mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
1770 lines
49 KiB
C++
1770 lines
49 KiB
C++
/**
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* Copyright (c) 2006-2026 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 "GraphicsReadback.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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#include <tuple>
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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 <SDL3/SDL_video.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 GLenum getGLBlendOperation(BlendOperation op)
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{
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switch (op)
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{
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case BLENDOP_ADD: return GL_FUNC_ADD;
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case BLENDOP_SUBTRACT: return GL_FUNC_SUBTRACT;
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case BLENDOP_REVERSE_SUBTRACT: return GL_FUNC_REVERSE_SUBTRACT;
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case BLENDOP_MIN: return GL_MIN;
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case BLENDOP_MAX: return GL_MAX;
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case BLENDOP_MAX_ENUM: return 0;
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}
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return 0;
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}
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static GLenum getGLBlendFactor(BlendFactor factor)
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{
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switch (factor)
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{
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case BLENDFACTOR_ZERO: return GL_ZERO;
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case BLENDFACTOR_ONE: return GL_ONE;
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case BLENDFACTOR_SRC_COLOR: return GL_SRC_COLOR;
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case BLENDFACTOR_ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR;
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case BLENDFACTOR_SRC_ALPHA: return GL_SRC_ALPHA;
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case BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA;
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case BLENDFACTOR_DST_COLOR: return GL_DST_COLOR;
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case BLENDFACTOR_ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR;
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case BLENDFACTOR_DST_ALPHA: return GL_DST_ALPHA;
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case BLENDFACTOR_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
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case BLENDFACTOR_SRC_ALPHA_SATURATED: return GL_SRC_ALPHA_SATURATE;
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case BLENDFACTOR_MAX_ENUM: return 0;
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}
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return 0;
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}
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std::tuple<love::graphics::Graphics *, std::string> createInstance()
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{
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love::graphics::Graphics *instance = nullptr;
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std::string err;
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try
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{
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instance = new Graphics();
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}
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catch (love::Exception &e)
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{
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err = "Cannot create OpenGL renderer: " + std::string(e.what()) + "\n";
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}
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return { instance, err };
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}
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Graphics::Graphics()
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: love::graphics::Graphics("love.graphics.opengl")
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, windowHasStencil(false)
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, mainVAO(0)
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, internalBackbufferFBO(0)
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, bufferMapMemory(nullptr)
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, bufferMapMemorySize(2 * 1024 * 1024)
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, pixelFormatUsage()
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{
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gl = OpenGL();
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try
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{
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bufferMapMemory = new char[bufferMapMemorySize];
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}
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catch (std::exception &)
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{
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// Handled in getBufferMapMemory.
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}
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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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// Recreate the window using the current renderer, if needed.
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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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window->setWindow(w, h, &settings);
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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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delete[] bufferMapMemory;
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}
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love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferUsage 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::Texture *Graphics::newTexture(const Texture::Settings &settings, const Texture::Slices *data)
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{
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return new Texture(this, settings, data);
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}
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love::graphics::Texture *Graphics::newTextureView(love::graphics::Texture *base, const Texture::ViewSettings &viewsettings)
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{
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return new Texture(this, base, viewsettings);
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}
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love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStageType 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(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM], const Shader::CompileOptions &options)
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{
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return new Shader(stages, options);
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}
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love::graphics::Buffer *Graphics::newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataDeclaration> &format, const void *data, size_t size, size_t arraylength)
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{
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return new Buffer(this, settings, format, data, size, arraylength);
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}
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love::graphics::GraphicsReadback *Graphics::newReadbackInternal(ReadbackMethod method, love::graphics::Buffer *buffer, size_t offset, size_t size, data::ByteData *dest, size_t destoffset)
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{
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return new GraphicsReadback(this, method, buffer, offset, size, dest, destoffset);
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}
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love::graphics::GraphicsReadback *Graphics::newReadbackInternal(ReadbackMethod method, love::graphics::Texture *texture, int slice, int mipmap, const Rect &rect, image::ImageData *dest, int destx, int desty)
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{
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return new GraphicsReadback(this, method, texture, slice, mipmap, rect, dest, destx, desty);
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}
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void Graphics::backbufferChanged(const BackbufferSettings &settings)
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{
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bool changed = settings != backbufferSettings;
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backbufferSettings = settings;
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if (!isRenderTargetActive())
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{
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// Set the viewport to top-left corner.
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gl.setViewport({0, 0, settings.pixelWidth, settings.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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resetProjection();
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}
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if (!changed)
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return;
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bool useinternalbackbuffer = false;
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if (settings.msaa > 1)
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useinternalbackbuffer = true;
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GLuint prevFBO = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
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bool restoreFBO = prevFBO != getInternalBackbufferFBO();
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if (useinternalbackbuffer)
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{
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Texture::Settings ts;
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ts.width = settings.width;
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ts.height = settings.height;
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ts.dpiScale = (float)settings.pixelHeight / (float)settings.height;
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ts.msaa = settings.msaa;
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ts.renderTarget = true;
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ts.readable.set(false);
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ts.format = isGammaCorrect() ? PIXELFORMAT_RGBA8_sRGB : PIXELFORMAT_RGBA8_UNORM;
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internalBackbuffer.set(newTexture(ts), Acquire::NORETAIN);
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internalBackbufferDepthStencil.set(nullptr);
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if (settings.stencil || settings.depth)
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{
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if (settings.stencil && settings.depth)
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ts.format = PIXELFORMAT_DEPTH24_UNORM_STENCIL8;
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else if (settings.stencil)
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ts.format = PIXELFORMAT_STENCIL8;
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else if (settings.depth)
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ts.format = PIXELFORMAT_DEPTH24_UNORM;
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internalBackbufferDepthStencil.set(newTexture(ts), Acquire::NORETAIN);
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}
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RenderTargets rts;
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rts.colors.push_back(internalBackbuffer.get());
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rts.depthStencil.texture = internalBackbufferDepthStencil;
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internalBackbufferFBO = bindCachedFBO(rts);
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}
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else
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{
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internalBackbuffer.set(nullptr);
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internalBackbufferDepthStencil.set(nullptr);
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internalBackbufferFBO = 0;
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}
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if (restoreFBO)
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, prevFBO);
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}
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GLuint Graphics::getInternalBackbufferFBO() const
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{
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if (internalBackbufferFBO != 0)
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return internalBackbufferFBO;
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else
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return getSystemBackbufferFBO();
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}
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GLuint Graphics::getSystemBackbufferFBO() const
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{
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#ifdef LOVE_IOS
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// Hack: iOS uses a custom FBO.
