Files
love/src/modules/graphics/opengl/Canvas.cpp
T
2015-12-13 23:50:23 -04:00

969 lines
25 KiB
C++

/**
* Copyright (c) 2006-2015 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Canvas.h"
#include "Image.h"
#include "Graphics.h"
#include "common/Matrix.h"
#include <cstring> // For memcpy
#include <algorithm> // For min/max
namespace love
{
namespace graphics
{
namespace opengl
{
static GLenum createFBO(GLuint &framebuffer, GLuint texture)
{
// get currently bound fbo to reset to it later
GLint current_fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_fbo);
glGenFramebuffers(1, &framebuffer);
gl.bindFramebuffer(GL_FRAMEBUFFER, framebuffer);
if (texture != 0)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, texture, 0);
// Initialize the texture to transparent black.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
// unbind framebuffer
gl.bindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo);
return status;
}
static GLenum createMSAABuffer(int width, int height, int &samples, GLenum iformat, GLuint &buffer)
{
glGenRenderbuffers(1, &buffer);
glBindRenderbuffer(GL_RENDERBUFFER, buffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, iformat, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_RENDERBUFFER, buffer);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_COMPLETE)
{
// Initialize the buffer to transparent black.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
}
else
{
glDeleteRenderbuffers(1, &buffer);
buffer = 0;
}
return status;
}
Canvas *Canvas::current = nullptr;
OpenGL::Viewport Canvas::systemViewport = OpenGL::Viewport();
bool Canvas::screenHasSRGB = false;
int Canvas::canvasCount = 0;
Canvas::Canvas(int width, int height, Format format, int msaa)
: fbo(0)
, resolve_fbo(0)
, texture(0)
, msaa_buffer(0)
, depth_stencil(0)
, format(format)
, requested_samples(msaa)
, actual_samples(0)
, texture_memory(0)
{
this->width = width;
this->height = height;
float w = static_cast<float>(width);
float h = static_cast<float>(height);
// Vertices are ordered for use with triangle strips:
// 0----2
// | / |
// | / |
// 1----3
// world coordinates
vertices[0].x = 0;
vertices[0].y = 0;
vertices[1].x = 0;
vertices[1].y = h;
vertices[2].x = w;
vertices[2].y = 0;
vertices[3].x = w;
vertices[3].y = h;
// texture coordinates
vertices[0].s = 0;
vertices[0].t = 0;
vertices[1].s = 0;
vertices[1].t = 1;
vertices[2].s = 1;
vertices[2].t = 0;
vertices[3].s = 1;
vertices[3].t = 1;
loadVolatile();
++canvasCount;
}
Canvas::~Canvas()
{
--canvasCount;
// reset framebuffer if still using this one
if (current == this)
stopGrab();
unloadVolatile();
}
bool Canvas::createMSAAFBO(GLenum internalformat)
{
actual_samples = requested_samples;
if (actual_samples <= 1)
{
actual_samples = 0;
return false;
}
// Create our FBO without a texture.
status = createFBO(fbo, 0);
GLuint previous = gl.getDefaultFBO();
if (current != this)
{
if (current != nullptr)
previous = current->fbo;
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
}
// Create and attach the MSAA buffer for our FBO.
status = createMSAABuffer(width, height, actual_samples, internalformat, msaa_buffer);
// Create the FBO used for the MSAA resolve, and attach the texture.
if (status == GL_FRAMEBUFFER_COMPLETE)
status = createFBO(resolve_fbo, texture);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
// Clean up.
glDeleteFramebuffers(1, &fbo);
glDeleteFramebuffers(1, &resolve_fbo);
glDeleteRenderbuffers(1, &msaa_buffer);
fbo = msaa_buffer = resolve_fbo = 0;
actual_samples = 0;
}
if (current != this)
gl.bindFramebuffer(GL_FRAMEBUFFER, previous);
return status == GL_FRAMEBUFFER_COMPLETE;
}
bool Canvas::loadVolatile()
{
OpenGL::TempDebugGroup debuggroup("Canvas load");
fbo = depth_stencil = texture = 0;
resolve_fbo = msaa_buffer = 0;
status = GL_FRAMEBUFFER_COMPLETE;
// glTexImage2D is guaranteed to error in this case.
