mirror of
https://github.com/love2d/love.git
synced 2026-08-12 16:40:57 +02:00
8c204efafb
--HG-- branch : minor
1325 lines
35 KiB
C++
1325 lines
35 KiB
C++
/**
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* Copyright (c) 2006-2017 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "OpenGL.h"
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#include "Shader.h"
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#include "common/Exception.h"
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#include "graphics/Graphics.h"
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// C++
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#include <algorithm>
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#include <limits>
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// C
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#include <cstring>
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#include <cstdio>
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// For SDL_GL_GetProcAddress.
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#include <SDL_video.h>
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#ifdef LOVE_IOS
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#include <SDL_syswm.h>
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#endif
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#ifdef LOVE_ANDROID
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#include <dlfcn.h>
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#endif
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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static void *LOVEGetProcAddress(const char *name)
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{
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#ifdef LOVE_ANDROID
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void *proc = dlsym(RTLD_DEFAULT, name);
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if (proc)
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return proc;
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#endif
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return SDL_GL_GetProcAddress(name);
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}
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OpenGL::OpenGL()
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: stats()
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, contextInitialized(false)
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, pixelShaderHighpSupported(false)
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, maxAnisotropy(1.0f)
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, maxTextureSize(0)
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, maxRenderTargets(1)
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, maxRenderbufferSamples(0)
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, maxTextureUnits(1)
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, maxPointSize(1)
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, coreProfile(false)
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, vendor(VENDOR_UNKNOWN)
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, state()
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{
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state.constantColor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
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float nan = std::numeric_limits<float>::quiet_NaN();
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state.lastConstantColor = Colorf(nan, nan, nan, nan);
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}
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bool OpenGL::initContext()
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{
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if (contextInitialized)
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return true;
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if (!gladLoadGLLoader(LOVEGetProcAddress))
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return false;
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if (GLAD_VERSION_3_2)
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{
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GLint profileMask = 0;
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glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
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coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
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}
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else
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coreProfile = false;
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initOpenGLFunctions();
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initVendor();
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bugs = {};
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#if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
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// See the comments in OpenGL.h.
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if (getVendor() == VENDOR_AMD)
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{
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bugs.clearRequiresDriverTextureStateUpdate = true;
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if (!gl.isCoreProfile())
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bugs.generateMipmapsRequiresTexture2DEnable = true;
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}
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#endif
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contextInitialized = true;
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return true;
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}
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void OpenGL::setupContext()
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{
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if (!contextInitialized)
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return;
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initMaxValues();
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GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
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glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
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GLint maxvertexattribs = 1;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
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state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
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useVertexAttribArrays(0);
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// Get the current viewport.
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glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
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// And the current scissor - but we need to compensate for GL scissors
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// starting at the bottom left instead of top left.
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glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
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state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
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if (GLAD_VERSION_1_0)
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glGetFloatv(GL_POINT_SIZE, &state.pointSize);
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else
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state.pointSize = 1.0f;
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for (int i = 0; i < 2; i++)
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state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
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bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
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if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
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|| GLAD_EXT_sRGB_write_control)
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{
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state.framebufferSRGBEnabled = (glIsEnabled(GL_FRAMEBUFFER_SRGB) == GL_TRUE);
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}
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else
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state.framebufferSRGBEnabled = false;
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for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
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{
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state.boundBuffers[i] = 0;
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glBindBuffer(getGLBufferType((BufferType) i), 0);
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}
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// Initialize multiple texture unit support for shaders.