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SDL_PropertiesID props = SDL_GetWindowProperties(SDL_GL_GetCurrentWindow());
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GLuint resolveframebuffer = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER, 0);
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if (resolveframebuffer != 0)
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return resolveframebuffer;
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else
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return (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER, 0);
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#else
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return 0;
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#endif
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}
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bool Graphics::setMode(void */*context*/, const BackbufferSettings &settings)
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{
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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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// Enable blending
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gl.setEnableState(OpenGL::ENABLE_BLEND, true);
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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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if (!GLAD_ES_VERSION_2_0)
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glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
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gl.setTextureUnit(0);
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// Set pixel row alignment - code that calls glTexSubImage and glReadPixels
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// assumes there's no row alignment, but OpenGL defaults to 4 bytes.
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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)
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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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backbufferChanged(settings);
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if (batchedDrawState.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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batchedDrawState.vb[0] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 1024 * 1024 * 1);
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batchedDrawState.vb[1] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 256 * 1024 * 1);
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batchedDrawState.indexBuffer = CreateStreamBuffer(BUFFERUSAGE_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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// 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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auto stype = (Shader::StandardShader) i;
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if (!Shader::standardShaders[i])
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{
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std::vector<std::string> stages;
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Shader::CompileOptions opts;
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_VERTEX));
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stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_PIXEL));
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try
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{
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Shader::standardShaders[i] = newShader(stages, opts);
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}
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catch (love::Exception &)
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{
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// Attempted workaround for nvidia driver bug affecting old GPUs
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// on Windows (e.g. the 300 series).
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if (!isUsingNoTextureCubeShadowBiasHack())
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{
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usingNoTextureCubeShadowBiasHack = true;
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Shader::standardShaders[i] = newShader(stages, opts);
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}
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else
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{
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throw;
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}
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}
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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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flushBatchedDraws();
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internalBackbuffer.set(nullptr);
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internalBackbufferDepthStencil.set(nullptr);
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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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clearTemporaryResources();
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for (const auto &pair : framebufferObjects)
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gl.deleteFramebuffer(pair.second);
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framebufferObjects.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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flushBatchedDraws();
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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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static bool shaderBarriers(Shader *shader, GLbitfield &preDispatchBarriers, GLbitfield &postDispatchBarriers)
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{
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for (auto buffer : shader->getActiveWritableStorageBuffers())
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{
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if (buffer == nullptr)
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return false;
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auto usage = buffer->getUsageFlags();
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postDispatchBarriers |= GL_BUFFER_UPDATE_BARRIER_BIT;
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if (usage & BUFFERUSAGEFLAG_SHADER_STORAGE)
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{
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preDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT;
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postDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT;
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}
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// TODO: does this need a pre dispatch barrier too?
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if (usage & BUFFERUSAGEFLAG_INDIRECT_ARGUMENTS)
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postDispatchBarriers |= GL_COMMAND_BARRIER_BIT;
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if (usage & BUFFERUSAGEFLAG_TEXEL)
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postDispatchBarriers |= GL_TEXTURE_FETCH_BARRIER_BIT;
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if (usage & BUFFERUSAGEFLAG_INDEX)
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postDispatchBarriers |= GL_ELEMENT_ARRAY_BARRIER_BIT;
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if (usage & BUFFERUSAGEFLAG_VERTEX)
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postDispatchBarriers |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
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postDispatchBarriers |= GL_PIXEL_BUFFER_BARRIER_BIT;
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}
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for (const auto &binding : shader->getStorageTextureBindings())
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{
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if (binding.texture == nullptr)
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return false;
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if (binding.access == GL_READ_ONLY)
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continue;
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preDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
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postDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
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| GL_TEXTURE_UPDATE_BARRIER_BIT
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| GL_TEXTURE_FETCH_BARRIER_BIT;
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if (binding.texture->isRenderTarget())
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postDispatchBarriers |= GL_FRAMEBUFFER_BARRIER_BIT;
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}
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return true;
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}
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bool Graphics::dispatch(love::graphics::Shader *s, int x, int y, int z)
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{
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auto shader = (Shader *) s;
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GLbitfield preDispatchBarriers = 0;
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GLbitfield postDispatchBarriers = 0;
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if (!shaderBarriers(shader, preDispatchBarriers, postDispatchBarriers))
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return false;
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// glMemoryBarrier before dispatch to make sure non-compute-read ->
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// compute-write is synced.
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// TODO: is this needed? spec language around GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
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// makes me think so.
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|
// This is overly conservative (dispatch -> dispatch will have redundant
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// barriers).
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if (preDispatchBarriers != 0)
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glMemoryBarrier(preDispatchBarriers);
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|
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glDispatchCompute(x, y, z);
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|
|
// Not as (theoretically) efficient as issuing the barrier right before
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|
// they're used later, but much less complicated.
