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https://github.com/love2d/love.git
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619 lines
18 KiB
C++
619 lines
18 KiB
C++
/**
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* Copyright (c) 2006-2023 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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#include "Texture.h"
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#include "graphics/Graphics.h"
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#include "Graphics.h"
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#include "Buffer.h"
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#include "common/int.h"
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// STD
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#include <algorithm> // for min/max
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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 createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int mips, int layers, bool clear)
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{
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// get currently bound fbo to reset to it later
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GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
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glGenFramebuffers(1, &framebuffer);
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, framebuffer);
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if (texture != 0)
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{
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if (isPixelFormatDepthStencil(format) && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0))
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{
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// glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3.
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GLenum none = GL_NONE;
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if (GLAD_ES_VERSION_3_0)
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glDrawBuffers(1, &none);
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else
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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}
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OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, false);
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int faces = texType == TEXTURE_CUBE ? 6 : 1;
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// Make sure all faces and layers of the texture are initialized to
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// transparent black. This is unfortunately probably pretty slow for
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// 2D-array and 3D textures with a lot of layers...
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for (int mip = mips - 1; mip >= 0; mip--)
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{
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for (int layer = layers - 1; layer >= 0; layer--)
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{
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for (int face = faces - 1; face >= 0; face--)
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{
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for (GLenum attachment : fmt.framebufferAttachments)
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{
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if (attachment == GL_NONE)
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continue;
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gl.framebufferTexture(attachment, texType, texture, mip, layer, face);
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}
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if (clear && isPixelFormatInteger(format))
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{
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PixelFormatType datatype = getPixelFormatInfo(format).dataType;
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if (datatype == PIXELFORMATTYPE_SINT)
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{
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const GLint carray[] = { 0, 0, 0, 0 };
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glClearBufferiv(GL_COLOR, 0, carray);
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}
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else
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{
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const GLuint carray[] = { 0, 0, 0, 0 };
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glClearBufferuiv(GL_COLOR, 0, carray);
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}
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}
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else if (clear)
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{
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bool ds = isPixelFormatDepthStencil(format);
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GLbitfield clearflags = ds ? GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT : GL_COLOR_BUFFER_BIT;
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OpenGL::CleanClearState cleanClearState(clearflags);
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if (ds)
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{
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gl.clearDepth(1.0);
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glClearStencil(0);
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}
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else
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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}
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glClear(clearflags);
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}
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}
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}
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}
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}
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
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return status;
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}
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static GLenum newRenderbuffer(int width, int height, int &samples, PixelFormat pixelformat, GLuint &buffer)
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{
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OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, true);
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GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
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// Temporary FBO used to clear the renderbuffer.
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GLuint fbo = 0;
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glGenFramebuffers(1, &fbo);
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
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if (isPixelFormatDepthStencil(pixelformat) && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0))
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{
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// glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3.
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GLenum none = GL_NONE;
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if (GLAD_ES_VERSION_3_0)
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glDrawBuffers(1, &none);
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else
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glDrawBuffer(GL_NONE);
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glReadBuffer(GL_NONE);
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}
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glGenRenderbuffers(1, &buffer);
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glBindRenderbuffer(GL_RENDERBUFFER, buffer);
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if (samples > 1)
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glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, fmt.internalformat, width, height);
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else
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glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, width, height);
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for (GLenum attachment : fmt.framebufferAttachments)
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{
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if (attachment != GL_NONE)
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, buffer);
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}
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if (samples > 1)
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{
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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
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samples = std::max(1, samples);
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}
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if (status == GL_FRAMEBUFFER_COMPLETE)
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{
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if (isPixelFormatInteger(pixelformat))
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{
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PixelFormatType datatype = getPixelFormatInfo(pixelformat).dataType;
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if (datatype == PIXELFORMATTYPE_SINT)
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{
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const GLint carray[] = { 0, 0, 0, 0 };
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glClearBufferiv(GL_COLOR, 0, carray);
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}
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else
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{
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const GLuint carray[] = { 0, 0, 0, 0 };
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glClearBufferuiv(GL_COLOR, 0, carray);
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}
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}
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else
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{
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bool ds = isPixelFormatDepthStencil(pixelformat);
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GLbitfield clearflags = ds ? GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT : GL_COLOR_BUFFER_BIT;
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OpenGL::CleanClearState cleanClearState(clearflags);
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if (ds)
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{
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gl.clearDepth(1.0);
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glClearStencil(0);
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}
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else
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{
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// Initialize the buffer to transparent black.