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state.boundTextures.clear();
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state.boundTextures.resize(maxTextureUnits, 0);
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for (int i = 0; i < (int) state.boundTextures.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glActiveTexture(GL_TEXTURE0);
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state.curTextureUnit = 0;
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createDefaultTexture();
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contextInitialized = true;
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}
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void OpenGL::deInitContext()
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{
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if (!contextInitialized)
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return;
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glDeleteTextures(1, &state.defaultTexture);
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state.defaultTexture = 0;
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contextInitialized = false;
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}
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void OpenGL::initVendor()
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{
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const char *vstr = (const char *) glGetString(GL_VENDOR);
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if (!vstr)
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{
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vendor = VENDOR_UNKNOWN;
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return;
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}
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// http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
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// http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
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if (strstr(vstr, "ATI Technologies"))
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vendor = VENDOR_AMD;
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else if (strstr(vstr, "NVIDIA"))
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vendor = VENDOR_NVIDIA;
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else if (strstr(vstr, "Intel"))
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vendor = VENDOR_INTEL;
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else if (strstr(vstr, "Mesa"))
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vendor = VENDOR_MESA_SOFT;
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else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
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vendor = VENDOR_APPLE;
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else if (strstr(vstr, "Microsoft"))
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vendor = VENDOR_MICROSOFT;
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else if (strstr(vstr, "Imagination"))
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vendor = VENDOR_IMGTEC;
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else if (strstr(vstr, "ARM"))
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vendor = VENDOR_ARM;
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else if (strstr(vstr, "Qualcomm"))
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vendor = VENDOR_QUALCOMM;
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else if (strstr(vstr, "Broadcom"))
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vendor = VENDOR_BROADCOM;
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else if (strstr(vstr, "Vivante"))
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vendor = VENDOR_VIVANTE;
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else
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vendor = VENDOR_UNKNOWN;
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}
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void OpenGL::initOpenGLFunctions()
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{
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// Alias extension-suffixed framebuffer functions to core versions since
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// there are so many different-named extensions that do the same things...
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if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
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{
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if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
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{
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fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
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fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
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fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
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fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
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fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
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fp_glBindFramebuffer = fp_glBindFramebufferEXT;
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fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
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fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
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fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
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fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
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fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
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fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
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fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
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}
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if (GLAD_EXT_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
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else if (GLAD_ANGLE_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
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else if (GLAD_NV_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
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if (GLAD_EXT_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
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else if (GLAD_APPLE_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
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else if (GLAD_ANGLE_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
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else if (GLAD_NV_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
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}
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}
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void OpenGL::initMaxValues()
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{
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if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
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{
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GLint range = 0;
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GLint precision = 0;
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glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
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pixelShaderHighpSupported = range > 0;
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}
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else
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pixelShaderHighpSupported = true;
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// We'll need this value to clamp anisotropy.
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if (GLAD_EXT_texture_filter_anisotropic)
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
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else
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maxAnisotropy = 1.0f;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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int maxattachments = 1;
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int maxdrawbuffers = 1;
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
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{
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
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glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
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}
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maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
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|| GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
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|| GLAD_ANGLE_framebuffer_multisample)
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{
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glGetIntegerv(GL_MAX_SAMPLES, &maxRenderbufferSamples);
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}
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else
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maxRenderbufferSamples = 0;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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GLfloat limits[2];
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if (GLAD_VERSION_3_0)
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glGetFloatv(GL_POINT_SIZE_RANGE, limits);
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else
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glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
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maxPointSize = limits[1];
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}
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void OpenGL::createDefaultTexture()
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{
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// Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
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// texture2D calls inside a shader would return black when drawing graphics
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// primitives, which would create the need to use different "passthrough"
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// shaders for untextured primitives vs images.
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GLuint curtexture = state.boundTextures[state.curTextureUnit];
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glGenTextures(1, &state.defaultTexture);
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bindTextureToUnit(state.defaultTexture, 0, false);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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GLubyte pix[] = {255, 255, 255, 255};
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
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bindTextureToUnit(curtexture, 0, false);
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}
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void OpenGL::prepareDraw()
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{
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TempDebugGroup debuggroup("Prepare OpenGL draw");
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// Make sure the active shader's love-provided uniforms are up to date.
