mirror of
https://github.com/love2d/love.git
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95ab4054ff
Fixes #1585 Also disallow generateMipmaps on depth/stencil canvases because it's not really supported.
1430 lines
38 KiB
C++
1430 lines
38 KiB
C++
/**
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* Copyright (c) 2006-2020 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "common/math.h"
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#include "common/Vector.h"
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#include "Graphics.h"
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#include "font/Font.h"
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#include "StreamBuffer.h"
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#include "math/MathModule.h"
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#include "window/Window.h"
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#include "Buffer.h"
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#include "ShaderStage.h"
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#include "libraries/xxHash/xxhash.h"
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// C++
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#include <vector>
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#include <sstream>
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#include <algorithm>
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#include <iterator>
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// C
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#include <cmath>
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#include <cstdio>
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#ifdef LOVE_IOS
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#include <SDL_syswm.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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Graphics::Graphics()
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: windowHasStencil(false)
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, mainVAO(0)
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{
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gl = OpenGL();
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Canvas::resetFormatSupport();
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auto window = getInstance<love::window::Window>(M_WINDOW);
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if (window != nullptr)
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{
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window->setGraphics(this);
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if (window->isOpen())
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{
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int w, h;
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love::window::WindowSettings settings;
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window->getWindow(w, h, settings);
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double dpiW = w;
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double dpiH = h;
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window->windowToDPICoords(&dpiW, &dpiH);
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setMode((int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil);
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}
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}
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}
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Graphics::~Graphics()
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{
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}
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const char *Graphics::getName() const
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{
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return "love.graphics.opengl";
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}
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love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t size)
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{
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return CreateStreamBuffer(type, size);
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}
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love::graphics::Image *Graphics::newImage(const Image::Slices &data, const Image::Settings &settings)
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{
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return new Image(data, settings);
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}
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love::graphics::Image *Graphics::newImage(TextureType textype, PixelFormat format, int width, int height, int slices, const Image::Settings &settings)
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{
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return new Image(textype, format, width, height, slices, settings);
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}
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love::graphics::Canvas *Graphics::newCanvas(const Canvas::Settings &settings)
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{
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return new Canvas(settings);
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}
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love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStage::StageType stage, const std::string &cachekey, const std::string &source, bool gles)
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{
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return new ShaderStage(this, stage, source, gles, cachekey);
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}
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love::graphics::Shader *Graphics::newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
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{
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return new Shader(vertex, pixel);
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}
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love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags)
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{
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return new Buffer(size, data, type, usage, mapflags);
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}
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void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight)
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{
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this->width = width;
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this->height = height;
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this->pixelWidth = pixelwidth;
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this->pixelHeight = pixelheight;
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if (!isCanvasActive())
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{
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// Set the viewport to top-left corner.
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gl.setViewport({0, 0, pixelwidth, pixelheight});
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// Re-apply the scissor if it was active, since the rectangle passed to
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// glScissor is affected by the viewport dimensions.
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if (states.back().scissor)
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setScissor(states.back().scissorRect);
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// Set up the projection matrix
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projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0, -10.0f, 10.0f);
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}
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}
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bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil)
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{
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this->width = width;
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this->height = height;
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this->windowHasStencil = windowhasstencil;
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// Okay, setup OpenGL.
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gl.initContext();
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if (gl.isCoreProfile())
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{
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glGenVertexArrays(1, &mainVAO);
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glBindVertexArray(mainVAO);
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}
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gl.setupContext();
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created = true;
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initCapabilities();
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setViewportSize(width, height, pixelwidth, pixelheight);
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// Enable blending
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glEnable(GL_BLEND);
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// Auto-generated mipmaps should be the best quality possible
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if (!gl.isCoreProfile())
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glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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if (!GLAD_ES_VERSION_2_0 && !gl.isCoreProfile())
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{
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// Make sure antialiasing works when set elsewhere
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glEnable(GL_MULTISAMPLE);
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// Enable texturing
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glEnable(GL_TEXTURE_2D);
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}
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gl.setTextureUnit(0);
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// Set pixel row alignment
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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// Always enable seamless cubemap filtering when possible.