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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}
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glClear(clearflags);
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}
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}
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else
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{
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glDeleteRenderbuffers(1, &buffer);
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buffer = 0;
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samples = 1;
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}
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
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gl.deleteFramebuffer(fbo);
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return status;
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}
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Texture::Texture(love::graphics::Graphics *gfx, const Settings &settings, const Slices *data)
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: love::graphics::Texture(gfx, settings, data)
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, slices(settings.type)
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, fbo(0)
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, texture(0)
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, renderbuffer(0)
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, framebufferStatus(GL_FRAMEBUFFER_COMPLETE)
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, textureGLError(GL_NO_ERROR)
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, actualSamples(1)
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{
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if (data != nullptr)
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slices = *data;
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if (!loadVolatile())
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{
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if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
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throw love::Exception("Cannot create Texture (OpenGL framebuffer error: %s)", OpenGL::framebufferStatusString(framebufferStatus));
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if (textureGLError != GL_NO_ERROR)
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throw love::Exception("Cannot create Texture (OpenGL error: %s)", OpenGL::errorString(textureGLError));
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}
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// ImageData is referenced by the first loadVolatile call, but we don't
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// hang on to it after that so we can save memory.
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slices.clear();
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}
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Texture::~Texture()
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{
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unloadVolatile();
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}
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void Texture::createTexture()
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{
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// The base class handles some validation. For example, if ImageData is
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// given then it must exist for all mip levels, a render target can't use
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// a compressed format, etc.
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glGenTextures(1, &texture);
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gl.bindTextureToUnit(this, 0, false);
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GLenum gltype = OpenGL::getGLTextureType(texType);
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if (renderTarget && GLAD_ANGLE_texture_usage)
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glTexParameteri(gltype, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
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setSamplerState(samplerState);
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int mipcount = getMipmapCount();
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int slicecount = 1;
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if (texType == TEXTURE_VOLUME)
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slicecount = getDepth();
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else if (texType == TEXTURE_2D_ARRAY)
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slicecount = getLayerCount();
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else if (texType == TEXTURE_CUBE)
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slicecount = 6;
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// For a couple flimsy reasons, we don't initialize the texture here if it's
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// compressed. I need to verify that getPixelFormatSliceSize will return the
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// correct value for all compressed texture formats, and I also vaguely
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// remember some driver issues on some old Android systems, maybe...
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// For now, the base class enforces data on init for compressed textures.
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if (!isCompressed())
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gl.rawTexStorage(texType, mipcount, format, pixelWidth, pixelHeight, texType == TEXTURE_VOLUME ? depth : layers);
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// rawTexStorage handles this for uncompressed textures.
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if (isCompressed() && (GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0))
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glTexParameteri(gltype, GL_TEXTURE_MAX_LEVEL, mipcount - 1);
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int w = pixelWidth;
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int h = pixelHeight;
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int d = depth;
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OpenGL::TextureFormat fmt = gl.convertPixelFormat(format, false);
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for (int mip = 0; mip < mipcount; mip++)
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{
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if (isCompressed() && (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME))
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{
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int slicecount = slices.getSliceCount(mip);
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size_t mipsize = 0;
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for (int slice = 0; slice < slicecount; slice++)
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{
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auto id = slices.get(slice, mip);
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if (id != nullptr)
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mipsize += id->getSize();
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}
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if (mipsize > 0)
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glCompressedTexImage3D(gltype, mip, fmt.internalformat, w, h, slicecount, 0, mipsize, nullptr);
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}
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for (int slice = 0; slice < slicecount; slice++)
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{
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love::image::ImageDataBase *id = slices.get(slice, mip);
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if (id != nullptr)
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uploadImageData(id, mip, slice, 0, 0);
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}
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w = std::max(w / 2, 1);
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h = std::max(h / 2, 1);
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if (texType == TEXTURE_VOLUME)
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d = std::max(d / 2, 1);
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}
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bool hasdata = slices.get(0, 0) != nullptr;
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// All mipmap levels need to be initialized - for color formats we can clear
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// the base mip and use glGenerateMipmap after that's done. Depth and
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// stencil formats don't always support glGenerateMipmap so we need to
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// individually clear each mip level in that case. We avoid doing that for
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// color formats because of an Intel driver bug:
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// https://github.com/love2d/love/issues/1585
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int clearmips = 1;
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if (isPixelFormatDepthStencil(format))
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clearmips = mipmapCount;
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// Create a local FBO used for glReadPixels as well as MSAA blitting.
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if (isRenderTarget())
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{
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bool clear = !hasdata;
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int slices = texType == TEXTURE_VOLUME ? depth : layers;
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framebufferStatus = createFBO(fbo, texType, format, texture, clearmips, slices, clear);
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}
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else if (!hasdata)
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{
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// Initialize all slices to transparent black.
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for (int mip = 0; mip < clearmips; mip++)
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{
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int mipw = getPixelWidth(mip);
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int miph = getPixelHeight(mip);
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std::vector<uint8> emptydata(getPixelFormatSliceSize(format, mipw, miph));
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Rect r = {0, 0, mipw, miph};
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int slices = texType == TEXTURE_VOLUME ? getDepth(mip) : layers;
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slices = texType == TEXTURE_CUBE ? 6 : slices;
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for (int i = 0; i < slices; i++)
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uploadByteData(format, emptydata.data(), emptydata.size(), mip, i, r);
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}
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}
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// Non-readable textures can't have mipmaps (enforced in the base class),
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// so generateMipmaps here is fine - when they aren't already initialized.
