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love/src/modules/graphics/opengl/Texture.cpp
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2023-10-14 15:01:01 -03:00

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18 KiB
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/**
* Copyright (c) 2006-2023 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Texture.h"
#include "graphics/Graphics.h"
#include "Graphics.h"
#include "Buffer.h"
#include "common/int.h"
// STD
#include <algorithm> // for min/max
namespace love
{
namespace graphics
{
namespace opengl
{
static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int mips, int layers, bool clear)
{
// get currently bound fbo to reset to it later
GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
glGenFramebuffers(1, &framebuffer);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, framebuffer);
if (texture != 0)
{
if (isPixelFormatDepthStencil(format) && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0))
{
// glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3.
GLenum none = GL_NONE;
if (GLAD_ES_VERSION_3_0)
glDrawBuffers(1, &none);
else
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, false);
int faces = texType == TEXTURE_CUBE ? 6 : 1;
// Make sure all faces and layers of the texture are initialized to
// transparent black. This is unfortunately probably pretty slow for
// 2D-array and 3D textures with a lot of layers...
for (int mip = mips - 1; mip >= 0; mip--)
{
for (int layer = layers - 1; layer >= 0; layer--)
{
for (int face = faces - 1; face >= 0; face--)
{
for (GLenum attachment : fmt.framebufferAttachments)
{
if (attachment == GL_NONE)
continue;
gl.framebufferTexture(attachment, texType, texture, mip, layer, face);
}
if (clear && isPixelFormatInteger(format))
{
PixelFormatType datatype = getPixelFormatInfo(format).dataType;
if (datatype == PIXELFORMATTYPE_SINT)
{
const GLint carray[] = { 0, 0, 0, 0 };
glClearBufferiv(GL_COLOR, 0, carray);
}
else
{
const GLuint carray[] = { 0, 0, 0, 0 };
glClearBufferuiv(GL_COLOR, 0, carray);
}
}
else if (clear)
{
bool ds = isPixelFormatDepthStencil(format);
GLbitfield clearflags = ds ? GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT : GL_COLOR_BUFFER_BIT;
OpenGL::CleanClearState cleanClearState(clearflags);
if (ds)
{
gl.clearDepth(1.0);
glClearStencil(0);
}
else
{
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
glClear(clearflags);
}
}
}
}
}
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
return status;
}
static GLenum newRenderbuffer(int width, int height, int &samples, PixelFormat pixelformat, GLuint &buffer)
{
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, true);
GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
// Temporary FBO used to clear the renderbuffer.
GLuint fbo = 0;
glGenFramebuffers(1, &fbo);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
if (isPixelFormatDepthStencil(pixelformat) && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0))
{
// glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3.
GLenum none = GL_NONE;
if (GLAD_ES_VERSION_3_0)
glDrawBuffers(1, &none);
else
glDrawBuffer(GL_NONE);
glReadBuffer(GL_NONE);
}
glGenRenderbuffers(1, &buffer);
glBindRenderbuffer(GL_RENDERBUFFER, buffer);
if (samples > 1)
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, fmt.internalformat, width, height);
else
glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, width, height);
for (GLenum attachment : fmt.framebufferAttachments)
{
if (attachment != GL_NONE)
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, buffer);
}
if (samples > 1)
{
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
samples = std::max(1, samples);
}
glBindRenderbuffer(GL_RENDERBUFFER, 0);
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if (status == GL_FRAMEBUFFER_COMPLETE)
{
if (isPixelFormatInteger(pixelformat))
{
PixelFormatType datatype = getPixelFormatInfo(pixelformat).dataType;
if (datatype == PIXELFORMATTYPE_SINT)
{
const GLint carray[] = { 0, 0, 0, 0 };
glClearBufferiv(GL_COLOR, 0, carray);
}
else
{
const GLuint carray[] = { 0, 0, 0, 0 };
glClearBufferuiv(GL_COLOR, 0, carray);
}
}
else
{
bool ds = isPixelFormatDepthStencil(pixelformat);
GLbitfield clearflags = ds ? GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT : GL_COLOR_BUFFER_BIT;
OpenGL::CleanClearState cleanClearState(clearflags);
if (ds)
{
gl.clearDepth(1.0);
glClearStencil(0);
}
else
{
// Initialize the buffer to transparent black.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
}
glClear(clearflags);
}
}
else
{
glDeleteRenderbuffers(1, &buffer);
buffer = 0;
samples = 1;
}
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
gl.deleteFramebuffer(fbo);
return status;
}
Texture::Texture(love::graphics::Graphics *gfx, const Settings &settings, const Slices *data)
: love::graphics::Texture(gfx, settings, data)
, slices(settings.type)
, fbo(0)
, texture(0)
, renderbuffer(0)
, framebufferStatus(GL_FRAMEBUFFER_COMPLETE)
, textureGLError(GL_NO_ERROR)
, actualSamples(1)
{
if (data != nullptr)
slices = *data;
if (!loadVolatile())
{
if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
throw love::Exception("Cannot create Texture (OpenGL framebuffer error: %s)", OpenGL::framebufferStatusString(framebufferStatus));
if (textureGLError != GL_NO_ERROR)
throw love::Exception("Cannot create Texture (OpenGL error: %s)", OpenGL::errorString(textureGLError));
}
// ImageData is referenced by the first loadVolatile call, but we don't
// hang on to it after that so we can save memory.