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if (GLAD_VERSION_3_2 || GLAD_ARB_seamless_cube_map)
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glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
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// Set whether drawing converts input from linear -> sRGB colorspace.
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if (!gl.bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB
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|| GLAD_EXT_framebuffer_sRGB || GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB))
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{
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if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
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gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, isGammaCorrect());
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}
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else
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setGammaCorrect(false);
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setDebug(isDebugEnabled());
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if (streamBufferState.vb[0] == nullptr)
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{
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// Initial sizes that should be good enough for most cases. It will
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// resize to fit if needed, later.
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streamBufferState.vb[0] = CreateStreamBuffer(BUFFER_VERTEX, 1024 * 1024 * 1);
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streamBufferState.vb[1] = CreateStreamBuffer(BUFFER_VERTEX, 256 * 1024 * 1);
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streamBufferState.indexBuffer = CreateStreamBuffer(BUFFER_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
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}
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// Reload all volatile objects.
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if (!Volatile::loadAll())
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::printf("Could not reload all volatile objects.\n");
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createQuadIndexBuffer();
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// Restore the graphics state.
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restoreState(states.back());
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int gammacorrect = isGammaCorrect() ? 1 : 0;
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Shader::Language target = getShaderLanguageTarget();
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// We always need a default shader.
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for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++)
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{
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if (i == Shader::STANDARD_ARRAY && !capabilities.textureTypes[TEXTURE_2D_ARRAY])
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continue;
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// Apparently some intel GMA drivers on windows fail to compile shaders
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// which use array textures despite claiming support for the extension.
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try
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{
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if (!Shader::standardShaders[i])
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{
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const auto &code = defaultShaderCode[i][target][gammacorrect];
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Shader::standardShaders[i] = love::graphics::Graphics::newShader(code.source[ShaderStage::STAGE_VERTEX], code.source[ShaderStage::STAGE_PIXEL]);
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}
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}
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catch (love::Exception &)
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{
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if (i == Shader::STANDARD_ARRAY)
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capabilities.textureTypes[TEXTURE_2D_ARRAY] = false;
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else
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throw;
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}
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}
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// A shader should always be active, but the default shader shouldn't be
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// returned by getShader(), so we don't do setShader(defaultShader).
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if (!Shader::current)
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Shader::standardShaders[Shader::STANDARD_DEFAULT]->attach();
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return true;
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}
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void Graphics::unSetMode()
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{
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if (!isCreated())
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return;
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flushStreamDraws();
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// Unload all volatile objects. These must be reloaded after the display
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// mode change.
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Volatile::unloadAll();
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for (const auto &pair : framebufferObjects)
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gl.deleteFramebuffer(pair.second);
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for (auto temp : temporaryCanvases)
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temp.canvas->release();
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framebufferObjects.clear();
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temporaryCanvases.clear();
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if (mainVAO != 0)
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{
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glDeleteVertexArrays(1, &mainVAO);
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mainVAO = 0;
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}
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gl.deInitContext();
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created = false;
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}
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void Graphics::setActive(bool enable)
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{
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flushStreamDraws();
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// Make sure all pending OpenGL commands have fully executed before
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// returning, when going from active to inactive. This is required on iOS.