if (width > gl.getMaxTextureSize() || height > gl.getMaxTextureSize())
{
status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
return false;
}
// getMaxRenderbufferSamples will be 0 on systems that don't support
// multisampled renderbuffers / don't export FBO multisample extensions.
requested_samples = std::min(requested_samples, gl.getMaxRenderbufferSamples());
requested_samples = std::max(requested_samples, 0);
glGenTextures(1, &texture);
gl.bindTexture(texture);
if (GLAD_ANGLE_texture_usage)
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
setFilter(filter);
setWrap(wrap);
GLenum internalformat = GL_RGBA;
GLenum externalformat = GL_RGBA;
GLenum textype = GL_UNSIGNED_BYTE;
convertFormat(format, internalformat, externalformat, textype);
// in GLES2, the internalformat and format params of TexImage have to match.
GLint iformat = (GLint) internalformat;
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
iformat = (GLint) externalformat;
while (glGetError() != GL_NO_ERROR)
/* Clear the error buffer. */;
glTexImage2D(GL_TEXTURE_2D, 0, iformat, width, height, 0,
externalformat, textype, nullptr);
if (glGetError() != GL_NO_ERROR)
{
gl.deleteTexture(texture);
texture = 0;
status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
return false;
}
// Try to create a MSAA FBO if requested. On failure (or no requested MSAA),
// fall back to a regular FBO.
if (!createMSAAFBO(internalformat))
status = createFBO(fbo, texture);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
if (fbo != 0)
{
glDeleteFramebuffers(1, &fbo);
fbo = 0;
}
return false;
}
size_t prevmemsize = texture_memory;
texture_memory = (getFormatBitsPerPixel(format) * width * height) / 8;
if (msaa_buffer != 0)
texture_memory += (texture_memory * actual_samples);
gl.updateTextureMemorySize(prevmemsize, texture_memory);
return true;
}
void Canvas::unloadVolatile()
{
glDeleteFramebuffers(1, &fbo);
glDeleteFramebuffers(1, &resolve_fbo);
glDeleteRenderbuffers(1, &depth_stencil);
glDeleteRenderbuffers(1, &msaa_buffer);
gl.deleteTexture(texture);
fbo = 0;
resolve_fbo = 0;
depth_stencil = 0;
msaa_buffer = 0;
texture = 0;
attachedCanvases.clear();
gl.updateTextureMemorySize(texture_memory, 0);
texture_memory = 0;
}
void Canvas::drawv(const Matrix4 &t, const Vertex *v)
{
// FIXME: This doesn't handle cases where the Canvas is used as a texture
// in a SpriteBatch, Mesh, or ParticleSystem, or when the Canvas is used in
// a shader as a non-default texture.
if (Canvas::current == this)
throw love::Exception("Cannot draw a Canvas to itself.");
OpenGL::TempDebugGroup debuggroup("Canvas draw");
OpenGL::TempTransform transform(gl);
transform.get() *= t;
gl.bindTexture(texture);
gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD);
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].x);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &v[0].s);
gl.prepareDraw();
gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
Matrix4 t(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, vertices);
}
void Canvas::drawq(Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
Matrix4 t(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, quad->getVertices());
}
void Canvas::setFilter(const Texture::Filter &f)
{
if (!validateFilter(f, false))
throw love::Exception("Invalid texture filter.");
filter = f;
gl.bindTexture(texture);
gl.setTextureFilter(filter);
}
bool Canvas::setWrap(const Texture::Wrap &w)
{
bool success = true;
wrap = w;
if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot))
&& (width != next_p2(width) || height != next_p2(height)))
{
if (wrap.s != WRAP_CLAMP || wrap.t != WRAP_CLAMP)
success = false;
// If we only have limited NPOT support then the wrap mode must be CLAMP.