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if (postDispatchBarriers != 0)
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glMemoryBarrier(postDispatchBarriers);
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return true;
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}
|
|
|
|
bool Graphics::dispatch(love::graphics::Shader *s, love::graphics::Buffer *indirectargs, size_t argsoffset)
|
|
{
|
|
auto shader = (Shader *) s;
|
|
|
|
GLbitfield preDispatchBarriers = 0;
|
|
GLbitfield postDispatchBarriers = 0;
|
|
|
|
if (!shaderBarriers(shader, preDispatchBarriers, postDispatchBarriers))
|
|
return false;
|
|
|
|
if (preDispatchBarriers != 0)
|
|
glMemoryBarrier(preDispatchBarriers);
|
|
|
|
// Note: OpenGL has separate bind points for draw versus dispatch indirect
|
|
// buffers. Our gl.bindBuffer wrapper uses the draw bind point, so we can't
|
|
// use it here.
|
|
glBindBuffer(GL_DISPATCH_INDIRECT_BUFFER, (GLuint)indirectargs->getHandle());
|
|
glDispatchComputeIndirect(argsoffset);
|
|
|
|
// Not as (theoretically) efficient as issuing the barrier right before
|
|
// they're used later, but much less complicated.
|
|
if (postDispatchBarriers != 0)
|
|
glMemoryBarrier(postDispatchBarriers);
|
|
|
|
return true;
|
|
}
|
|
|
|
void Graphics::draw(const DrawCommand &cmd)
|
|
{
|
|
VertexAttributes attributes;
|
|
findVertexAttributes(cmd.attributesID, attributes);
|
|
|
|
GLbitfield preDrawBarriers = 0;
|
|
GLbitfield postDrawBarriers = 0;
|
|
|
|
shaderBarriers((Shader *)Shader::current, preDrawBarriers, postDrawBarriers);
|
|
if (preDrawBarriers != 0)
|
|
glMemoryBarrier(preDrawBarriers);
|
|
|
|
gl.prepareDraw(this);
|
|
gl.setVertexAttributes(attributes, *cmd.buffers);
|
|
gl.bindTextureToUnit(cmd.texture, 0, false);
|
|
gl.setCullMode(cmd.cullMode);
|
|
|
|
GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType);
|
|
|
|
if (cmd.indirectBuffer != nullptr)
|
|
{
|
|
gl.bindBuffer(BUFFERUSAGE_INDIRECT_ARGUMENTS, (GLuint) cmd.indirectBuffer->getHandle());
|
|
glDrawArraysIndirect(glprimitivetype, BUFFER_OFFSET(cmd.indirectBufferOffset));
|
|
}
|
|
else if (cmd.instanceCount > 1)
|
|
glDrawArraysInstanced(glprimitivetype, cmd.vertexStart, cmd.vertexCount, cmd.instanceCount);
|
|
else
|
|
glDrawArrays(glprimitivetype, cmd.vertexStart, cmd.vertexCount);
|
|
|
|
if (postDrawBarriers != 0)
|
|
glMemoryBarrier(postDrawBarriers);
|
|
|
|
++drawCalls;
|
|
}
|
|
|
|
void Graphics::draw(const DrawIndexedCommand &cmd)
|
|
{
|
|
VertexAttributes attributes;
|
|
findVertexAttributes(cmd.attributesID, attributes);
|
|
|
|
GLbitfield preDrawBarriers = 0;
|
|
GLbitfield postDrawBarriers = 0;
|
|
|
|
shaderBarriers((Shader *)Shader::current, preDrawBarriers, postDrawBarriers);
|
|
if (preDrawBarriers != 0)
|
|
glMemoryBarrier(preDrawBarriers);
|
|
|
|
gl.prepareDraw(this);
|
|
gl.setVertexAttributes(attributes, *cmd.buffers);
|
|
gl.bindTextureToUnit(cmd.texture, 0, false);
|
|
gl.setCullMode(cmd.cullMode);
|
|
|
|
const void *gloffset = BUFFER_OFFSET(cmd.indexBufferOffset);
|
|
GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType);
|
|
GLenum gldatatype = OpenGL::getGLIndexDataType(cmd.indexType);
|
|
|
|
gl.bindBuffer(BUFFERUSAGE_INDEX, cmd.indexBuffer->getHandle());
|
|
|
|
if (cmd.indirectBuffer != nullptr)
|
|
{
|
|
// Note: OpenGL doesn't support indirect indexed draws with a non-zero
|
|
// index buffer offset.
|
|
gl.bindBuffer(BUFFERUSAGE_INDIRECT_ARGUMENTS, (GLuint) cmd.indirectBuffer->getHandle());
|
|
glDrawElementsIndirect(glprimitivetype, gldatatype, BUFFER_OFFSET(cmd.indirectBufferOffset));
|
|
}
|
|
else if (cmd.instanceCount > 1)
|
|
glDrawElementsInstanced(glprimitivetype, cmd.indexCount, gldatatype, gloffset, cmd.instanceCount);
|
|
else
|
|
glDrawElements(glprimitivetype, cmd.indexCount, gldatatype, gloffset);
|
|
|
|
if (postDrawBarriers != 0)
|
|
glMemoryBarrier(postDrawBarriers);
|
|
|
|
++drawCalls;
|
|
}
|
|
|
|
static inline void advanceVertexOffsets(const VertexAttributes &attributes, BufferBindings &buffers, int vertexcount)
|
|
{
|
|
// TODO: Figure out a better way to avoid touching the same buffer multiple
|
|
// times, if multiple attributes share the buffer.