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if (isCreated() && this->active && !enable)
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glFinish();
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active = enable;
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}
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void Graphics::draw(const DrawCommand &cmd)
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{
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gl.prepareDraw();
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gl.setVertexAttributes(*cmd.attributes, *cmd.buffers);
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gl.bindTextureToUnit(cmd.texture, 0, false);
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gl.setCullMode(cmd.cullMode);
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GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType);
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if (cmd.instanceCount > 1)
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glDrawArraysInstanced(glprimitivetype, cmd.vertexStart, cmd.vertexCount, cmd.instanceCount);
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else
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glDrawArrays(glprimitivetype, cmd.vertexStart, cmd.vertexCount);
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++drawCalls;
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}
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void Graphics::draw(const DrawIndexedCommand &cmd)
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{
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gl.prepareDraw();
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gl.setVertexAttributes(*cmd.attributes, *cmd.buffers);
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gl.bindTextureToUnit(cmd.texture, 0, false);
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gl.setCullMode(cmd.cullMode);
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const void *gloffset = BUFFER_OFFSET(cmd.indexBufferOffset);
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GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType);
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GLenum gldatatype = OpenGL::getGLIndexDataType(cmd.indexType);
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gl.bindBuffer(BUFFER_INDEX, cmd.indexBuffer->getHandle());
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if (cmd.instanceCount > 1)
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glDrawElementsInstanced(glprimitivetype, cmd.indexCount, gldatatype, gloffset, cmd.instanceCount);
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else
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glDrawElements(glprimitivetype, cmd.indexCount, gldatatype, gloffset);
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++drawCalls;
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}
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static inline void advanceVertexOffsets(const vertex::Attributes &attributes, vertex::BufferBindings &buffers, int vertexcount)
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{
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// TODO: Figure out a better way to avoid touching the same buffer multiple
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// times, if multiple attributes share the buffer.
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uint32 touchedbuffers = 0;
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for (unsigned int i = 0; i < vertex::Attributes::MAX; i++)
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{
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if (!attributes.isEnabled(i))
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continue;
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auto &attrib = attributes.attribs[i];
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uint32 bufferbit = 1u << attrib.bufferIndex;
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if ((touchedbuffers & bufferbit) == 0)
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{
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touchedbuffers |= bufferbit;
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const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
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buffers.info[attrib.bufferIndex].offset += layout.stride * vertexcount;
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}
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}
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}
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void Graphics::drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::BufferBindings &buffers, love::graphics::Texture *texture)
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{
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const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
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const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
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gl.prepareDraw();
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gl.bindTextureToUnit(texture, 0, false);
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gl.setCullMode(CULL_NONE);
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gl.bindBuffer(BUFFER_INDEX, quadIndexBuffer->getHandle());
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if (gl.isBaseVertexSupported())
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{
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gl.setVertexAttributes(attributes, buffers);
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int basevertex = start * 4;
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for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
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{
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int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
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glDrawElementsBaseVertex(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0), basevertex);
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++drawCalls;
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basevertex += quadcount * 4;
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}
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}
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else
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{
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vertex::BufferBindings bufferscopy = buffers;
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if (start > 0)
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advanceVertexOffsets(attributes, bufferscopy, start * 4);
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for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
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{
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gl.setVertexAttributes(attributes, bufferscopy);
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int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
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glDrawElements(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
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++drawCalls;
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if (count > MAX_QUADS_PER_DRAW)
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advanceVertexOffsets(attributes, bufferscopy, quadcount * 4);
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}
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}
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}
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static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
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{
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// Human-readable strings for the debug info.
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const char *sourceStr = OpenGL::debugSourceString(source);
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const char *typeStr = OpenGL::debugTypeString(type);
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const char *severityStr = OpenGL::debugSeverityString(severity);
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const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n";
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printf(fmt, msg, sourceStr, typeStr, severityStr, id);
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}
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void Graphics::setDebug(bool enable)
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{
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// Make sure debug output is supported. The AMD ext. is a bit different
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// so we don't make use of it, since AMD drivers now support KHR_debug.
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if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output))
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return;
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// TODO: We don't support GL_KHR_debug in GLES yet.
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if (GLAD_ES_VERSION_2_0)
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return;
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// Ugly hack to reduce code duplication.
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if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug))
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{
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fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB;
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fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB;
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}
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if (!enable)
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{
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// Disable the debug callback function.
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glDebugMessageCallback(nullptr, nullptr);
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// We can disable debug output entirely with KHR_debug.