wrap.s = wrap.t = WRAP_CLAMP;
}
if (!gl.isClampZeroTextureWrapSupported())
{
if (wrap.s == WRAP_CLAMP_ZERO)
wrap.s = WRAP_CLAMP;
if (wrap.t == WRAP_CLAMP_ZERO)
wrap.t = WRAP_CLAMP;
}
gl.bindTexture(texture);
gl.setTextureWrap(wrap);
return success;
}
const void *Canvas::getHandle() const
{
return &texture;
}
void Canvas::setupGrab()
{
// already grabbing
if (current == this)
return;
// cleanup after previous Canvas
if (current != nullptr)
{
systemViewport = current->systemViewport;
current->stopGrab(true);
}
else
systemViewport = gl.getViewport();
// indicate we are using this Canvas.
current = this;
// bind the framebuffer object.
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
gl.setViewport({0, 0, width, height});
// Set up the projection matrix
gl.matrices.projection.push_back(Matrix4::ortho(0.0, (float) width, 0.0, (float) height));
}
void Canvas::startGrab(const std::vector<Canvas *> &canvases)
{
// Whether the new canvas list is different from the old one.
// A more thorough check is done below.
bool canvaseschanged = canvases.size() != attachedCanvases.size();
bool hasSRGBcanvas = getSizedFormat(format) == FORMAT_SRGB;
if (canvases.size() > 0)
{
if ((int) canvases.size() + 1 > gl.getMaxRenderTargets())
throw love::Exception("This system can't simultaneously render to %d canvases.", canvases.size()+1);
if (actual_samples != 0)
throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
}
bool multiformatsupported = isMultiFormatMultiCanvasSupported();
for (size_t i = 0; i < canvases.size(); i++)
{
if (canvases[i]->getWidth() != width || canvases[i]->getHeight() != height)
throw love::Exception("All canvases must have the same dimensions.");
Format otherformat = canvases[i]->getTextureFormat();
if (otherformat != format && !multiformatsupported)
throw love::Exception("This system doesn't support multi-canvas rendering with different canvas formats.");
if (canvases[i]->getMSAA() != 0)
throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
if (!canvaseschanged && canvases[i] != attachedCanvases[i])
canvaseschanged = true;
if (getSizedFormat(otherformat) == FORMAT_SRGB)
hasSRGBcanvas = true;
}
OpenGL::TempDebugGroup debuggroup("Canvas set");
setupGrab();
// Make sure the correct sRGB setting is used when drawing to the canvases.
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
{
if (hasSRGBcanvas && !gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(true);
else if (!hasSRGBcanvas && gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(false);
}
// Don't attach anything if there's nothing to change.
if (!canvaseschanged)
return;
// Attach the canvas textures to the active FBO and set up MRTs.
std::vector<GLenum> drawbuffers;
drawbuffers.reserve(canvases.size() + 1);
drawbuffers.push_back(GL_COLOR_ATTACHMENT0);
// Attach the canvas textures to the currently bound framebuffer.
for (int i = 0; i < (int) canvases.size(); i++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 + i,
GL_TEXTURE_2D, *(GLuint *) canvases[i]->getHandle(), 0);
drawbuffers.push_back(GL_COLOR_ATTACHMENT1 + i);
}
// set up multiple render targets
glDrawBuffers((int) drawbuffers.size(), &drawbuffers[0]);
// We want to avoid reference cycles, so we don't retain the attached
// Canvases here. The code in Graphics::setCanvas retains them.
attachedCanvases = canvases;
}
void Canvas::startGrab()
{
OpenGL::TempDebugGroup debuggroup("Canvas set");
setupGrab();
// Make sure the correct sRGB setting is used when drawing to the canvas.