slices.clear();
}
Texture::~Texture()
{
unloadVolatile();
}
void Texture::createTexture()
{
// The base class handles some validation. For example, if ImageData is
// given then it must exist for all mip levels, a render target can't use
// a compressed format, etc.
glGenTextures(1, &texture);
gl.bindTextureToUnit(this, 0, false);
GLenum gltype = OpenGL::getGLTextureType(texType);
if (renderTarget && GLAD_ANGLE_texture_usage)
glTexParameteri(gltype, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
setSamplerState(samplerState);
int mipcount = getMipmapCount();
int slicecount = 1;
if (texType == TEXTURE_VOLUME)
slicecount = getDepth();
else if (texType == TEXTURE_2D_ARRAY)
slicecount = getLayerCount();
else if (texType == TEXTURE_CUBE)
slicecount = 6;
// For a couple flimsy reasons, we don't initialize the texture here if it's
// compressed. I need to verify that getPixelFormatSliceSize will return the
// correct value for all compressed texture formats, and I also vaguely
// remember some driver issues on some old Android systems, maybe...
// For now, the base class enforces data on init for compressed textures.
if (!isCompressed())
gl.rawTexStorage(texType, mipcount, format, pixelWidth, pixelHeight, texType == TEXTURE_VOLUME ? depth : layers);
// rawTexStorage handles this for uncompressed textures.
if (isCompressed() && (GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0))
glTexParameteri(gltype, GL_TEXTURE_MAX_LEVEL, mipcount - 1);
int w = pixelWidth;
int h = pixelHeight;
int d = depth;
OpenGL::TextureFormat fmt = gl.convertPixelFormat(format, false);
for (int mip = 0; mip < mipcount; mip++)
{
if (isCompressed() && (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME))
{
int slicecount = slices.getSliceCount(mip);
size_t mipsize = 0;
for (int slice = 0; slice < slicecount; slice++)
{
auto id = slices.get(slice, mip);
if (id != nullptr)
mipsize += id->getSize();
}
if (mipsize > 0)
glCompressedTexImage3D(gltype, mip, fmt.internalformat, w, h, slicecount, 0, mipsize, nullptr);
}
for (int slice = 0; slice < slicecount; slice++)
{
love::image::ImageDataBase *id = slices.get(slice, mip);
if (id != nullptr)
uploadImageData(id, mip, slice, 0, 0);
}
w = std::max(w / 2, 1);
h = std::max(h / 2, 1);
if (texType == TEXTURE_VOLUME)
d = std::max(d / 2, 1);
}
bool hasdata = slices.get(0, 0) != nullptr;
// All mipmap levels need to be initialized - for color formats we can clear
// the base mip and use glGenerateMipmap after that's done. Depth and
// stencil formats don't always support glGenerateMipmap so we need to
// individually clear each mip level in that case. We avoid doing that for
// color formats because of an Intel driver bug:
// https://github.com/love2d/love/issues/1585
int clearmips = 1;
if (isPixelFormatDepthStencil(format))
clearmips = mipmapCount;
// Create a local FBO used for glReadPixels as well as MSAA blitting.
if (isRenderTarget())
{
bool clear = !hasdata;
int slices = texType == TEXTURE_VOLUME ? depth : layers;
framebufferStatus = createFBO(fbo, texType, format, texture, clearmips, slices, clear);
}
else if (!hasdata)
{
// Initialize all slices to transparent black.