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if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
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glDisable(GL_DEBUG_OUTPUT);
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return;
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}
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// We don't want asynchronous debug output.
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback(debugCB, nullptr);
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// Initially, enable everything.
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
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// Disable messages about deprecated OpenGL functionality.
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glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
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glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
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if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
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glEnable(GL_DEBUG_OUTPUT);
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::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
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}
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void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBcanvas)
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{
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const DisplayState &state = states.back();
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OpenGL::TempDebugGroup debuggroup("setCanvas");
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flushStreamDraws();
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endPass();
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bool iswindow = rts.getFirstTarget().canvas == nullptr;
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vertex::Winding vertexwinding = state.winding;
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if (iswindow)
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{
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
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// The projection matrix is flipped compared to rendering to a canvas, due
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// to OpenGL considering (0,0) bottom-left instead of top-left.
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projectionMatrix = Matrix4::ortho(0.0, (float) w, (float) h, 0.0, -10.0f, 10.0f);
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}
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else
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{
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bindCachedFBO(rts);
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projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h, -10.0f, 10.0f);
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// Flip front face winding when rendering to a canvas, since our
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// projection matrix is flipped.
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vertexwinding = vertexwinding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
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}
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glFrontFace(vertexwinding == vertex::WINDING_CW ? GL_CW : GL_CCW);
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gl.setViewport({0, 0, pixelw, pixelh});
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// Re-apply the scissor if it was active, since the rectangle passed to
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// glScissor is affected by the viewport dimensions.
|
|
if (state.scissor)
|
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setScissor(state.scissorRect);
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|
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// 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.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB))
|
|
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBcanvas);
|
|
}
|
|
}
|
|
|
|
void Graphics::endPass()
|
|
{
|
|
auto &rts = states.back().renderTargets;
|
|
love::graphics::Canvas *depthstencil = rts.depthStencil.canvas.get();
|
|
|
|
// Discard the depth/stencil buffer if we're using an internal cached one.
|
|
if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
|
|
discard({}, true);
|
|
|
|
// Resolve MSAA buffers. MSAA is only supported for 2D render targets so we
|
|
// don't have to worry about resolving to slices.
|
|
if (rts.colors.size() > 0 && rts.colors[0].canvas->getMSAA() > 1)
|
|
{
|
|
int mip = rts.colors[0].mipmap;
|
|
int w = rts.colors[0].canvas->getPixelWidth(mip);
|
|
int h = rts.colors[0].canvas->getPixelHeight(mip);
|
|
|
|
for (int i = 0; i < (int) rts.colors.size(); i++)
|
|
{
|
|
Canvas *c = (Canvas *) rts.colors[i].canvas.get();
|
|
|
|
if (!c->isReadable())
|
|
continue;
|
|
|
|
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);
|
|
}
|
|
}
|
|
|
|
if (depthstencil != nullptr && depthstencil->getMSAA() > 1 && depthstencil->isReadable())
|
|
{
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, ((Canvas *) depthstencil)->getFBO());
|
|
|
|
if (GLAD_APPLE_framebuffer_multisample)
|
|
glResolveMultisampleFramebufferAPPLE();
|
|
else
|
|
{
|
|
int mip = rts.depthStencil.mipmap;
|
|
int w = depthstencil->getPixelWidth(mip);
|
|
int h = depthstencil->getPixelHeight(mip);
|
|
PixelFormat format = depthstencil->getPixelFormat();
|
|
|
|
GLbitfield mask = 0;
|
|
|
|
if (isPixelFormatDepth(format))
|
|
mask |= GL_DEPTH_BUFFER_BIT;
|
|
if (isPixelFormatStencil(format))
|
|
mask |= GL_STENCIL_BUFFER_BIT;
|
|
|
|
if (mask != 0)
|
|
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, mask, GL_NEAREST);
|
|
}
|
|
}
|
|
|
|
for (const auto &rt : rts.colors)
|
|
{
|
|
if (rt.canvas->getMipmapMode() == Canvas::MIPMAPS_AUTO && rt.mipmap == 0)
|
|
rt.canvas->generateMipmaps();
|
|
}
|
|
}
|
|
|
|
void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth)
|
|
{
|
|
if (c.hasValue || stencil.hasValue || depth.hasValue)
|
|
flushStreamDraws();
|
|
|
|
GLbitfield flags = 0;
|
|
|
|
if (c.hasValue)
|
|
{
|
|
gammaCorrectColor(c.value);
|
|
glClearColor(c.value.r, c.value.g, c.value.b, c.value.a);
|
|
flags |= GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
if (stencil.hasValue)
|
|
{
|
|
glClearStencil(stencil.value);
|
|
flags |= GL_STENCIL_BUFFER_BIT;
|
|
}
|
|
|
|
bool hadDepthWrites = gl.hasDepthWrites();
|
|
|
|
if (depth.hasValue)
|
|
{
|
|
if (!hadDepthWrites) // glDepthMask also affects glClear.