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
{
bool isSRGB = getSizedFormat(format) == FORMAT_SRGB;
if (isSRGB && !gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(true);
else if (!isSRGB && gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(false);
}
if (attachedCanvases.size() == 0)
return;
// Make sure the FBO is only using a single draw buffer.
glDrawBuffer(GL_COLOR_ATTACHMENT0);
attachedCanvases.clear();
}
void Canvas::stopGrab(bool switchingToOtherCanvas)
{
// i am not grabbing. leave me alone
if (current != this)
return;
OpenGL::TempDebugGroup debuggroup("Canvas un-set");
// Make sure the canvas texture is up to date if we're using MSAA.
resolveMSAA(false);
gl.matrices.projection.pop_back();
if (!switchingToOtherCanvas)
{
// bind system framebuffer.
gl.bindFramebuffer(GL_FRAMEBUFFER, gl.getDefaultFBO());
current = nullptr;
gl.setViewport(systemViewport);
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
{
if (screenHasSRGB && !gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(true);
else if (!screenHasSRGB && gl.hasFramebufferSRGB())
gl.setFramebufferSRGB(false);
}
}
}
bool Canvas::checkCreateStencil()
{
// Do nothing if we've already created the stencil buffer.
if (depth_stencil != 0)
return true;
OpenGL::TempDebugGroup debuggroup("Canvas create stencil");
if (current != this)
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
GLenum format = GL_STENCIL_INDEX8;
GLenum attachment = GL_STENCIL_ATTACHMENT;
// Prefer a combined depth/stencil buffer.
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
|| GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
{
format = GL_DEPTH24_STENCIL8;
attachment = GL_DEPTH_STENCIL_ATTACHMENT;
}
glGenRenderbuffers(1, &depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil);
if (requested_samples > 1)
glRenderbufferStorageMultisample(GL_RENDERBUFFER, requested_samples, format, width, height);
else
glRenderbufferStorage(GL_RENDERBUFFER, format, width, height);
// Attach the stencil buffer to the framebuffer object.
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, depth_stencil);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
bool success = glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE;
// We don't want the stencil buffer filled with garbage.
if (success)
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
{
glDeleteRenderbuffers(1, &depth_stencil);
depth_stencil = 0;
}
if (current && current != this)
gl.bindFramebuffer(GL_FRAMEBUFFER, current->fbo);
else if (!current)
gl.bindFramebuffer(GL_FRAMEBUFFER, gl.getDefaultFBO());
return success;
}
love::image::ImageData *Canvas::newImageData(love::image::Image *image, int x, int y, int w, int h)
{
if (x < 0 || y < 0 || w <= 0 || h <= 0 || (x + w) > width || (y + h) > height)
throw love::Exception("Invalid ImageData rectangle dimensions.");
int row = 4 * w;
int size = row * h;
GLubyte *pixels = nullptr;
try
{
pixels = new GLubyte[size];
}
catch (std::bad_alloc &)
{
throw love::Exception("Out of memory.");
}
// Make sure the canvas texture is up to date if we're using MSAA.
if (current == this)
resolveMSAA(false);
// Our texture is attached to 'resolve_fbo' when we use MSAA.
if (resolve_fbo != 0)
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
else
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
glReadPixels(x, y, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
GLuint prevfbo = current ? current->fbo : gl.getDefaultFBO();
gl.bindFramebuffer(GL_FRAMEBUFFER, prevfbo);
// The new ImageData now owns the pixel data, so we don't delete it here.
return image->newImageData(w, h, pixels, true);
}
bool Canvas::resolveMSAA(bool restoreprev)
{
if (resolve_fbo == 0 || msaa_buffer == 0)
return false;
OpenGL::TempDebugGroup debuggroup("Canvas MSAA resolve");
GLint w = width;
GLint h = height;
// Do the MSAA resolve by blitting the MSAA renderbuffer to the texture.
// For many of the MSAA extensions that add suffixes to the functions, we
// assign function pointers in OpenGL.cpp so we can call the core functions.
gl.bindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
gl.bindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo);
if (GLAD_APPLE_framebuffer_multisample)
glResolveMultisampleFramebufferAPPLE();
else
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
if (restoreprev)
{
GLuint fbo = current ? current->fbo : gl.getDefaultFBO();
gl.bindFramebuffer(GL_FRAMEBUFFER, fbo);
}
return true;
}
Canvas::Format Canvas::getSizedFormat(Canvas::Format format)
{
switch (format)
{
case FORMAT_NORMAL:
if (isGammaCorrect())
return FORMAT_SRGB;
else if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8))
// 32-bit render targets don't have guaranteed support on GLES2.