|
|
uint32 touchedbuffers = 0;
|
|
|
|
for (unsigned int i = 0; i < VertexAttributes::MAX; i++)
|
|
{
|
|
if (!attributes.isEnabled(i))
|
|
continue;
|
|
|
|
auto &attrib = attributes.attribs[i];
|
|
|
|
uint32 bufferbit = 1u << attrib.bufferIndex;
|
|
if ((touchedbuffers & bufferbit) == 0)
|
|
{
|
|
touchedbuffers |= bufferbit;
|
|
const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
|
|
buffers.info[attrib.bufferIndex].offset += layout.stride * vertexcount;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Graphics::drawQuads(int start, int count, VertexAttributesID attributesID, const BufferBindings &buffers, love::graphics::Texture *texture)
|
|
{
|
|
const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
|
|
const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
|
|
|
|
GLbitfield preDrawBarriers = 0;
|
|
GLbitfield postDrawBarriers = 0;
|
|
|
|
shaderBarriers((Shader *)Shader::current, preDrawBarriers, postDrawBarriers);
|
|
|
|
VertexAttributes attributes;
|
|
findVertexAttributes(attributesID, attributes);
|
|
|
|
gl.prepareDraw(this);
|
|
gl.bindTextureToUnit(texture, 0, false);
|
|
gl.setCullMode(CULL_NONE);
|
|
|
|
gl.bindBuffer(BUFFERUSAGE_INDEX, quadIndexBuffer->getHandle());
|
|
|
|
if (gl.isBaseVertexSupported())
|
|
{
|
|
gl.setVertexAttributes(attributes, buffers);
|
|
|
|
int basevertex = start * 4;
|
|
|
|
for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
|
|
{
|
|
if (preDrawBarriers != 0)
|
|
glMemoryBarrier(preDrawBarriers);
|
|
|
|
int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
|
|
|
|
glDrawElementsBaseVertex(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0), basevertex);
|
|
|
|
if (postDrawBarriers != 0)
|
|
glMemoryBarrier(postDrawBarriers);
|
|
|
|
++drawCalls;
|
|
|
|
basevertex += quadcount * 4;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
BufferBindings bufferscopy = buffers;
|
|
if (start > 0)
|
|
advanceVertexOffsets(attributes, bufferscopy, start * 4);
|
|
|
|
for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
|
|
{
|
|
if (preDrawBarriers != 0)
|
|
glMemoryBarrier(preDrawBarriers);
|
|
|
|
gl.setVertexAttributes(attributes, bufferscopy);
|
|
|
|
int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
|
|
|
|
glDrawElements(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
|
|
|
|
if (postDrawBarriers != 0)
|
|
glMemoryBarrier(postDrawBarriers);
|
|
|
|
++drawCalls;
|
|
|
|
if (count > MAX_QUADS_PER_DRAW)
|
|
advanceVertexOffsets(attributes, bufferscopy, quadcount * 4);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
|
|
{
|
|
if (severity == GL_DEBUG_SEVERITY_NOTIFICATION)
|
|
return;
|
|
|
|
// Human-readable strings for the debug info.
|
|
const char *sourceStr = OpenGL::debugSourceString(source);
|
|
const char *typeStr = OpenGL::debugTypeString(type);
|
|
const char *severityStr = OpenGL::debugSeverityString(severity);
|
|
|
|
const char *fmt = "OpenGL: [source=%s, type=%s, severity=%s, id=%d]: %s\n";
|
|
printf(fmt, sourceStr, typeStr, severityStr, id, msg);
|
|
}
|
|
|
|
void Graphics::setDebug(bool enable)
|
|
{
|
|
// Make sure debug output is supported. The AMD ext. is a bit different
|
|
// so we don't make use of it, since AMD drivers now support KHR_debug.
|
|
if (!(GLAD_VERSION_4_3 || GLAD_ES_VERSION_3_2 || GLAD_KHR_debug || GLAD_ARB_debug_output))
|
|
return;
|
|
|
|
// TODO: We don't support GL_KHR_debug in GLES yet.
|
|
if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_2)
|
|
return;
|
|
|
|
// Ugly hack to reduce code duplication.
|
|
if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug))
|
|
{
|
|
fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB;
|
|
fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB;
|
|
}
|
|
|
|
if (!enable)
|
|
{
|
|
// Disable the debug callback function.
|
|
glDebugMessageCallback(nullptr, nullptr);
|
|
|
|
// We can disable debug output entirely with KHR_debug.
|
|
if (GLAD_VERSION_4_3 || GLAD_ES_VERSION_3_2 || GLAD_KHR_debug)
|
|
glDisable(GL_DEBUG_OUTPUT);
|
|
|
|
return;
|
|
}
|
|
|
|
// We don't want asynchronous debug output.
|
|
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
|
|
|
glDebugMessageCallback(debugCB, nullptr);
|
|
|
|
// Initially, enable everything.
|
|
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
|
|
|
|
// Disable messages about deprecated OpenGL functionality.
|
|
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
|
|
glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
|
|
|
|
if (GLAD_VERSION_4_3 || GLAD_ES_VERSION_3_2 || GLAD_KHR_debug)
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
|
|
::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
|
|
}
|
|
|
|
void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int pixelw, int pixelh, bool hasSRGBtexture)
|
|
{
|
|
const DisplayState &state = states.back();
|
|
|
|
OpenGL::TempDebugGroup debuggroup("setRenderTargets");
|
|
|
|
endPass(false);
|
|
|
|
bool iswindow = rts.getFirstTarget().texture == nullptr;
|
|
Winding vertexwinding = state.winding;
|
|
|
|
if (iswindow)
|
|
{
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO());
|
|
}
|
|
else
|
|
{
|
|
bindCachedFBO(rts);
|
|
|
|
// Flip front face winding when rendering to a texture, since our
|
|
// projection matrix is flipped.
|
|
// Note: projection matrix is set at a higher level.
|
|
vertexwinding = vertexwinding == WINDING_CW ? WINDING_CCW : WINDING_CW;
|
|
}
|
|
|
|
glFrontFace(vertexwinding == WINDING_CW ? GL_CW : GL_CCW);
|
|
|
|
gl.setViewport({0, 0, pixelw, pixelh});
|
|
|
|
// Re-apply the scissor if it was active, since the rectangle passed to
|
|
// glScissor is affected by the viewport dimensions.
|
|
if (state.scissor)
|
|
setScissor(state.scissorRect, !iswindow);
|
|
|
|
// Make sure the correct sRGB setting is used when drawing to the textures.
|
|
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
|
|
{
|
|
if (hasSRGBtexture != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB))
|
|
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBtexture);
|
|
}
|
|
}
|
|
|
|
void Graphics::endPass(bool presenting)
|
|
{
|
|
auto &rts = states.back().renderTargets;
|
|
love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
|
|
|
|
// Discard the depth/stencil buffer if we're using an internal cached one,
|
|
// or if we're presenting the backbuffer to the display.