|
|
gl.setDepthWrites(true);
|
|
|
|
gl.clearDepth(depth.value);
|
|
flags |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (flags != 0)
|
|
glClear(flags);
|
|
|
|
if (depth.hasValue && !hadDepthWrites)
|
|
gl.setDepthWrites(hadDepthWrites);
|
|
|
|
if (c.hasValue && 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, OptionalInt stencil, OptionalDouble depth)
|
|
{
|
|
if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
|
|
return;
|
|
|
|
int ncolorcanvases = (int) states.back().renderTargets.colors.size();
|
|
int ncolors = (int) colors.size();
|
|
|
|
if (ncolors <= 1 && ncolorcanvases <= 1)
|
|
{
|
|
clear(ncolors > 0 ? colors[0] : OptionalColorf(), stencil, depth);
|
|
return;
|
|
}
|
|
|
|
flushStreamDraws();
|
|
|
|
bool drawbuffersmodified = false;
|
|
ncolors = std::min(ncolors, ncolorcanvases);
|
|
|
|
for (int i = 0; i < ncolors; i++)
|
|
{
|
|
if (!colors[i].hasValue)
|
|
continue;
|
|
|
|
Colorf c = colors[i].value;
|
|
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 < ncolorcanvases; i++)
|
|
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
|
|
|
|
glDrawBuffers(ncolorcanvases, bufs);
|
|
}
|
|
|
|
GLbitfield flags = 0;
|
|
|
|
if (stencil.hasValue)
|
|
{
|
|
glClearStencil(stencil.value);
|
|
flags |= GL_STENCIL_BUFFER_BIT;
|
|
}
|
|
|
|
bool hadDepthWrites = gl.hasDepthWrites();
|
|
|
|
if (depth.hasValue)
|
|
{
|
|
if (!hadDepthWrites) // glDepthMask also affects glClear.