return FORMAT_RGBA4;
else
return FORMAT_RGBA8;
case FORMAT_HDR:
return FORMAT_RGBA16F;
default:
return format;
}
}
void Canvas::convertFormat(Canvas::Format format, GLenum &internalformat, GLenum &externalformat, GLenum &type)
{
format = getSizedFormat(format);
externalformat = GL_RGBA;
switch (format)
{
case FORMAT_RGBA4:
internalformat = GL_RGBA4;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case FORMAT_RGB5A1:
internalformat = GL_RGB5_A1;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case FORMAT_RGB565:
internalformat = GL_RGB565;
externalformat = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case FORMAT_R8:
internalformat = GL_R8;
externalformat = GL_RED;
type = GL_UNSIGNED_BYTE;
break;
case FORMAT_RG8:
internalformat = GL_RG8;
externalformat = GL_RG;
type = GL_UNSIGNED_BYTE;
break;
case FORMAT_RGBA8:
default:
internalformat = GL_RGBA8;
type = GL_UNSIGNED_BYTE;
break;
case FORMAT_RGB10A2:
internalformat = GL_RGB10_A2;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
case FORMAT_RG11B10F:
internalformat = GL_R11F_G11F_B10F;
externalformat = GL_RGB;
type = GL_UNSIGNED_INT_10F_11F_11F_REV;
break;
case FORMAT_R16F:
internalformat = GL_R16F;
externalformat = GL_RED;
if (GLAD_OES_texture_half_float)
type = GL_HALF_FLOAT_OES;
else if (GLAD_VERSION_1_0)
type = GL_FLOAT;
else
type = GL_HALF_FLOAT;
break;
case FORMAT_RG16F:
internalformat = GL_RG16F;
externalformat = GL_RG;
if (GLAD_OES_texture_half_float)
type = GL_HALF_FLOAT_OES;
else if (GLAD_VERSION_1_0)
type = GL_FLOAT;
else
type = GL_HALF_FLOAT;
break;
case FORMAT_RGBA16F:
internalformat = GL_RGBA16F;
if (GLAD_OES_texture_half_float)
type = GL_HALF_FLOAT_OES;
else if (GLAD_VERSION_1_0)
type = GL_FLOAT;
else
type = GL_HALF_FLOAT;
break;
case FORMAT_R32F:
internalformat = GL_R32F;
externalformat = GL_RED;
type = GL_FLOAT;
break;
case FORMAT_RG32F:
internalformat = GL_RG32F;
externalformat = GL_RG;
type = GL_FLOAT;
break;
case FORMAT_RGBA32F:
internalformat = GL_RGBA32F;
type = GL_FLOAT;
break;
case FORMAT_SRGB:
internalformat = GL_SRGB8_ALPHA8;
type = GL_UNSIGNED_BYTE;
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
externalformat = GL_SRGB_ALPHA;
break;
}
}
size_t Canvas::getFormatBitsPerPixel(Format format)
{
switch (getSizedFormat(format))
{
case FORMAT_R8:
return 8;
case FORMAT_RGBA4:
case FORMAT_RGB5A1:
case FORMAT_RGB565:
case FORMAT_RG8:
case FORMAT_R16F:
return 16;
case FORMAT_RGBA8:
case FORMAT_RGB10A2:
case FORMAT_RG11B10F:
case FORMAT_RG16F:
case FORMAT_R32F:
case FORMAT_SRGB:
default:
return 32;
case FORMAT_RGBA16F:
case FORMAT_RG32F:
return 64;
case FORMAT_RGBA32F:
return 128;
}
}
bool Canvas::isSupported()
{
return GLAD_ES_VERSION_2_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object || GLAD_EXT_framebuffer_object;
}
bool Canvas::isMultiFormatMultiCanvasSupported()
{
return gl.getMaxRenderTargets() > 1 && (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object);
}
bool Canvas::supportedFormats[] = {false};
bool Canvas::checkedFormats[] = {false};
bool Canvas::isFormatSupported(Canvas::Format format)
{
if (!isSupported())
return false;
bool supported = true;
format = getSizedFormat(format);
switch (format)
{
case FORMAT_RGBA4:
case FORMAT_RGB5A1:
supported = true;
break;
case FORMAT_RGB565:
supported = GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
break;
case FORMAT_R8:
case FORMAT_RG8:
if (GLAD_VERSION_1_0)
supported = GLAD_VERSION_3_0 || GLAD_ARB_texture_rg;
else if (GLAD_ES_VERSION_2_0)