|
|
if ((depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
|
|
|| (presenting && !rts.getFirstTarget().texture.get()))
|
|
{
|
|
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].texture->getMSAA() > 1)
|
|
{
|
|
int mip = rts.colors[0].mipmap;
|
|
int w = rts.colors[0].texture->getPixelWidth(mip);
|
|
int h = rts.colors[0].texture->getPixelHeight(mip);
|
|
|
|
for (int i = 0; i < (int) rts.colors.size(); i++)
|
|
{
|
|
Texture *c = (Texture *) rts.colors[i].texture.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, ((Texture *) 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Graphics::clear(OptionalColorD c, OptionalInt stencil, OptionalDouble depth)
|
|
{
|
|
if (c.hasValue)
|
|
{
|
|
bool hasintegerformat = false;
|
|
|
|
const auto &rts = states.back().renderTargets;
|
|
for (const auto &rt : rts.colors)
|
|
{
|
|
if (rt.texture.get() && isPixelFormatInteger(rt.texture->getPixelFormat()))
|
|
hasintegerformat = true;
|
|
}
|
|
|
|
// This variant of clear() uses glClear() which can't clear integer formats,
|
|
// so we switch to the MRT variant if needed.
|
|
if (hasintegerformat)
|
|
{
|
|
std::vector<OptionalColorD> colors(rts.colors.size());
|
|
for (size_t i = 0; i < colors.size(); i++)
|
|
colors[i] = c;
|
|
|
|
clear(colors, stencil, depth);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (c.hasValue || stencil.hasValue || depth.hasValue)
|
|
flushBatchedDraws();
|
|
|
|
GLbitfield flags = 0;
|
|
|
|
if (c.hasValue)
|
|
{
|
|
Colorf cf((float)c.value.r, (float)c.value.g, (float)c.value.b, (float)c.value.a);
|
|
gammaCorrectColor(cf);
|
|
glClearColor(cf.r, cf.g, cf.b, cf.a);
|
|
flags |= GL_COLOR_BUFFER_BIT;
|
|
}
|
|
|
|
if (stencil.hasValue)
|
|
{
|
|
glClearStencil(stencil.value);
|
|
flags |= GL_STENCIL_BUFFER_BIT;
|
|
}
|
|
|
|
if (depth.hasValue)
|
|
{
|
|
gl.clearDepth(depth.value);
|
|
flags |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (flags != 0)
|
|
{
|
|
OpenGL::CleanClearState cs(flags);
|
|
glClear(flags);
|
|
}
|
|
|
|
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<OptionalColorD> &colors, OptionalInt stencil, OptionalDouble depth)
|
|
{
|
|
if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
|
|
return;
|
|
|
|
const auto &rts = states.back().renderTargets.colors;
|
|
|
|
int ncolorRTs = (int) rts.size();
|
|
int ncolors = (int) colors.size();
|
|
|
|
if (ncolors <= 1 && (ncolorRTs == 0 || (ncolorRTs == 1 && rts[0].texture != nullptr && !isPixelFormatInteger(rts[0].texture->getPixelFormat()))))
|
|
{
|
|
clear(ncolors > 0 ? colors[0] : OptionalColorD(), stencil, depth);
|
|
return;
|
|
}
|
|
|
|
flushBatchedDraws();
|
|
|
|
ncolors = std::min(ncolors, ncolorRTs);
|
|
|
|
for (int i = 0; i < ncolors; i++)
|
|
{
|
|
if (!colors[i].hasValue)
|
|
continue;
|
|
|
|
PixelFormatType datatype = PIXELFORMATTYPE_UNORM;
|
|
if (rts[i].texture != nullptr)
|
|
datatype = getPixelFormatInfo(rts[i].texture->getPixelFormat()).dataType;
|
|
|
|
ColorD c = colors[i].value;
|
|
|
|
if (datatype == PIXELFORMATTYPE_SINT)
|
|
{
|
|
const GLint carray[] = {(GLint)c.r, (GLint)c.g, (GLint)c.b, (GLint)c.a};
|
|
glClearBufferiv(GL_COLOR, i, carray);
|
|
}
|
|
else if (datatype == PIXELFORMATTYPE_UINT)
|
|
{
|
|
const GLuint carray[] = {(GLuint)c.r, (GLuint)c.g, (GLuint)c.b, (GLuint)c.a};
|
|
glClearBufferuiv(GL_COLOR, i, carray);
|
|
}
|
|
else
|
|
{
|
|
Colorf cf((float)c.r, (float)c.g, (float)c.b, (float)c.a);
|
|
gammaCorrectColor(cf);
|
|
const GLfloat carray[] = {cf.r, cf.g, cf.b, cf.a};
|
|
glClearBufferfv(GL_COLOR, i, carray);
|
|
}
|
|
}
|
|
|
|
GLbitfield flags = 0;
|
|
|
|
if (stencil.hasValue)
|
|
{
|
|
glClearStencil(stencil.value);
|
|
flags |= GL_STENCIL_BUFFER_BIT;
|
|
}
|
|
|
|
if (depth.hasValue)
|
|
{
|
|
gl.clearDepth(depth.value);
|
|
flags |= GL_DEPTH_BUFFER_BIT;
|
|
}
|
|
|
|
if (flags != 0)
|
|
{
|
|
OpenGL::CleanClearState cs(flags);
|
|
glClear(flags);
|
|
}
|
|
|
|
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)
|
|
{
|
|
flushBatchedDraws();
|
|
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 (gl.getFramebuffer(target) == 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::cleanupRenderTexture(love::graphics::Texture *texture)
|
|
{
|
|
if (!texture->isRenderTarget())
|
|
return;
|
|
|
|
for (auto it = framebufferObjects.begin(); it != framebufferObjects.end(); /**/)
|
|
{
|
|
bool hastexture = false;
|
|
const auto &rts = it->first;
|
|
|
|
for (const RenderTarget &rt : rts.colors)
|
|
{
|
|
if (rt.texture == texture)
|
|
{
|
|
hastexture = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
hastexture = hastexture || rts.depthStencil.texture == texture;
|
|
|
|
if (hastexture)
|
|
{
|
|
if (isCreated())
|
|
gl.deleteFramebuffer(it->second);
|
|
it = framebufferObjects.erase(it);
|
|
}
|
|
else
|
|
++it;
|
|
}
|
|
}
|
|
|
|
GLuint Graphics::bindCachedFBO(const RenderTargets &targets)
|
|
{
|
|
GLuint fbo = framebufferObjects[targets];
|
|
|
|
if (fbo != 0)
|
|
{
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
|
|
}
|
|
else
|
|
{
|
|
int msaa = targets.getFirstTarget().texture->getMSAA();
|
|
bool hasDS = targets.depthStencil.texture != nullptr;
|
|
|
|
glGenFramebuffers(1, &fbo);
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
|
|
|
|
int ncolortargets = 0;
|
|
GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS];
|
|
|