|
|
gl.setDepthWrites(true);
|
|
|
|
gl.clearDepth(depth.value);
|
|
flags |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (flags != 0)
|
|
glClear(flags);
|
|
|
|
if (depth.hasValue && !hadDepthWrites)
|
|
gl.setDepthWrites(hadDepthWrites);
|
|
|
|
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 (!isCanvasActive() && 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().renderTargets.colors.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::cleanupCanvas(Canvas *canvas)
|
|
{
|
|
for (auto it = framebufferObjects.begin(); it != framebufferObjects.end(); /**/)
|
|
{
|
|
bool hascanvas = false;
|
|
const auto &rts = it->first;
|
|
|
|
for (const RenderTarget &rt : rts.colors)
|
|
{
|
|
if (rt.canvas == canvas)
|
|
{
|
|
hascanvas = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
hascanvas = hascanvas || rts.depthStencil.canvas == canvas;
|
|
|
|
if (hascanvas)
|
|
{
|
|
if (isCreated())
|
|
gl.deleteFramebuffer(it->second);
|
|
it = framebufferObjects.erase(it);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
|
|
void Graphics::bindCachedFBO(const RenderTargets &targets)
|
|
{
|
|
GLuint fbo = framebufferObjects[targets];
|
|
|
|
if (fbo != 0)
|
|
{
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
|
|
}
|
|
else
|
|
{
|
|
int msaa = targets.getFirstTarget().canvas->getMSAA();
|
|
bool hasDS = targets.depthStencil.canvas != nullptr;
|
|
|
|
glGenFramebuffers(1, &fbo);
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
|
|
|
|
int ncolortargets = 0;
|
|
GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS];
|
|
|
|
auto attachCanvas = [&](const RenderTarget &rt)
|
|
{
|
|
bool renderbuffer = msaa > 1 || !rt.canvas->isReadable();
|
|
bool srgb = false;
|
|
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.canvas->getPixelFormat(), renderbuffer, srgb);
|
|
|
|
if (fmt.framebufferAttachments[0] == GL_COLOR_ATTACHMENT0)
|
|
{
|
|
fmt.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0 + ncolortargets;
|
|
drawbuffers[ncolortargets] = fmt.framebufferAttachments[0];
|
|
ncolortargets++;
|
|
}
|
|
|
|
GLuint handle = (GLuint) rt.canvas->getRenderTargetHandle();
|
|
|
|
for (GLenum attachment : fmt.framebufferAttachments)
|
|
{
|
|
if (attachment == GL_NONE)
|
|
continue;
|
|
else if (renderbuffer)
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, handle);
|
|
else
|
|
{
|
|
TextureType textype = rt.canvas->getTextureType();
|
|
|
|
int layer = textype == TEXTURE_CUBE ? 0 : rt.slice;
|
|
int face = textype == TEXTURE_CUBE ? rt.slice : 0;
|
|
int level = rt.mipmap;
|
|
|
|
gl.framebufferTexture(attachment, textype, handle, level, layer, face);
|
|
}
|
|
}
|
|
};
|
|
|
|
for (const auto &rt : targets.colors)
|
|
attachCanvas(rt);
|
|
|
|
if (hasDS)
|
|
attachCanvas(targets.depthStencil);
|
|
|
|
if (ncolortargets > 1)
|
|
glDrawBuffers(ncolortargets, drawbuffers);
|
|
else if (ncolortargets == 0 && hasDS && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0))
|
|
{
|
|
// glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3.
|
|
GLenum none = GL_NONE;
|
|
if (GLAD_ES_VERSION_3_0)
|
|
glDrawBuffers(1, &none);
|
|
else
|
|
glDrawBuffer(GL_NONE);
|
|
glReadBuffer(GL_NONE);
|
|
}
|
|
|
|
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[targets] = fbo;
|
|
}
|
|
}
|
|
|
|
void Graphics::present(void *screenshotCallbackData)
|
|
{
|
|
if (!isActive())
|
|
return;
|
|
|
|
if (isCanvasActive())
|
|
throw love::Exception("present cannot be called while a Canvas is active.");
|
|
|
|
deprecations.draw(this);
|
|
|
|
flushStreamDraws();
|
|
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(&info, nullptr, nullptr);
|
|
for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++)
|
|
{
|
|
const auto &ninfo = pendingScreenshotCallbacks[j];
|
|
ninfo.callback(&ninfo, nullptr, nullptr);
|
|
}
|
|
pendingScreenshotCallbacks.clear();
|
|
throw;
|
|
}
|
|
|
|
info.callback(&info, img, 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
|
|
|
|
for (StreamBuffer *buffer : streamBufferState.vb)
|
|
buffer->nextFrame();
|
|
streamBufferState.indexBuffer->nextFrame();
|
|
|
|
auto window = getInstance<love::window::Window>(M_WINDOW);
|
|
if (window != nullptr)
|
|
window->swapBuffers();
|
|
|
|
// Reset the per-frame stat counts.