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if (Shader::current != nullptr)
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((Shader *)Shader::current)->updateBuiltinUniforms();
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if (state.constantColor != state.lastConstantColor)
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{
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state.lastConstantColor = state.constantColor;
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Colorf c = state.constantColor;
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gammaCorrectColor(c);
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glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, c.r, c.g, c.b, c.a);
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}
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}
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GLenum OpenGL::getGLBufferType(BufferType type)
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{
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switch (type)
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{
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case BUFFER_VERTEX:
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return GL_ARRAY_BUFFER;
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case BUFFER_INDEX:
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return GL_ELEMENT_ARRAY_BUFFER;
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case BUFFER_MAX_ENUM:
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return GL_ZERO;
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}
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}
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GLenum OpenGL::getGLBufferUsage(vertex::Usage usage)
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{
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switch (usage)
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{
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case vertex::USAGE_STREAM:
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return GL_STREAM_DRAW;
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case vertex::USAGE_DYNAMIC:
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return GL_DYNAMIC_DRAW;
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case vertex::USAGE_STATIC:
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return GL_STATIC_DRAW;
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default:
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return 0;
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}
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}
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void OpenGL::bindBuffer(BufferType type, GLuint buffer)
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{
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if (state.boundBuffers[type] != buffer)
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{
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glBindBuffer(getGLBufferType(type), buffer);
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state.boundBuffers[type] = buffer;
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}
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}
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void OpenGL::deleteBuffer(GLuint buffer)
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{
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glDeleteBuffers(1, &buffer);
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for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
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{
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if (state.boundBuffers[i] == buffer)
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state.boundBuffers[i] = 0;
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}
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}
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void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count)
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{
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glDrawArrays(mode, first, count);
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++stats.drawCalls;
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}
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void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
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{
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glDrawElements(mode, count, type, indices);
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++stats.drawCalls;
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}
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void OpenGL::useVertexAttribArrays(uint32 arraybits)
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{
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uint32 diff = arraybits ^ state.enabledAttribArrays;
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if (diff == 0)
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return;
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// Max 32 attributes. As of when this was written, no GL driver exposes more
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// than 32. Lets hope that doesn't change...
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for (uint32 i = 0; i < 32; i++)
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{
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uint32 bit = 1u << i;
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if (diff & bit)
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{
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if (arraybits & bit)
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glEnableVertexAttribArray(i);
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else
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glDisableVertexAttribArray(i);
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}
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}
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state.enabledAttribArrays = arraybits;
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// glDisableVertexAttribArray will make the constant value for a vertex
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// attribute undefined. We rely on the per-vertex color attribute being
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// white when no per-vertex color is used, so we set it here.
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// FIXME: Is there a better place to do this?
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if ((diff & ATTRIBFLAG_COLOR) && !(arraybits & ATTRIBFLAG_COLOR))
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glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
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}
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void OpenGL::setViewport(const Rect &v)
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{
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glViewport(v.x, v.y, v.w, v.h);
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state.viewport = v;
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}
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Rect OpenGL::getViewport() const
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{
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return state.viewport;
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}
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void OpenGL::setScissor(const Rect &v, bool canvasActive)
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{
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if (canvasActive)
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glScissor(v.x, v.y, v.w, v.h);
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else
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{
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// With no Canvas active, we need to compensate for glScissor starting
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// from the lower left of the viewport instead of the top left.
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glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
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}
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state.scissor = v;
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}
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void OpenGL::setConstantColor(const Colorf &color)
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{
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state.constantColor = color;
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}
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const Colorf &OpenGL::getConstantColor() const
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{
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return state.constantColor;
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}
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void OpenGL::setPointSize(float size)
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{
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if (GLAD_VERSION_1_0)
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glPointSize(size);
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state.pointSize = size;
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}
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float OpenGL::getPointSize() const
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{
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return state.pointSize;
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}
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void OpenGL::setFramebufferSRGB(bool enable)
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|
{
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if (enable)
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glEnable(GL_FRAMEBUFFER_SRGB);
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else
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glDisable(GL_FRAMEBUFFER_SRGB);
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|
|
|
state.framebufferSRGBEnabled = enable;
|
|
}
|
|
|
|
bool OpenGL::hasFramebufferSRGB() const
|
|
{
|
|
return state.framebufferSRGBEnabled;
|
|
}
|
|
|
|
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::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() const
|
|
{
|
|
return state.defaultTexture;
|
|
}
|
|
|
|
void OpenGL::setTextureUnit(int textureunit)
|
|
{
|
|
if (textureunit != state.curTextureUnit)
|
|
glActiveTexture(GL_TEXTURE0 + textureunit);
|
|
|
|
state.curTextureUnit = textureunit;
|
|
}
|
|
|
|
void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
|
|
{
|
|
if (texture != state.boundTextures[textureunit])
|
|
{
|
|
int oldtextureunit = state.curTextureUnit;
|
|
if (oldtextureunit != textureunit)
|
|
glActiveTexture(GL_TEXTURE0 + textureunit);
|
|
|
|
state.boundTextures[textureunit] = texture;
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
if (restoreprev && oldtextureunit != textureunit)
|
|
glActiveTexture(GL_TEXTURE0 + oldtextureunit);
|
|
else
|
|
state.curTextureUnit = textureunit;
|
|
}
|
|
}
|
|
|
|
void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
|
|
{
|
|
GLuint handle = texture != nullptr ? (GLuint) texture->getHandle() : getDefaultTexture();
|
|
bindTextureToUnit(handle, textureunit, restoreprev);
|
|
}
|
|
|
|
void OpenGL::deleteTexture(GLuint texture)
|
|
{
|
|
// glDeleteTextures binds texture 0 to all texture units the deleted texture
|
|
// was bound to before deletion.
