Files
love/src/modules/graphics/opengl/Graphics.cpp
T
Sasha Szpakowski e47acd766d Show a popup error if love.window loads but love.graphics does not.
Also include backend-specific errors in graphics initalization error messages.
Improves visibility of errors related to vulkan/metal/opengl initialization.
Related to #2335.
2026-07-12 11:01:02 -03:00

1728 lines
48 KiB
C++

/**
* Copyright (c) 2006-2026 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
// LOVE
#include "common/config.h"
#include "common/math.h"
#include "common/Vector.h"
#include "Graphics.h"
#include "font/Font.h"
#include "StreamBuffer.h"
#include "GraphicsReadback.h"
#include "math/MathModule.h"
#include "window/Window.h"
#include "Buffer.h"
#include "ShaderStage.h"
#include "libraries/xxHash/xxhash.h"
// C++
#include <vector>
#include <sstream>
#include <algorithm>
#include <iterator>
#include <tuple>
// C
#include <cmath>
#include <cstdio>
#ifdef LOVE_IOS
#include <SDL3/SDL_video.h>
#endif
namespace love
{
namespace graphics
{
namespace opengl
{
static GLenum getGLBlendOperation(BlendOperation op)
{
switch (op)
{
case BLENDOP_ADD: return GL_FUNC_ADD;
case BLENDOP_SUBTRACT: return GL_FUNC_SUBTRACT;
case BLENDOP_REVERSE_SUBTRACT: return GL_FUNC_REVERSE_SUBTRACT;
case BLENDOP_MIN: return GL_MIN;
case BLENDOP_MAX: return GL_MAX;
case BLENDOP_MAX_ENUM: return 0;
}
return 0;
}
static GLenum getGLBlendFactor(BlendFactor factor)
{
switch (factor)
{
case BLENDFACTOR_ZERO: return GL_ZERO;
case BLENDFACTOR_ONE: return GL_ONE;
case BLENDFACTOR_SRC_COLOR: return GL_SRC_COLOR;
case BLENDFACTOR_ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR;
case BLENDFACTOR_SRC_ALPHA: return GL_SRC_ALPHA;
case BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA;
case BLENDFACTOR_DST_COLOR: return GL_DST_COLOR;
case BLENDFACTOR_ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR;
case BLENDFACTOR_DST_ALPHA: return GL_DST_ALPHA;
case BLENDFACTOR_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
case BLENDFACTOR_SRC_ALPHA_SATURATED: return GL_SRC_ALPHA_SATURATE;
case BLENDFACTOR_MAX_ENUM: return 0;
}
return 0;
}
std::tuple<love::graphics::Graphics *, std::string> createInstance()
{
love::graphics::Graphics *instance = nullptr;
std::string err;
try
{
instance = new Graphics();
}
catch (love::Exception &e)
{
err = "Cannot create OpenGL renderer: " + std::string(e.what()) + "\n";
}
return { instance, err };
}
Graphics::Graphics()
: love::graphics::Graphics("love.graphics.opengl")
, windowHasStencil(false)
, mainVAO(0)
, internalBackbufferFBO(0)
, bufferMapMemory(nullptr)
, bufferMapMemorySize(2 * 1024 * 1024)
, pixelFormatUsage()
{
gl = OpenGL();
try
{
bufferMapMemory = new char[bufferMapMemorySize];
}
catch (std::exception &)
{
// Handled in getBufferMapMemory.
}
auto window = getInstance<love::window::Window>(M_WINDOW);
if (window != nullptr)
{
window->setGraphics(this);
// Recreate the window using the current renderer, if needed.
if (window->isOpen())
{
int w, h;
love::window::WindowSettings settings;
window->getWindow(w, h, settings);
window->setWindow(w, h, &settings);
}
}
}
Graphics::~Graphics()
{
delete[] bufferMapMemory;
}
love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferUsage type, size_t size)
{
return CreateStreamBuffer(type, size);
}
love::graphics::Texture *Graphics::newTexture(const Texture::Settings &settings, const Texture::Slices *data)
{
return new Texture(this, settings, data);
}
love::graphics::Texture *Graphics::newTextureView(love::graphics::Texture *base, const Texture::ViewSettings &viewsettings)
{
return new Texture(this, base, viewsettings);
}
love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStageType stage, const std::string &cachekey, const std::string &source, bool gles)
{
return new ShaderStage(this, stage, source, gles, cachekey);
}
love::graphics::Shader *Graphics::newShaderInternal(StrongRef<love::graphics::ShaderStage> stages[SHADERSTAGE_MAX_ENUM], const Shader::CompileOptions &options)
{
return new Shader(stages, options);
}
love::graphics::Buffer *Graphics::newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataDeclaration> &format, const void *data, size_t size, size_t arraylength)
{
return new Buffer(this, settings, format, data, size, arraylength);
}
love::graphics::GraphicsReadback *Graphics::newReadbackInternal(ReadbackMethod method, love::graphics::Buffer *buffer, size_t offset, size_t size, data::ByteData *dest, size_t destoffset)
{
return new GraphicsReadback(this, method, buffer, offset, size, dest, destoffset);
}
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)
{
return new GraphicsReadback(this, method, texture, slice, mipmap, rect, dest, destx, desty);
}
void Graphics::backbufferChanged(const BackbufferSettings &settings)
{
bool changed = settings != backbufferSettings;
backbufferSettings = settings;
if (!isRenderTargetActive())
{
// Set the viewport to top-left corner.