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if (clearmips < mipmapCount && slices.getMipmapCount() <= 1 && getMipmapsMode() != MIPMAPS_NONE)
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generateMipmaps();
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}
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bool Texture::loadVolatile()
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{
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if (texture != 0 || renderbuffer != 0)
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return true;
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OpenGL::TempDebugGroup debuggroup("Texture load");
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// NPOT textures don't support mipmapping without full NPOT support.
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if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot))
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&& (pixelWidth != nextP2(pixelWidth) || pixelHeight != nextP2(pixelHeight)))
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{
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mipmapCount = 1;
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samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NONE;
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}
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actualSamples = std::max(1, std::min(getRequestedMSAA(), gl.getMaxSamples()));
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while (glGetError() != GL_NO_ERROR); // Clear errors.
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framebufferStatus = GL_FRAMEBUFFER_COMPLETE;
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textureGLError = GL_NO_ERROR;
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if (isReadable())
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createTexture();
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if (framebufferStatus == GL_FRAMEBUFFER_COMPLETE && (!isReadable() || actualSamples > 1))
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framebufferStatus = newRenderbuffer(pixelWidth, pixelHeight, actualSamples, format, renderbuffer);
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textureGLError = glGetError();
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if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE || textureGLError != GL_NO_ERROR)
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{
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unloadVolatile();
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return false;
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}
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int64 memsize = 0;
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for (int mip = 0; mip < getMipmapCount(); mip++)
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{
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int w = getPixelWidth(mip);
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int h = getPixelHeight(mip);
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int slices = getDepth(mip) * layers * (texType == TEXTURE_CUBE ? 6 : 1);
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memsize += getPixelFormatSliceSize(format, w, h) * slices;
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}
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if (actualSamples > 1 && isReadable())
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{
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int slices = depth * layers * (texType == TEXTURE_CUBE ? 6 : 1);
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memsize += getPixelFormatSliceSize(format, pixelWidth, pixelHeight) * slices * actualSamples;
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}
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else if (actualSamples > 1)
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memsize *= actualSamples;
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setGraphicsMemorySize(memsize);
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return true;
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}
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void Texture::unloadVolatile()
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{
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if (isRenderTarget() && (fbo != 0 || renderbuffer != 0 || texture != 0))
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{
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// This is a bit ugly, but we need some way to destroy the cached FBO
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// when this texture's GL object is destroyed.
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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if (gfx != nullptr)
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gfx->cleanupRenderTexture(this);
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}
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if (fbo != 0)
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gl.deleteFramebuffer(fbo);
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if (renderbuffer != 0)
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glDeleteRenderbuffers(1, &renderbuffer);
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if (texture != 0)
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gl.deleteTexture(texture);
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fbo = 0;
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renderbuffer = 0;
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texture = 0;
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setGraphicsMemorySize(0);
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}
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void Texture::uploadByteData(PixelFormat pixelformat, const void *data, size_t size, int level, int slice, const Rect &r)
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{
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OpenGL::TempDebugGroup debuggroup("Texture data upload");
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gl.bindTextureToUnit(this, 0, false);
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OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, false);
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GLenum gltarget = OpenGL::getGLTextureType(texType);
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if (texType == TEXTURE_CUBE)
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gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
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if (isPixelFormatCompressed(pixelformat))
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{
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if (texType == TEXTURE_2D || texType == TEXTURE_CUBE)
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{
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// Possible issues on some very old drivers if TexSubImage is used.
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if (r.x != 0 || r.y != 0 || r.w != getPixelWidth(level) || r.h != getPixelHeight(level))
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glCompressedTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.internalformat, size, data);
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else
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glCompressedTexImage2D(gltarget, level, fmt.internalformat, r.w, r.h, 0, size, data);
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}
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else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME)
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glCompressedTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.internalformat, size, data);
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}
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else
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{
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if (texType == TEXTURE_2D || texType == TEXTURE_CUBE)
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glTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.externalformat, fmt.type, data);
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else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME)
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glTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.externalformat, fmt.type, data);
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}
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}
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void Texture::generateMipmapsInternal()
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{
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gl.bindTextureToUnit(this, 0, false);
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GLenum gltextype = OpenGL::getGLTextureType(texType);
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if (gl.bugs.generateMipmapsRequiresTexture2DEnable)
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glEnable(gltextype);
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glGenerateMipmap(gltextype);
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}
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void Texture::readbackInternal(int slice, int mipmap, const Rect &rect, int destwidth, size_t size, void *dest)
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{
|
|
// 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
|