|
|
for (GLuint &texid : state.boundTextures)
|
|
{
|
|
if (texid == texture)
|
|
texid = 0;
|
|
}
|
|
|
|
glDeleteTextures(1, &texture);
|
|
}
|
|
|
|
void OpenGL::setTextureFilter(graphics::Texture::Filter &f)
|
|
{
|
|
GLint gmin, gmag;
|
|
|
|
if (f.mipmap == Texture::FILTER_NONE)
|
|
{
|
|
if (f.min == Texture::FILTER_NEAREST)
|
|
gmin = GL_NEAREST;
|
|
else // f.min == Texture::FILTER_LINEAR
|
|
gmin = GL_LINEAR;
|
|
}
|
|
else
|
|
{
|
|
if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
|
|
gmin = GL_NEAREST_MIPMAP_NEAREST;
|
|
else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
|
|
gmin = GL_NEAREST_MIPMAP_LINEAR;
|
|
else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
|
|
gmin = GL_LINEAR_MIPMAP_NEAREST;
|
|
else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
|
|
gmin = GL_LINEAR_MIPMAP_LINEAR;
|
|
else
|
|
gmin = GL_LINEAR;
|
|
}
|
|
|
|
switch (f.mag)
|
|
{
|
|
case Texture::FILTER_NEAREST:
|
|
gmag = GL_NEAREST;
|
|
break;
|
|
case Texture::FILTER_LINEAR:
|
|
default:
|
|
gmag = GL_LINEAR;
|
|
break;
|
|
}
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
|
|
|
|
if (GLAD_EXT_texture_filter_anisotropic)
|
|
{
|
|
f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
|
|
}
|
|
else
|
|
f.anisotropy = 1.0f;
|
|
}
|
|
|
|
GLint OpenGL::getGLWrapMode(Texture::WrapMode wmode)
|
|
{
|
|
switch (wmode)
|
|
{
|
|
case Texture::WRAP_CLAMP:
|
|
default:
|
|
return GL_CLAMP_TO_EDGE;
|
|
case Texture::WRAP_CLAMP_ZERO:
|
|
return GL_CLAMP_TO_BORDER;
|
|
case Texture::WRAP_REPEAT:
|
|
return GL_REPEAT;
|
|
case Texture::WRAP_MIRRORED_REPEAT:
|
|
return GL_MIRRORED_REPEAT;
|
|
}
|
|
|
|
}
|
|
|
|
void OpenGL::setTextureWrap(const graphics::Texture::Wrap &w)
|
|
{
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, getGLWrapMode(w.s));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, getGLWrapMode(w.t));
|
|
}
|
|
|
|
bool OpenGL::isClampZeroTextureWrapSupported() const
|
|
{
|
|
return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
|
|
}
|
|
|
|
bool OpenGL::isPixelShaderHighpSupported() const
|
|
{
|
|
return pixelShaderHighpSupported;
|
|
}
|
|
|
|
int OpenGL::getMaxTextureSize() const
|
|
{
|
|
return maxTextureSize;
|
|
}
|
|
|
|
int OpenGL::getMaxRenderTargets() const
|
|
{
|
|
return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
|
|
}
|
|
|
|
int OpenGL::getMaxRenderbufferSamples() const
|
|
{
|
|
return maxRenderbufferSamples;
|
|
}
|
|
|
|
int OpenGL::getMaxTextureUnits() const
|
|
{
|
|
return maxTextureUnits;
|
|
}
|
|
|
|
float OpenGL::getMaxPointSize() const
|
|
{
|
|
return maxPointSize;
|
|
}
|
|
|
|
float OpenGL::getMaxAnisotropy() const
|
|
{
|
|
return maxAnisotropy;
|
|
}
|
|
|
|
void OpenGL::updateTextureMemorySize(size_t oldsize, size_t newsize)
|
|
{
|
|
int64 memsize = (int64) stats.textureMemory + ((int64) newsize - (int64) oldsize);
|
|
stats.textureMemory = (size_t) std::max(memsize, (int64) 0);
|
|
}
|
|
|
|
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;
|
|
|
|
if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
|
|
pixelformat = PIXELFORMAT_sRGBA8;
|
|
else if (pixelformat == PIXELFORMAT_ETC1)
|
|
{
|
|
// 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;
|
|
}
|
|
|
|
switch (pixelformat)
|
|
{
|
|
case PIXELFORMAT_R8:
|
|
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
|
|
{
|
|
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:
|
|
f.internalformat = GL_RG8;
|
|
f.externalformat = GL_RG;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case PIXELFORMAT_RGBA8:
|
|
f.internalformat = GL_RGBA8;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
case PIXELFORMAT_sRGBA8:
|
|
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:
|
|
f.internalformat = GL_R16;
|
|
f.externalformat = GL_RED;
|
|
f.type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
case PIXELFORMAT_RG16:
|
|
f.internalformat = GL_RG16;
|
|
f.externalformat = GL_RG;
|
|