gl.setViewport({0, 0, settings.pixelWidth, settings.pixelHeight});
// Re-apply the scissor if it was active, since the rectangle passed to
// glScissor is affected by the viewport dimensions.
if (states.back().scissor)
setScissor(states.back().scissorRect);
resetProjection();
}
if (!changed)
return;
bool useinternalbackbuffer = false;
if (settings.msaa > 1)
useinternalbackbuffer = true;
GLuint prevFBO = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
bool restoreFBO = prevFBO != getInternalBackbufferFBO();
if (useinternalbackbuffer)
{
Texture::Settings ts;
ts.width = settings.width;
ts.height = settings.height;
ts.dpiScale = (float)settings.pixelHeight / (float)settings.height;
ts.msaa = settings.msaa;
ts.renderTarget = true;
ts.readable.set(false);
ts.format = isGammaCorrect() ? PIXELFORMAT_RGBA8_sRGB : PIXELFORMAT_RGBA8_UNORM;
internalBackbuffer.set(newTexture(ts), Acquire::NORETAIN);
internalBackbufferDepthStencil.set(nullptr);
if (settings.stencil || settings.depth)
{
if (settings.stencil && settings.depth)
ts.format = PIXELFORMAT_DEPTH24_UNORM_STENCIL8;
else if (settings.stencil)
ts.format = PIXELFORMAT_STENCIL8;
else if (settings.depth)
ts.format = PIXELFORMAT_DEPTH24_UNORM;
internalBackbufferDepthStencil.set(newTexture(ts), Acquire::NORETAIN);
}
RenderTargets rts;
rts.colors.push_back(internalBackbuffer.get());
rts.depthStencil.texture = internalBackbufferDepthStencil;
internalBackbufferFBO = bindCachedFBO(rts);
}
else
{
internalBackbuffer.set(nullptr);
internalBackbufferDepthStencil.set(nullptr);
internalBackbufferFBO = 0;
}
if (restoreFBO)
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, prevFBO);
}
GLuint Graphics::getInternalBackbufferFBO() const
{
if (internalBackbufferFBO != 0)
return internalBackbufferFBO;
else
return getSystemBackbufferFBO();
}
GLuint Graphics::getSystemBackbufferFBO() const
{
#ifdef LOVE_IOS
// Hack: iOS uses a custom FBO.
SDL_PropertiesID props = SDL_GetWindowProperties(SDL_GL_GetCurrentWindow());
GLuint resolveframebuffer = (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_RESOLVE_FRAMEBUFFER_NUMBER, 0);
if (resolveframebuffer != 0)
return resolveframebuffer;
else
return (GLuint)SDL_GetNumberProperty(props, SDL_PROP_WINDOW_UIKIT_OPENGL_FRAMEBUFFER_NUMBER, 0);
#else
return 0;
#endif
}
bool Graphics::setMode(void */*context*/, const BackbufferSettings &settings)
{
// Okay, setup OpenGL.
gl.initContext();
if (gl.isCoreProfile())
{
glGenVertexArrays(1, &mainVAO);
glBindVertexArray(mainVAO);
}
gl.setupContext();
created = true;
initCapabilities();
// Enable blending
gl.setEnableState(OpenGL::ENABLE_BLEND, true);
// Auto-generated mipmaps should be the best quality possible
if (!gl.isCoreProfile())
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
if (!GLAD_ES_VERSION_2_0 && !gl.isCoreProfile())
{
// Make sure antialiasing works when set elsewhere
glEnable(GL_MULTISAMPLE);
// Enable texturing
glEnable(GL_TEXTURE_2D);
}
if (!GLAD_ES_VERSION_2_0)
glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
gl.setTextureUnit(0);
// Set pixel row alignment - code that calls glTexSubImage and glReadPixels
// assumes there's no row alignment, but OpenGL defaults to 4 bytes.