supported = GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg;
break;
case FORMAT_RGBA8:
supported = GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
break;
case FORMAT_RGB10A2:
supported = GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
break;
case FORMAT_RG11B10F:
supported = GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
break;
case FORMAT_R16F:
case FORMAT_RG16F:
if (GLAD_VERSION_1_0)
supported = GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
else
supported = GLAD_EXT_color_buffer_half_float && (GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg));
break;
case FORMAT_RGBA16F:
if (GLAD_VERSION_1_0)
supported = GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
else if (GLAD_ES_VERSION_2_0)
supported = GLAD_EXT_color_buffer_half_float && (GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float);
break;
case FORMAT_R32F:
case FORMAT_RG32F:
supported = GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
break;
case FORMAT_RGBA32F:
supported = GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
break;
case FORMAT_SRGB:
if (GLAD_VERSION_1_0)
{
supported = GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
&& (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
}
else
supported = GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB;
break;
default:
supported = false;
break;
}
if (!supported)
return false;
if (checkedFormats[format])
return supportedFormats[format];
// Even though we might have the necessary OpenGL version or extension,
// drivers are still allowed to throw FRAMEBUFFER_UNSUPPORTED when attaching
// a texture to a FBO whose format the driver doesn't like. So we should
// test with an actual FBO.
GLenum internalformat = GL_RGBA;
GLenum externalformat = GL_RGBA;
GLenum textype = GL_UNSIGNED_BYTE;
convertFormat(format, internalformat, externalformat, textype);
// in GLES2, the internalformat and format params of TexImage have to match.
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
internalformat = externalformat;
GLuint texture = 0;
glGenTextures(1, &texture);
gl.bindTexture(texture);
Texture::Filter f;
f.min = f.mag = Texture::FILTER_NEAREST;
gl.setTextureFilter(f);
Texture::Wrap w;
gl.setTextureWrap(w);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 2, 2, 0, externalformat, textype, nullptr);
GLuint fbo = 0;
supported = (createFBO(fbo, texture) == GL_FRAMEBUFFER_COMPLETE);
glDeleteFramebuffers(1, &fbo);
gl.deleteTexture(texture);
// Cache the result so we don't do this for every isFormatSupported call.
checkedFormats[format] = true;
supportedFormats[format] = supported;
return supported;
}
bool Canvas::getConstant(const char *in, Format &out)
{
return formats.find(in, out);
}
bool Canvas::getConstant(Format in, const char *&out)
{
return formats.find(in, out);
}
StringMap<Canvas::Format, Canvas::FORMAT_MAX_ENUM>::Entry Canvas::formatEntries[] =
{
{"normal", FORMAT_NORMAL},
{"hdr", FORMAT_HDR},
{"rgba4", FORMAT_RGBA4},
{"rgb5a1", FORMAT_RGB5A1},
{"rgb565", FORMAT_RGB565},
{"r8", FORMAT_R8},
{"rg8", FORMAT_RG8},
{"rgba8", FORMAT_RGBA8},
{"rgb10a2", FORMAT_RGB10A2},
{"rg11b10f", FORMAT_RG11B10F},
{"r16f", FORMAT_R16F},
{"rg16f", FORMAT_RG16F},
{"rgba16f", FORMAT_RGBA16F},
{"r32f", FORMAT_R32F},
{"rg32f", FORMAT_RG32F},
{"rgba32f", FORMAT_RGBA32F},
{"srgb", FORMAT_SRGB},
};
StringMap<Canvas::Format, Canvas::FORMAT_MAX_ENUM> Canvas::formats(Canvas::formatEntries, sizeof(Canvas::formatEntries));
} // opengl
} // graphics
} // love