f.type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
case PIXELFORMAT_RGBA16:
|
|
f.internalformat = GL_RGBA16;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_SHORT;
|
|
break;
|
|
case PIXELFORMAT_R16F:
|
|
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_RG16F:
|
|
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_RGBA16F:
|
|
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_R32F:
|
|
f.internalformat = GL_R32F;
|
|
f.externalformat = GL_RED;
|
|
f.type = GL_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_RG32F:
|
|
f.internalformat = GL_RG32F;
|
|
f.externalformat = GL_RG;
|
|
f.type = GL_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_RGBA32F:
|
|
f.internalformat = GL_RGBA32F;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_FLOAT;
|
|
break;
|
|
|
|
case PIXELFORMAT_LA8:
|
|
f.internalformat = GL_LUMINANCE8_ALPHA8;
|
|
f.externalformat = GL_LUMINANCE_ALPHA;
|
|
f.type = GL_UNSIGNED_BYTE;
|
|
break;
|
|
|
|
case PIXELFORMAT_RGBA4:
|
|
f.internalformat = GL_RGBA4;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_SHORT_4_4_4_4;
|
|
break;
|
|
case PIXELFORMAT_RGB5A1:
|
|
f.internalformat = GL_RGB5_A1;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_SHORT_5_5_5_1;
|
|
break;
|
|
case PIXELFORMAT_RGB565:
|
|
f.internalformat = GL_RGB565;
|
|
f.externalformat = GL_RGB;
|
|
f.type = GL_UNSIGNED_SHORT_5_6_5;
|
|
break;
|
|
case PIXELFORMAT_RGB10A2:
|
|
f.internalformat = GL_RGB10_A2;
|
|
f.externalformat = GL_RGBA;
|
|
f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
|
|
break;
|
|
case PIXELFORMAT_RG11B10F:
|
|
f.internalformat = GL_R11F_G11F_B10F;
|
|
f.externalformat = GL_RGB;
|
|
f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
|
|
break;
|
|
|
|
case PIXELFORMAT_DXT1:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
|
|
break;
|
|
case PIXELFORMAT_DXT3:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
|
|
break;
|
|
case PIXELFORMAT_DXT5:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
|
|
break;
|
|
case PIXELFORMAT_BC4:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RED_RGTC1;
|
|
break;
|
|
case PIXELFORMAT_BC4s:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
|
|
break;
|
|
case PIXELFORMAT_BC5:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RG_RGTC2;
|
|
break;
|
|
case PIXELFORMAT_BC5s:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
|
|
break;
|
|
case PIXELFORMAT_BC6H:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_BC6Hs:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
|
|
break;
|
|
case PIXELFORMAT_BC7:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGB2:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGB4:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGBA2:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_PVR1_RGBA4:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
|
|
break;
|
|
case PIXELFORMAT_ETC1:
|
|
isSRGB = false;
|
|
f.internalformat = GL_ETC1_RGB8_OES;
|
|
break;
|
|
case PIXELFORMAT_ETC2_RGB:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
|
|
break;
|
|
case PIXELFORMAT_ETC2_RGBA:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
|
|
break;
|
|
case PIXELFORMAT_ETC2_RGBA1:
|
|
f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
|
|
break;
|
|
case PIXELFORMAT_EAC_R:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_R11_EAC;
|
|
break;
|
|
case PIXELFORMAT_EAC_Rs:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
|
|
break;
|
|
case PIXELFORMAT_EAC_RG:
|
|
isSRGB = false;
|
|
f.internalformat = GL_COMPRESSED_RG11_EAC;
|
|
break;
|
|
case PIXELFORMAT_EAC_RGs:
|
|
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 when converting to OpenGL enums!");
|
|
break;
|
|
}
|
|
|
|
if (!isPixelFormatCompressed(pixelformat))
|
|
{
|
|
if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat != PIXELFORMAT_LA8)
|
|
&& !renderbuffer)
|
|
{
|
|
f.internalformat = f.externalformat;
|
|