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
// Always enable seamless cubemap filtering when possible.
if (GLAD_VERSION_3_2 || GLAD_ARB_seamless_cube_map)
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
// Set whether drawing converts input from linear -> sRGB colorspace.
if (!gl.bugs.brokenSRGB)
{
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, isGammaCorrect());
}
else
setGammaCorrect(false);
setDebug(isDebugEnabled());
backbufferChanged(settings);
if (batchedDrawState.vb[0] == nullptr)
{
// Initial sizes that should be good enough for most cases. It will
// resize to fit if needed, later.
batchedDrawState.vb[0] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 1024 * 1024 * 1);
batchedDrawState.vb[1] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 256 * 1024 * 1);
batchedDrawState.indexBuffer = CreateStreamBuffer(BUFFERUSAGE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
}
// Reload all volatile objects.
if (!Volatile::loadAll())
::printf("Could not reload all volatile objects.\n");
createQuadIndexBuffer();
// Restore the graphics state.
restoreState(states.back());
// We always need a default shader.
for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++)
{
auto stype = (Shader::StandardShader) i;
if (!Shader::standardShaders[i])
{
std::vector<std::string> stages;
Shader::CompileOptions opts;
stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_VERTEX));
stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_PIXEL));
try
{
Shader::standardShaders[i] = newShader(stages, opts);
}
catch (love::Exception &)
{
// Attempted workaround for nvidia driver bug affecting old GPUs
// on Windows (e.g. the 300 series).
if (!isUsingNoTextureCubeShadowBiasHack())
{
usingNoTextureCubeShadowBiasHack = true;
Shader::standardShaders[i] = newShader(stages, opts);
}
else
{
throw;
}
}
}
}
// A shader should always be active, but the default shader shouldn't be
// returned by getShader(), so we don't do setShader(defaultShader).
if (!Shader::current)
Shader::standardShaders[Shader::STANDARD_DEFAULT]->attach();
return true;
}
void Graphics::unSetMode()
{
if (!isCreated())
return;
flushBatchedDraws();
internalBackbuffer.set(nullptr);
internalBackbufferDepthStencil.set(nullptr);
// Unload all volatile objects. These must be reloaded after the display
// mode change.
Volatile::unloadAll();
clearTemporaryResources();
for (const auto &pair : framebufferObjects)
gl.deleteFramebuffer(pair.second);
framebufferObjects.clear();
if (mainVAO != 0)
{
glDeleteVertexArrays(1, &mainVAO);
mainVAO = 0;
}
gl.deInitContext();
created = false;
}
void Graphics::setActive(bool enable)
{
flushBatchedDraws();
// Make sure all pending OpenGL commands have fully executed before
// returning, when going from active to inactive. This is required on iOS.
if (isCreated() && this->active && !enable)
glFinish();
active = enable;
}
static bool computeDispatchBarriers(Shader *shader, GLbitfield &preDispatchBarriers, GLbitfield &postDispatchBarriers)
{
for (auto buffer : shader->getActiveWritableStorageBuffers())
{
if (buffer == nullptr)
return false;
auto usage = buffer->getUsageFlags();
postDispatchBarriers |= GL_BUFFER_UPDATE_BARRIER_BIT;
if (usage & BUFFERUSAGEFLAG_SHADER_STORAGE)
{
preDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT;
postDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT;
}
// TODO: does this need a pre dispatch barrier too?
if (usage & BUFFERUSAGEFLAG_INDIRECT_ARGUMENTS)
postDispatchBarriers |= GL_COMMAND_BARRIER_BIT;
if (usage & BUFFERUSAGEFLAG_TEXEL)
postDispatchBarriers |= GL_TEXTURE_FETCH_BARRIER_BIT;
if (usage & BUFFERUSAGEFLAG_INDEX)
postDispatchBarriers |= GL_ELEMENT_ARRAY_BARRIER_BIT;
if (usage & BUFFERUSAGEFLAG_VERTEX)
postDispatchBarriers |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT;
postDispatchBarriers |= GL_PIXEL_BUFFER_BARRIER_BIT;
}
for (const auto &binding : shader->getStorageTextureBindings())
{
if (binding.texture == nullptr)
return false;
if (binding.access == GL_READ_ONLY)
continue;
preDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT;
postDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
| GL_TEXTURE_UPDATE_BARRIER_BIT
| GL_TEXTURE_FETCH_BARRIER_BIT;
if (binding.texture->isRenderTarget())
postDispatchBarriers |= GL_FRAMEBUFFER_BARRIER_BIT;
}
return true;
}
bool Graphics::dispatch(love::graphics::Shader *s, int x, int y, int z)
{
auto shader = (Shader *) s;
GLbitfield preDispatchBarriers = 0;
GLbitfield postDispatchBarriers = 0;
if (!computeDispatchBarriers(shader, preDispatchBarriers, postDispatchBarriers))
return false;
// glMemoryBarrier before dispatch to make sure non-compute-read ->
// compute-write is synced.
// TODO: is this needed? spec language around GL_SHADER_IMAGE_ACCESS_BARRIER_BIT
// makes me think so.
// This is overly conservative (dispatch -> dispatch will have redundant
// barriers).
if (preDispatchBarriers != 0)
glMemoryBarrier(preDispatchBarriers);
glDispatchCompute(x, y, z);
// 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;
}
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 (!computeDispatchBarriers(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);
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);
++drawCalls;
}
void Graphics::draw(const DrawIndexedCommand &cmd)
{
VertexAttributes attributes;
findVertexAttributes(cmd.attributesID, attributes);
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);
++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;
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)
{
int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
glDrawElementsBaseVertex(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0), basevertex);
++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)
{
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));
++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];
static_assert(FEATURE_MAX_ENUM == 13, "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