|
auto attachRT = [&](const RenderTarget &rt)
|
|
{
|
|
bool renderbuffer = msaa > 1 || !rt.texture->isReadable();
|
|
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.texture->getPixelFormat());
|
|
|
|
if (fmt.framebufferAttachments[0] == GL_COLOR_ATTACHMENT0)
|
|
{
|
|
fmt.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0 + ncolortargets;
|
|
drawbuffers[ncolortargets] = fmt.framebufferAttachments[0];
|
|
ncolortargets++;
|
|
}
|
|
|
|
GLuint handle = (GLuint) rt.texture->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.texture->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)
|
|
attachRT(rt);
|
|
|
|
if (hasDS)
|
|
attachRT(targets.depthStencil);
|
|
|
|
if (ncolortargets > 1)
|
|
glDrawBuffers(ncolortargets, drawbuffers);
|
|
else if (ncolortargets == 0 && hasDS)
|
|
{
|
|
GLenum none = GL_NONE;
|
|
glDrawBuffers(1, &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;
|
|
}
|
|
|
|
return fbo;
|
|
}
|
|
|
|
void Graphics::present(void *screenshotCallbackData)
|
|
{
|
|
if (!isActive())
|
|
return;
|
|
|
|
if (isRenderTargetActive())
|
|
throw love::Exception("present cannot be called while a render target is active.");
|
|
|
|
deprecations.draw(this);
|
|
|
|
flushBatchedDraws();
|
|
|
|
endPass(true);
|
|
|
|
int w = getPixelWidth();
|
|
int h = getPixelHeight();
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO());
|
|
|
|
// Copy internal backbuffer to system backbuffer. When MSAA is used this
|
|
// is a direct MSAA resolve.
|
|
if (internalBackbuffer.get())
|
|
{
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, getSystemBackbufferFBO());
|
|
|
|
// Discard system backbuffer to prevent it from copying its contents
|
|
// from VRAM to chip memory.
|
|
discard(OpenGL::FRAMEBUFFER_DRAW, {true}, true);
|
|
|
|
// updateBackbuffer checks for glBlitFramebuffer support.
|
|
if (GLAD_APPLE_framebuffer_multisample && internalBackbuffer->getMSAA() > 1)
|
|
glResolveMultisampleFramebufferAPPLE();
|
|
else
|
|
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
|
|
// Discarding the internal backbuffer directly after resolving it should
|
|
// eliminate any copy back to vram it might need to do.
|
|
discard(OpenGL::FRAMEBUFFER_READ, {true}, false);
|
|
}
|
|
|
|
if (!pendingScreenshotCallbacks.empty())
|
|
{
|
|
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.");
|
|
}
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getSystemBackbufferFBO());
|
|
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_UNORM, 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_PropertiesID props = SDL_GetWindowProperties(SDL_GL_GetCurrentWindow());
|
|
GLuint colorbuffer = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RENDERBUFFER_NUMBER, 0);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, colorbuffer);
|
|
#endif
|
|
|
|
for (StreamBuffer *buffer : batchedDrawState.vb)
|
|
buffer->nextFrame();
|
|
batchedDrawState.indexBuffer->nextFrame();
|
|
|
|
auto window = getInstance<love::window::Window>(M_WINDOW);
|
|
if (window != nullptr)
|
|
window->swapBuffers();
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO());
|
|
|
|
// Reset the per-frame stat counts.
|
|
drawCalls = 0;
|
|
gl.stats.shaderSwitches = 0;
|
|
renderTargetSwitchCount = 0;
|
|
drawCallsBatched = 0;
|
|
|
|
updatePendingReadbacks();
|
|
updateTemporaryResources();
|
|
}
|
|
|
|
int Graphics::getBackbufferMSAA() const
|
|
{
|
|
return internalBackbuffer.get() ? internalBackbuffer->getMSAA() : 0;
|
|
}
|
|
|
|
void Graphics::setScissor(const FRect &rect, bool rtActive)
|
|
{
|
|
flushBatchedDraws();
|
|
|
|
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) roundf(rect.x * dpiscale);
|
|
glrect.y = (int) roundf(rect.y * dpiscale);
|
|
glrect.w = (int) roundf(rect.w * dpiscale);
|
|
glrect.h = (int) roundf(rect.h * dpiscale);
|
|
|
|
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
|
|
gl.setScissor(glrect, rtActive);
|
|
|
|
state.scissor = true;
|
|
state.scissorRect = rect;
|
|
}
|
|
|
|
void Graphics::setScissor(const FRect &rect)
|
|
{
|
|
setScissor(rect, isRenderTargetActive());
|
|
}
|
|
|
|
void Graphics::setScissor()
|
|
{
|
|
if (states.back().scissor)
|
|
flushBatchedDraws();
|
|
|
|
states.back().scissor = false;
|
|
|
|
if (gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, false);
|
|
}
|
|
|
|
void Graphics::setStencilState(const StencilState &s)
|
|
{
|
|
validateStencilState(s);
|
|
|
|
flushBatchedDraws();
|
|
|
|
bool enablestencil = s.action != STENCIL_KEEP || s.compare != COMPARE_ALWAYS;
|
|
if (enablestencil != gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST))
|
|
gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, enablestencil);
|
|
|
|
GLenum glaction = GL_KEEP;
|
|
|
|
switch (s.action)
|
|
{
|
|
case STENCIL_KEEP:
|
|
glaction = GL_KEEP;
|
|
break;
|
|
case STENCIL_ZERO:
|
|
glaction = GL_ZERO;
|
|
break;
|
|
case STENCIL_REPLACE:
|
|
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;
|
|
case STENCIL_MAX_ENUM:
|
|
glaction = GL_KEEP;
|
|
break;
|
|
}
|
|
|
|
/**
|
|
* GPUs do the comparison opposite to what makes sense for love's API. For
|
|
* example, if the compare function is 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
|
|
* setStencilState(STENCIL_KEEP, COMPARE_GREATER, 4) will make it pass if the
|
|
* stencil buffer has a value greater than 4.