|
|
drawCalls = 0;
|
|
gl.stats.shaderSwitches = 0;
|
|
canvasSwitchCount = 0;
|
|
drawCallsBatched = 0;
|
|
|
|
// This assumes temporary canvases will only be used within a render pass.
|
|
for (int i = (int) temporaryCanvases.size() - 1; i >= 0; i--)
|
|
{
|
|
if (temporaryCanvases[i].framesSinceUse >= MAX_TEMPORARY_CANVAS_UNUSED_FRAMES)
|
|
{
|
|
temporaryCanvases[i].canvas->release();
|
|
temporaryCanvases[i] = temporaryCanvases.back();
|
|
temporaryCanvases.pop_back();
|
|
}
|
|
else
|
|
temporaryCanvases[i].framesSinceUse++;
|
|
}
|
|
}
|
|
|
|
void Graphics::setScissor(const Rect &rect)
|
|
{
|
|
flushStreamDraws();
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
if (!gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, true);
|
|
|
|
double dpiscale = getCurrentDPIScale();
|
|
|
|
Rect glrect;
|
|
glrect.x = (int) (rect.x * dpiscale);
|
|
glrect.y = (int) (rect.y * dpiscale);
|
|
glrect.w = (int) (rect.w * dpiscale);
|
|
glrect.h = (int) (rect.h * dpiscale);
|
|
|
|
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
|
|
gl.setScissor(glrect, isCanvasActive());
|
|
|
|
state.scissor = true;
|
|
state.scissorRect = rect;
|
|
}
|
|
|
|
void Graphics::setScissor()
|
|
{
|
|
if (states.back().scissor)
|
|
flushStreamDraws();
|
|
|
|
states.back().scissor = false;
|
|
|
|
if (gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, false);
|
|
}
|
|
|
|
void Graphics::drawToStencilBuffer(StencilAction action, int value)
|
|
{
|
|
const auto &rts = states.back().renderTargets;
|
|
love::graphics::Canvas *dscanvas = rts.depthStencil.canvas.get();
|
|
|
|
if (!isCanvasActive() && !windowHasStencil)
|
|
throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer.");
|
|
else if (isCanvasActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dscanvas == nullptr || !isPixelFormatStencil(dscanvas->getPixelFormat())))
|
|
throw love::Exception("Drawing to the stencil buffer with a Canvas active requires either stencil=true or a custom stencil-type Canvas to be used, in setCanvas.");
|
|
|
|
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.
|
|
if (!gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, true);
|
|
|
|
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)
|
|
{
|
|
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)
|
|
{
|
|
if (gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, false);
|
|
return;
|
|
}
|
|
|
|
/**
|
|
* 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.
|
|
**/
|
|
GLenum glcompare = OpenGL::getGLCompareMode(getReversedCompareMode(compare));
|
|
|
|
if (!gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, true);
|
|
|
|
glStencilFunc(glcompare, value, 0xFFFFFFFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
}
|
|
|
|
void Graphics::setDepthMode(CompareMode compare, bool write)
|
|
{
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.depthTest != compare || state.depthWrite != write)
|
|
flushStreamDraws();
|
|
|
|
state.depthTest = compare;
|
|
state.depthWrite = write;
|
|
|
|
bool depthenable = compare != COMPARE_ALWAYS || write;
|
|
|
|
if (depthenable != gl.isStateEnabled(OpenGL::ENABLE_DEPTH_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_DEPTH_TEST, depthenable);
|
|
|
|
if (depthenable)
|
|
{
|
|
glDepthFunc(OpenGL::getGLCompareMode(compare));
|
|
gl.setDepthWrites(write);
|
|
}
|
|
}
|
|
|
|
void Graphics::setFrontFaceWinding(vertex::Winding winding)
|
|
{
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.winding != winding)
|