for (int mip = 0; mip < clearmips; mip++)
{
int mipw = getPixelWidth(mip);
int miph = getPixelHeight(mip);
std::vector<uint8> emptydata(getPixelFormatSliceSize(format, mipw, miph));
Rect r = {0, 0, mipw, miph};
int slices = texType == TEXTURE_VOLUME ? getDepth(mip) : layers;
slices = texType == TEXTURE_CUBE ? 6 : slices;
for (int i = 0; i < slices; i++)
uploadByteData(format, emptydata.data(), emptydata.size(), mip, i, r);
}
}
// Non-readable textures can't have mipmaps (enforced in the base class),
// so generateMipmaps here is fine - when they aren't already initialized.
if (clearmips < mipmapCount && slices.getMipmapCount() <= 1 && getMipmapsMode() != MIPMAPS_NONE)
generateMipmaps();
}
bool Texture::loadVolatile()
{
if (texture != 0 || renderbuffer != 0)
return true;
OpenGL::TempDebugGroup debuggroup("Texture load");
// NPOT textures don't support mipmapping without full NPOT support.
if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot))
&& (pixelWidth != nextP2(pixelWidth) || pixelHeight != nextP2(pixelHeight)))
{
mipmapCount = 1;
samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NONE;
}
actualSamples = std::max(1, std::min(getRequestedMSAA(), gl.getMaxSamples()));
while (glGetError() != GL_NO_ERROR); // Clear errors.
framebufferStatus = GL_FRAMEBUFFER_COMPLETE;
textureGLError = GL_NO_ERROR;
if (isReadable())
createTexture();
if (framebufferStatus == GL_FRAMEBUFFER_COMPLETE && (!isReadable() || actualSamples > 1))
framebufferStatus = newRenderbuffer(pixelWidth, pixelHeight, actualSamples, format, renderbuffer);
textureGLError = glGetError();
if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE || textureGLError != GL_NO_ERROR)
{
unloadVolatile();
return false;
}
int64 memsize = 0;
for (int mip = 0; mip < getMipmapCount(); mip++)
{
int w = getPixelWidth(mip);
int h = getPixelHeight(mip);
int slices = getDepth(mip) * layers * (texType == TEXTURE_CUBE ? 6 : 1);
memsize += getPixelFormatSliceSize(format, w, h) * slices;
}
if (actualSamples > 1 && isReadable())
{
int slices = depth * layers * (texType == TEXTURE_CUBE ? 6 : 1);
memsize += getPixelFormatSliceSize(format, pixelWidth, pixelHeight) * slices * actualSamples;
}
else if (actualSamples > 1)
memsize *= actualSamples;
setGraphicsMemorySize(memsize);
return true;
}
void Texture::unloadVolatile()
{
if (isRenderTarget() && (fbo != 0 || renderbuffer != 0 || texture != 0))
{
// This is a bit ugly, but we need some way to destroy the cached FBO
// when this texture's GL object is destroyed.
auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
if (gfx != nullptr)
gfx->cleanupRenderTexture(this);
}
if (fbo != 0)
gl.deleteFramebuffer(fbo);
if (renderbuffer != 0)
glDeleteRenderbuffers(1, &renderbuffer);
if (texture != 0)
gl.deleteTexture(texture);
fbo = 0;
renderbuffer = 0;
texture = 0;
setGraphicsMemorySize(0);
}
void Texture::uploadByteData(PixelFormat pixelformat, const void *data, size_t size, int level, int slice, const Rect &r)
{
OpenGL::TempDebugGroup debuggroup("Texture data upload");
gl.bindTextureToUnit(this, 0, false);
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, false);
GLenum gltarget = OpenGL::getGLTextureType(texType);
if (texType == TEXTURE_CUBE)
gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
if (isPixelFormatCompressed(pixelformat))
{
if (texType == TEXTURE_2D || texType == TEXTURE_CUBE)
{
// Possible issues on some very old drivers if TexSubImage is used.
if (r.x != 0 || r.y != 0 || r.w != getPixelWidth(level) || r.h != getPixelHeight(level))
glCompressedTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.internalformat, size, data);
else
glCompressedTexImage2D(gltarget, level, fmt.internalformat, r.w, r.h, 0, size, data);
}
else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME)
glCompressedTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.internalformat, size, data);
}
else
{
if (texType == TEXTURE_2D || texType == TEXTURE_CUBE)
glTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.externalformat, fmt.type, data);
else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME)
glTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.externalformat, fmt.type, data);
}
}
void Texture::generateMipmapsInternal()
{
gl.bindTextureToUnit(this, 0, false);
GLenum gltextype = OpenGL::getGLTextureType(texType);
if (gl.bugs.generateMipmapsRequiresTexture2DEnable)
glEnable(gltextype);
glGenerateMipmap(gltextype);
}
void Texture::readbackInternal(int slice, int mipmap, const Rect &rect, int destwidth, size_t size, void *dest)
{
// Not supported in GL with compressed textures...