|
|
**/
|
|
GLenum glcompare = OpenGL::getGLCompareMode(getReversedCompareMode(s.compare));
|
|
|
|
if (enablestencil)
|
|
{
|
|
glStencilFunc(glcompare, s.value, s.readMask);
|
|
glStencilOp(GL_KEEP, GL_KEEP, glaction);
|
|
}
|
|
|
|
if (s.writeMask != gl.getStencilWriteMask())
|
|
gl.setStencilWriteMask(s.writeMask);
|
|
|
|
states.back().stencil = s;
|
|
}
|
|
|
|
void Graphics::setDepthMode(CompareMode compare, bool write)
|
|
{
|
|
validateDepthState(write);
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.depthTest != compare || state.depthWrite != write)
|
|
flushBatchedDraws();
|
|
|
|
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(Winding winding)
|
|
{
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.winding != winding)
|
|
flushBatchedDraws();
|
|
|
|
state.winding = winding;
|
|
|
|
if (isRenderTargetActive())
|
|
winding = winding == WINDING_CW ? WINDING_CCW : WINDING_CW;
|
|
|
|
glFrontFace(winding == 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);
|
|
|
|
states.back().color = c;
|
|
}
|
|
|
|
void Graphics::setColorMask(ColorChannelMask mask)
|
|
{
|
|
flushBatchedDraws();
|
|
|
|
uint32 maskbits =
|
|
((mask.r ? 1 : 0) << 0) | ((mask.g ? 1 : 0) << 1) |
|
|
((mask.b ? 1 : 0) << 2) | ((mask.a ? 1 : 0) << 3);
|
|
|
|
gl.setColorWriteMask(maskbits);
|
|
states.back().colorMask = mask;
|
|
}
|
|
|
|
void Graphics::setBlendState(const BlendState &blend)
|
|
{
|
|
if (!(blend == states.back().blend))
|
|
flushBatchedDraws();
|
|
|
|
if (blend.enable != gl.isStateEnabled(OpenGL::ENABLE_BLEND))
|
|
gl.setEnableState(OpenGL::ENABLE_BLEND, blend.enable);
|
|
|
|
if (blend.enable)
|
|
{
|
|
GLenum opRGB = getGLBlendOperation(blend.operationRGB);
|
|
GLenum opA = getGLBlendOperation(blend.operationA);
|
|
GLenum srcRGB = getGLBlendFactor(blend.srcFactorRGB);
|
|
GLenum srcA = getGLBlendFactor(blend.srcFactorA);
|
|
GLenum dstRGB = getGLBlendFactor(blend.dstFactorRGB);
|
|
GLenum dstA = getGLBlendFactor(blend.dstFactorA);
|
|
|
|
glBlendEquationSeparate(opRGB, opA);
|
|
glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA);
|
|
}
|
|
|
|
states.back().blend = blend;
|
|
}
|
|
|
|
void Graphics::setPointSize(float size)
|
|
{
|
|
if (size != states.back().pointSize)
|
|
flushBatchedDraws();
|
|
|
|
states.back().pointSize = size;
|
|
}
|
|
|
|
void Graphics::setWireframe(bool enable)
|
|
{
|
|
// Not supported in OpenGL ES.
|
|
if (GLAD_ES_VERSION_2_0)
|
|
return;
|
|
|
|
flushBatchedDraws();
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
|
|
states.back().wireframe = enable;
|
|
}
|
|
|
|
void *Graphics::getBufferMapMemory(size_t size)
|
|
{
|
|
// We don't need anything more complicated because get/release calls are
|
|
// never interleaved (as of when this comment was written.)