|
flushStreamDraws();
|
|
|
|
state.winding = winding;
|
|
|
|
if (isCanvasActive())
|
|
winding = winding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW;
|
|
|
|
glFrontFace(winding == vertex::WINDING_CW ? GL_CW : GL_CCW);
|
|
}
|
|
|
|
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();
|
|
|
|
if (mode == BLEND_LIGHTEN || mode == BLEND_DARKEN)
|
|
{
|
|
if (!capabilities.features[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;
|
|
}
|
|
}
|
|
|
|
GLenum func = GL_FUNC_ADD;
|
|
GLenum srcRGB = GL_ONE;
|
|
GLenum srcA = GL_ONE;
|
|
GLenum dstRGB = GL_ZERO;
|
|
GLenum dstA = GL_ZERO;
|
|
|
|
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 == PRIMITIVE_POINTS)
|
|
flushStreamDraws();
|
|
|
|
gl.setPointSize(size * getCurrentDPIScale());
|
|
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;
|
|
}
|
|
|
|
void Graphics::getAPIStats(int &shaderswitches) const
|
|
{
|
|
shaderswitches = gl.stats.shaderSwitches;
|
|
}
|
|
|
|
void Graphics::initCapabilities()
|
|
{
|
|
capabilities.features[FEATURE_MULTI_CANVAS_FORMATS] = Canvas::isMultiFormatMultiCanvasSupported();
|
|
capabilities.features[FEATURE_CLAMP_ZERO] = gl.isClampZeroTextureWrapSupported();
|
|
capabilities.features[FEATURE_LIGHTEN] = GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax;
|
|
capabilities.features[FEATURE_FULL_NPOT] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot;
|
|
capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = gl.isPixelShaderHighpSupported();
|
|
capabilities.features[FEATURE_SHADER_DERIVATIVES] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_standard_derivatives;
|
|
capabilities.features[FEATURE_GLSL3] = GLAD_ES_VERSION_3_0 || gl.isCoreProfile();
|
|
capabilities.features[FEATURE_INSTANCING] = gl.isInstancingSupported();
|
|
static_assert(FEATURE_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
|
|
|
|
capabilities.limits[LIMIT_POINT_SIZE] = gl.getMaxPointSize();
|
|
capabilities.limits[LIMIT_TEXTURE_SIZE] = gl.getMax2DTextureSize();
|
|
capabilities.limits[LIMIT_TEXTURE_LAYERS] = gl.getMaxTextureLayers();
|
|
capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = gl.getMax3DTextureSize();
|
|
capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize();
|
|
capabilities.limits[LIMIT_MULTI_CANVAS] = gl.getMaxRenderTargets();
|
|
capabilities.limits[LIMIT_CANVAS_MSAA] = gl.getMaxRenderbufferSamples();
|
|
capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
|
|
static_assert(LIMIT_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new system limit!");
|
|
|
|
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
|
|
capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i);
|
|
}
|
|
|
|
bool Graphics::isCanvasFormatSupported(PixelFormat format) const
|
|
{
|
|
return Canvas::isFormatSupported(format);
|
|
}
|
|
|
|
bool Graphics::isCanvasFormatSupported(PixelFormat format, bool readable) const
|
|
{
|
|
return Canvas::isFormatSupported(format, readable);
|
|
}
|
|
|
|
bool Graphics::isImageFormatSupported(PixelFormat format, bool sRGB) const
|
|
{
|
|
return Image::isFormatSupported(format, sRGB);
|
|
}
|
|
|
|
Shader::Language Graphics::getShaderLanguageTarget() const
|
|
{
|
|
if (gl.isCoreProfile())
|
|
return Shader::LANGUAGE_GLSL3;
|
|
else if (GLAD_ES_VERSION_3_0)
|
|
return Shader::LANGUAGE_ESSL3;
|
|
else if (GLAD_ES_VERSION_2_0)
|
|
return Shader::LANGUAGE_ESSL1;
|
|
else
|
|
return Shader::LANGUAGE_GLSL1;
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|