if ((GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0) && !isCompressed())
glPixelStorei(GL_PACK_ROW_LENGTH, destwidth);
gl.bindTextureToUnit(this, 0, false);
OpenGL::TextureFormat fmt = gl.convertPixelFormat(format, false);
if (gl.isCopyTextureToBufferSupported())
{
if (isCompressed())
glGetCompressedTextureSubImage(texture, mipmap, rect.x, rect.y, slice, rect.w, rect.h, 1, size, dest);
else
glGetTextureSubImage(texture, mipmap, rect.x, rect.y, slice, rect.w, rect.h, 1, fmt.externalformat, fmt.type, size, dest);
}
else if (fbo)
{
GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getFBO());
if (slice > 0 || mipmap > 0)
{
int layer = texType == TEXTURE_CUBE ? 0 : slice;
int face = texType == TEXTURE_CUBE ? slice : 0;
gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, mipmap, layer, face);
}
glReadPixels(rect.x, rect.y, rect.w, rect.h, fmt.externalformat, fmt.type, dest);
if (slice > 0 || mipmap > 0)
gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, 0, 0, 0);
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
}
if ((GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0) && !isCompressed())
glPixelStorei(GL_PACK_ROW_LENGTH, 0);
}
void Texture::copyFromBuffer(love::graphics::Buffer *source, size_t sourceoffset, int sourcewidth, size_t size, int slice, int mipmap, const Rect &rect)
{
// Higher level code does validation.
GLuint glbuffer = (GLuint) source->getHandle();
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glbuffer);
if (!isCompressed()) // Not supported in GL with compressed textures...
glPixelStorei(GL_UNPACK_ROW_LENGTH, sourcewidth);
// glTexSubImage and friends copy from the active pixel_unpack_buffer by
// treating the pointer as a byte offset.
const uint8 *byteoffset = (const uint8 *)(ptrdiff_t)sourceoffset;
uploadByteData(format, byteoffset, size, mipmap, slice, rect);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
}
void Texture::copyToBuffer(love::graphics::Buffer *dest, int slice, int mipmap, const Rect &rect, size_t destoffset, int destwidth, size_t size)
{
// Higher level code does validation.
GLuint glbuffer = (GLuint) dest->getHandle();
glBindBuffer(GL_PIXEL_PACK_BUFFER, glbuffer);
// glTexSubImage and friends copy to the active PIXEL_PACK_BUFFER by
// treating the pointer as a byte offset.
uint8 *byteoffset = (uint8 *)(ptrdiff_t)destoffset;
readbackInternal(slice, mipmap, rect, destwidth, size, byteoffset);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
void Texture::setSamplerState(const SamplerState &s)
{
if (s.depthSampleMode.hasValue && !gl.isDepthCompareSampleSupported())
throw love::Exception("Depth comparison sampling in shaders is not supported on this system.");
// Base class does common validation and assigns samplerState.
love::graphics::Texture::setSamplerState(s);
auto supportedflags = OpenGL::getPixelFormatUsageFlags(getPixelFormat());
if ((supportedflags & PIXELFORMATUSAGEFLAGS_LINEAR) == 0)
{
samplerState.magFilter = samplerState.minFilter = SamplerState::FILTER_NEAREST;
if (samplerState.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NEAREST;
}
// If we only have limited NPOT support then the wrap mode must be CLAMP.
if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot))
&& (pixelWidth != nextP2(pixelWidth) || pixelHeight != nextP2(pixelHeight) || depth != nextP2(depth)))
{
samplerState.wrapU = samplerState.wrapV = samplerState.wrapW = SamplerState::WRAP_CLAMP;
}
gl.bindTextureToUnit(this, 0, false);
gl.setSamplerState(texType, samplerState);
}
ptrdiff_t Texture::getHandle() const
{
return texture;
}
ptrdiff_t Texture::getRenderTargetHandle() const
{
return renderTarget ? (renderbuffer != 0 ? renderbuffer : texture) : 0;
}
} // opengl
} // graphics
} // love