|
|
if (bufferMapMemory == nullptr || size > bufferMapMemorySize)
|
|
return malloc(size);
|
|
return bufferMapMemory;
|
|
}
|
|
|
|
void Graphics::releaseBufferMapMemory(void *mem)
|
|
{
|
|
if (mem != bufferMapMemory)
|
|
free(mem);
|
|
}
|
|
|
|
Renderer Graphics::getRenderer() const
|
|
{
|
|
return RENDERER_OPENGL;
|
|
}
|
|
|
|
bool Graphics::usesGLSLES() const
|
|
{
|
|
return GLAD_ES_VERSION_2_0;
|
|
}
|
|
|
|
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_RENDER_TARGET_FORMATS] = true;
|
|
capabilities.features[FEATURE_CLAMP_ZERO] = gl.isClampZeroOneTextureWrapSupported();
|
|
capabilities.features[FEATURE_CLAMP_ONE] = gl.isClampZeroOneTextureWrapSupported();
|
|
capabilities.features[FEATURE_LIGHTEN] = true;
|
|
capabilities.features[FEATURE_FULL_NPOT] = true;
|
|
capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = true;
|
|
capabilities.features[FEATURE_SHADER_DERIVATIVES] = true;
|
|
capabilities.features[FEATURE_GLSL3] = true;
|
|
capabilities.features[FEATURE_GLSL4] = GLAD_ES_VERSION_3_1 || (gl.isCoreProfile() && GLAD_VERSION_4_3);
|
|
capabilities.features[FEATURE_INSTANCING] = true;
|
|
capabilities.features[FEATURE_TEXEL_BUFFER] = gl.isBufferUsageSupported(BUFFERUSAGE_TEXEL);
|
|
capabilities.features[FEATURE_COPY_TEXTURE_TO_BUFFER] = gl.isCopyTextureToBufferSupported();
|
|
capabilities.features[FEATURE_INDIRECT_DRAW] = capabilities.features[FEATURE_GLSL4];
|
|
capabilities.features[FEATURE_VERTEX_WRITE] = true;
|
|
capabilities.features[FEATURE_PIXEL_WRITE] = true;
|
|
capabilities.features[FEATURE_IMAGE_ATOMICS] = true;
|
|
static_assert(FEATURE_MAX_ENUM == 16, "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_TEXEL_BUFFER_SIZE] = gl.getMaxTexelBufferSize();
|
|
capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = gl.getMaxShaderStorageBufferSize();
|
|
capabilities.limits[LIMIT_THREADGROUPS_X] = gl.getMaxComputeWorkGroupsX();
|
|
capabilities.limits[LIMIT_THREADGROUPS_Y] = gl.getMaxComputeWorkGroupsY();
|
|
capabilities.limits[LIMIT_THREADGROUPS_Z] = gl.getMaxComputeWorkGroupsZ();
|
|
capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets();
|
|
capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples();
|
|
capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
|
|
static_assert(LIMIT_MAX_ENUM == 13, "Graphics::initCapabilities must be updated when adding a new system limit!");
|
|
|
|
for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
|
|
capabilities.textureTypes[i] = true;
|
|
|
|
for (int i = 0; i < PIXELFORMAT_MAX_ENUM; i++)
|
|
{
|
|
auto format = (PixelFormat) i;
|
|
pixelFormatUsage[i][0] = computePixelFormatUsage(format, false);
|
|
pixelFormatUsage[i][1] = computePixelFormatUsage(format, true);
|
|
}
|
|
|
|
#ifdef LOVE_ANDROID
|
|
// This can't be done in initContext with the rest of the bug checks because
|
|
// isPixelFormatSupported relies on state initialized here / after init.
|
|
if (GLAD_ES_VERSION_3_0 && !isPixelFormatSupported(PIXELFORMAT_R8_UNORM, PIXELFORMATUSAGEFLAGS_SAMPLE | PIXELFORMATUSAGEFLAGS_RENDERTARGET))
|
|
{
|
|
gl.bugs.brokenR8PixelFormat = true;
|
|
pixelFormatUsage[PIXELFORMAT_R8_UNORM][0] = computePixelFormatUsage(PIXELFORMAT_R8_UNORM, false);
|
|
pixelFormatUsage[PIXELFORMAT_R8_UNORM][1] = computePixelFormatUsage(PIXELFORMAT_R8_UNORM, true);
|
|
}
|
|
#endif
|
|
}
|
|
|
|
uint32 Graphics::computePixelFormatUsage(PixelFormat format, bool readable)
|
|
{
|
|
uint32 usage = OpenGL::getPixelFormatUsageFlags(format);
|
|
|
|
if (readable && (usage & PIXELFORMATUSAGEFLAGS_SAMPLE) == 0)
|
|
return 0;
|
|
|
|
// 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.
|
|
// Avoid the test for depth/stencil formats - not every GL version
|
|
// guarantees support for depth/stencil-only render targets (which we would
|
|
// need for the test below to work), and we already do some finagling in
|
|
// convertPixelFormat to try to use the best-supported internal
|
|
// depth/stencil format for a particular driver.
|
|
if ((usage & PIXELFORMATUSAGEFLAGS_RENDERTARGET) != 0 && !isPixelFormatDepthStencil(format))
|
|
{
|
|
GLuint texture = 0;
|
|
GLuint renderbuffer = 0;
|
|
|
|
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format);
|
|
|
|
GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
|
|
|
|
GLuint fbo = 0;
|
|
glGenFramebuffers(1, &fbo);
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
|
|
|
|
// Make sure at least something is bound to a color attachment. I believe
|
|
// this is required on ES2 but I'm not positive.
|
|
if (isPixelFormatDepthStencil(format))
|
|
{
|
|
love::graphics::Texture *tex = getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT, false);
|
|
gl.framebufferTexture(GL_COLOR_ATTACHMENT0, TEXTURE_2D, (GLuint) tex->getHandle(), 0, 0, 0);
|
|
}
|
|
|
|
if (readable)
|
|
{
|
|
glGenTextures(1, &texture);
|
|
gl.bindTextureToUnit(TEXTURE_2D, texture, 0, false);
|
|
|
|
SamplerState s;
|
|
s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
|
|
gl.setSamplerState(TEXTURE_2D, s);
|
|
|
|
gl.rawTexStorage(TEXTURE_2D, 1, format, 1, 1);
|
|
}
|
|
else
|
|
{
|
|
glGenRenderbuffers(1, &renderbuffer);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
|
|
glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, 1, 1);
|
|
}
|
|
|
|
for (GLenum attachment : fmt.framebufferAttachments)
|
|
{
|
|
if (attachment == GL_NONE)
|
|
continue;
|
|
|
|
if (readable)
|
|
gl.framebufferTexture(attachment, TEXTURE_2D, texture, 0, 0, 0);
|
|
else
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, renderbuffer);
|
|
}
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
usage &= ~PIXELFORMATUSAGEFLAGS_RENDERTARGET;
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
|
|
gl.deleteFramebuffer(fbo);
|
|
|
|
if (texture != 0)
|
|
gl.deleteTexture(texture);
|
|
|
|
if (renderbuffer != 0)
|
|
glDeleteRenderbuffers(1, &renderbuffer);
|
|
}
|
|
|
|
return usage;
|
|
}
|
|
|
|
bool Graphics::isPixelFormatSupported(PixelFormat format, uint32 usage)
|
|
{
|
|
format = getSizedFormat(format);
|
|
|
|
bool readable = (usage & PIXELFORMATUSAGEFLAGS_SAMPLE) != 0;
|
|
return (usage & pixelFormatUsage[format][readable ? 1 : 0]) == usage;
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|