f), 1.0f);
c.g = std::min(std::max(c.g, 0.0f), 1.0f);
c.b = std::min(std::max(c.b, 0.0f), 1.0f);
c.a = std::min(std::max(c.a, 0.0f), 1.0f);
gl.setConstantColor(c);
states.back().color = c;
}
void Graphics::setColorMask(ColorMask mask)
{
flushStreamDraws();
glColorMask(mask.r, mask.g, mask.b, mask.a);
states.back().colorMask = mask;
}
void Graphics::setBlendMode(BlendMode mode, BlendAlpha alphamode)
{
if (mode != states.back().blendMode || alphamode != states.back().blendAlphaMode)
flushStreamDraws();
GLenum func = GL_FUNC_ADD;
GLenum srcRGB = GL_ONE;
GLenum srcA = GL_ONE;
GLenum dstRGB = GL_ZERO;
GLenum dstA = GL_ZERO;
if (mode == BLEND_LIGHTEN || mode == BLEND_DARKEN)
{
if (!isSupported(FEATURE_LIGHTEN))
throw love::Exception("The 'lighten' and 'darken' blend modes are not supported on this system.");
}
if (alphamode != BLENDALPHA_PREMULTIPLIED)
{
const char *modestr = "unknown";
switch (mode)
{
case BLEND_LIGHTEN:
case BLEND_DARKEN:
case BLEND_MULTIPLY:
getConstant(mode, modestr);
throw love::Exception("The '%s' blend mode must be used with premultiplied alpha.", modestr);
break;
default:
break;
}
}
switch (mode)
{
case BLEND_ALPHA:
srcRGB = srcA = GL_ONE;
dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA;
break;
case BLEND_MULTIPLY:
srcRGB = srcA = GL_DST_COLOR;
dstRGB = dstA = GL_ZERO;
break;
case BLEND_SUBTRACT:
func = GL_FUNC_REVERSE_SUBTRACT;
case BLEND_ADD:
srcRGB = GL_ONE;
srcA = GL_ZERO;
dstRGB = dstA = GL_ONE;
break;
case BLEND_LIGHTEN:
func = GL_MAX;
break;
case BLEND_DARKEN:
func = GL_MIN;
break;
case BLEND_SCREEN:
srcRGB = srcA = GL_ONE;
dstRGB = dstA = GL_ONE_MINUS_SRC_COLOR;
break;
case BLEND_REPLACE:
case BLEND_NONE:
default:
srcRGB = srcA = GL_ONE;
dstRGB = dstA = GL_ZERO;
break;
}
// We can only do alpha-multiplication when srcRGB would have been unmodified.
if (srcRGB == GL_ONE && alphamode == BLENDALPHA_MULTIPLY && mode != BLEND_NONE)
srcRGB = GL_SRC_ALPHA;
glBlendEquation(func);
glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA);
states.back().blendMode = mode;
states.back().blendAlphaMode = alphamode;
}
void Graphics::setPointSize(float size)
{
if (streamBufferState.primitiveMode == vertex::PrimitiveMode::POINTS)
flushStreamDraws();
gl.setPointSize(size * getCurrentPixelDensity());
states.back().pointSize = size;
}
void Graphics::setWireframe(bool enable)
{
// Not supported in OpenGL ES.
if (GLAD_ES_VERSION_2_0)
return;
flushStreamDraws();
glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
states.back().wireframe = enable;
}
Graphics::Renderer Graphics::getRenderer() const
{
return GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL;
}
Graphics::RendererInfo Graphics::getRendererInfo() const
{
RendererInfo info;
if (GLAD_ES_VERSION_2_0)
info.name = "OpenGL ES";
else
info.name = "OpenGL";
const char *str = (const char *) glGetString(GL_VERSION);
if (str)
info.version = str;
else
throw love::Exception("Cannot retrieve renderer version information.");
str = (const char *) glGetString(GL_VENDOR);
if (str)
info.vendor = str;
else
throw love::Exception("Cannot retrieve renderer vendor information.");
str = (const char *) glGetString(GL_RENDERER);
if (str)
info.device = str;
else
throw love::Exception("Cannot retrieve renderer device information.");
return info;
}
Graphics::Stats Graphics::getStats() const
{
int drawcalls = gl.stats.drawCalls;
if (streamBufferState.vertexCount > 0)
drawcalls++;
Stats stats;
stats.drawCalls = drawcalls;
stats.canvasSwitches = canvasSwitchCount;
stats.shaderSwitches = gl.stats.shaderSwitches;
stats.canvases = Canvas::canvasCount;
stats.images = Image::imageCount;
stats.fonts = Font::fontCount;
stats.textureMemory = gl.stats.textureMemory;
return stats;
}
double Graphics::getSystemLimit(SystemLimit limittype) const
{
switch (limittype)
{
case Graphics::LIMIT_POINT_SIZE:
return (double) gl.getMaxPointSize();
case Graphics::LIMIT_TEXTURE_SIZE:
return (double) gl.getMaxTextureSize();
case Graphics::LIMIT_MULTI_CANVAS:
return (double) gl.getMaxRenderTargets();
case Graphics::LIMIT_CANVAS_MSAA:
return (double) gl.getMaxRenderbufferSamples();
case Graphics::LIMIT_ANISOTROPY:
return (double) gl.getMaxAnisotropy();
default:
return 0.0;
}
}
bool Graphics::isSupported(Feature feature) const
{
switch (feature)
{
case FEATURE_MULTI_CANVAS_FORMATS:
return Canvas::isMultiFormatMultiCanvasSupported();
case FEATURE_CLAMP_ZERO:
return gl.isClampZeroTextureWrapSupported();
case FEATURE_LIGHTEN:
return GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax;
case FEATURE_FULL_NPOT:
return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot;
case FEATURE_PIXEL_SHADER_HIGHP:
return gl.isPixelShaderHighpSupported();
case FEATURE_GLSL3:
return GLAD_ES_VERSION_3_0 || gl.isCoreProfile();
case FEATURE_INSTANCING:
return gl.isInstancingSupported();
default:
return false;
}
}
bool Graphics::isCanvasFormatSupported(PixelFormat format) const
{
return Canvas::isFormatSupported(format);
}
bool Graphics::isImageFormatSupported(PixelFormat format) const
{
return Image::isFormatSupported(format);
}
Shader::Language Graphics::getShaderLanguageTarget() const
{
if (gl.isCoreProfile())
return Shader::LANGUAGE_GLSL3;
else if (GLAD_ES_VERSION_3_0)
return Shader::LANGUAGE_GLSLES3;
else if (GLAD_ES_VERSION_2_0)
return Shader::LANGUAGE_GLSLES1;
else
return Shader::LANGUAGE_GLSL1;
}
} // opengl
} // graphics
} // love