}
|
|
|
|
if (pixelformat != PIXELFORMAT_sRGBA8)
|
|
isSRGB = false;
|
|
}
|
|
|
|
return f;
|
|
}
|
|
|
|
bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool isSRGB)
|
|
{
|
|
if (rendertarget && isPixelFormatCompressed(pixelformat))
|
|
return false;
|
|
|
|
if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
|
|
pixelformat = PIXELFORMAT_sRGBA8;
|
|
|
|
switch (pixelformat)
|
|
{
|
|
case PIXELFORMAT_R8:
|
|
case PIXELFORMAT_RG8:
|
|
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
|
|
return true;
|
|
else if (pixelformat == PIXELFORMAT_R8 && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
|
|
return true; // We'll use OpenGL's luminance format internally.
|
|
else
|
|
return false;
|
|
case PIXELFORMAT_RGBA8:
|
|
if (rendertarget)
|
|
return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
|
|
else
|
|
return true;
|
|
case PIXELFORMAT_sRGBA8:
|
|
if (rendertarget)
|
|
{
|
|
if (GLAD_VERSION_1_0)
|
|
{
|
|
return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
|
|
&& (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
|
|
}
|
|
else
|
|
return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB;
|
|
}
|
|
else
|
|
return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
|
|
case PIXELFORMAT_R16:
|
|
case PIXELFORMAT_RG16:
|
|
if (rendertarget)
|
|
return false;
|
|
else
|
|
return (GLAD_VERSION_1_1 && GLAD_EXT_texture_rg) || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
|
|
case PIXELFORMAT_RGBA16:
|
|
if (rendertarget)
|
|
return false;
|
|
else
|
|
return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
|
|
case PIXELFORMAT_R16F:
|
|
case PIXELFORMAT_RG16F:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
|
|
else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
|
|
return false;
|
|
else
|
|
return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
|
|
case PIXELFORMAT_RGBA16F:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
|
|
else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
|
|
return false;
|
|
else
|
|
return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
|
|
case PIXELFORMAT_R32F:
|
|
case PIXELFORMAT_RG32F:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
|
|
else if (!rendertarget)
|
|
return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
|
|
else
|
|
return false;
|
|
case PIXELFORMAT_RGBA32F:
|
|
if (GLAD_VERSION_1_0)
|
|
return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
|
|
else if (!rendertarget)
|
|
return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
|
|
else
|
|
return false;
|
|
|
|
case PIXELFORMAT_LA8:
|
|
return !rendertarget;
|
|
|
|
case PIXELFORMAT_RGBA4:
|
|
case PIXELFORMAT_RGB5A1:
|
|
return true;
|
|
case PIXELFORMAT_RGB565:
|
|
return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
|
|
case PIXELFORMAT_RGB10A2:
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
|
|
case PIXELFORMAT_RG11B10F:
|
|
if (rendertarget)
|
|
return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
|
|
else
|
|
return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
|
|
|
|
case PIXELFORMAT_DXT1:
|
|
return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
|
|
case PIXELFORMAT_DXT3:
|
|
return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
|
|
case PIXELFORMAT_DXT5:
|
|
return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
|
|
case PIXELFORMAT_BC4:
|
|
case PIXELFORMAT_BC4s:
|
|
case PIXELFORMAT_BC5:
|
|
case PIXELFORMAT_BC5s:
|
|
return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
|
|
case PIXELFORMAT_BC6H:
|
|
case PIXELFORMAT_BC6Hs:
|
|
case PIXELFORMAT_BC7:
|
|
return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
|
|
case PIXELFORMAT_PVR1_RGB2:
|
|
case PIXELFORMAT_PVR1_RGB4:
|
|
case PIXELFORMAT_PVR1_RGBA2:
|
|
case PIXELFORMAT_PVR1_RGBA4:
|
|
return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
|
|
case PIXELFORMAT_ETC1:
|
|
// ETC2 support guarantees ETC1 support as well.
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
|
|
case PIXELFORMAT_ETC2_RGB:
|
|
case PIXELFORMAT_ETC2_RGBA:
|
|
case PIXELFORMAT_ETC2_RGBA1:
|
|
case PIXELFORMAT_EAC_R:
|
|
case PIXELFORMAT_EAC_Rs:
|
|
case PIXELFORMAT_EAC_RG:
|
|
case PIXELFORMAT_EAC_RGs:
|
|
return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
|
|
case PIXELFORMAT_ASTC_4x4:
|
|
case PIXELFORMAT_ASTC_5x4:
|
|
case PIXELFORMAT_ASTC_5x5:
|
|
case PIXELFORMAT_ASTC_6x5:
|
|
case PIXELFORMAT_ASTC_6x6:
|
|
case PIXELFORMAT_ASTC_8x5:
|
|
case PIXELFORMAT_ASTC_8x6:
|
|
case PIXELFORMAT_ASTC_8x8:
|
|
case PIXELFORMAT_ASTC_10x5:
|
|
case PIXELFORMAT_ASTC_10x6:
|
|
case PIXELFORMAT_ASTC_10x8:
|
|
case PIXELFORMAT_ASTC_10x10:
|
|
case PIXELFORMAT_ASTC_12x10:
|
|
case PIXELFORMAT_ASTC_12x12:
|
|
return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
|
|
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
|
|
{
|
|
switch (pixelformat)
|
|
{
|
|
case PIXELFORMAT_RGBA16F:
|
|
return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
|
|
case PIXELFORMAT_RGBA32F:
|
|
return GLAD_VERSION_1_1;
|
|
default:
|
|
return true;
|
|
}
|
|
}
|
|
|
|
const char *OpenGL::errorString(GLenum errorcode)
|
|
{
|
|
switch (errorcode)
|
|
{
|
|
case GL_NO_ERROR:
|
|
return "no error";
|
|
case GL_INVALID_ENUM:
|
|
return "invalid enum";
|
|
case GL_INVALID_VALUE:
|
|
return "invalid value";
|
|
case GL_INVALID_OPERATION:
|
|
return "invalid operation";
|
|
case GL_OUT_OF_MEMORY:
|
|
return "out of memory";
|
|
case GL_INVALID_FRAMEBUFFER_OPERATION:
|
|
return "invalid framebuffer operation";
|
|
case GL_CONTEXT_LOST:
|
|
return "OpenGL context has been lost";
|
|
default:
|
|
break;
|
|
}
|
|
|
|
static char text[64] = {};
|
|
|
|
memset(text, 0, sizeof(text));
|
|
sprintf(text, "0x%x", errorcode);
|
|
|
|
return text;
|
|
}
|
|
|
|
const char *OpenGL::framebufferStatusString(GLenum status)
|
|
{
|
|
switch (status)
|
|
{
|
|
case GL_FRAMEBUFFER_COMPLETE:
|
|
return "complete (success)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
return "Texture format cannot be rendered to on this system.";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
return "Error in graphics driver (missing render texture attachment)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
|
return "Error in graphics driver (incomplete draw buffer)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
|
return "Error in graphics driver (incomplete read buffer)";
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
|
|
return "Canvas 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
|