mirror of
https://github.com/love2d/love.git
synced 2026-08-15 15:51:12 +02:00
401 lines
11 KiB
C++
401 lines
11 KiB
C++
/**
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* Copyright (c) 2006-2020 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 "Canvas.h"
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#include "graphics/Graphics.h"
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#include "Graphics.h"
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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 layers, int nb_mips)
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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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bool unusedSRGB = false;
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OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, false, unusedSRGB);
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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 = nb_mips - 1; mip >= 0; mip--)
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{
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int nlayers = layers;
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if (texType == TEXTURE_VOLUME)
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nlayers = std::max(layers >> mip, 1);
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for (int layer = nlayers - 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 (isPixelFormatDepthStencil(format))
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{
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bool hadDepthWrites = gl.hasDepthWrites();
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if (!hadDepthWrites) // glDepthMask also affects glClear.
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gl.setDepthWrites(true);
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gl.clearDepth(1.0);
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glClearStencil(0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (!hadDepthWrites)
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gl.setDepthWrites(hadDepthWrites);
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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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glClear(GL_COLOR_BUFFER_BIT);
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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 bool createRenderbuffer(int width, int height, int &samples, PixelFormat pixelformat, GLuint &buffer)
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{
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int reqsamples = samples;
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bool unusedSRGB = false;
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OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, true, unusedSRGB);
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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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glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
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else
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samples = 0;
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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 && (reqsamples <= 1 || samples > 1))
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{
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if (isPixelFormatDepthStencil(pixelformat))
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{
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bool hadDepthWrites = gl.hasDepthWrites();
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if (!hadDepthWrites) // glDepthMask also affects glClear.
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gl.setDepthWrites(true);
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gl.clearDepth(1.0);
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glClearStencil(0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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if (!hadDepthWrites)
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gl.setDepthWrites(hadDepthWrites);
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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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glClear(GL_COLOR_BUFFER_BIT);
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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 = 0;
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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 == GL_FRAMEBUFFER_COMPLETE;
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}
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Canvas::Canvas(const Settings &settings)
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: love::graphics::Canvas(settings)
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, fbo(0)
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, texture(0)
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, renderbuffer(0)
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, actualSamples(0)
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{
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auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
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if (gfx != nullptr)
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format = gfx->getSizedFormat(format);
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initQuad();
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loadVolatile();
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if (status != GL_FRAMEBUFFER_COMPLETE)
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throw love::Exception("Cannot create Canvas: %s", OpenGL::framebufferStatusString(status));
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}
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Canvas::~Canvas()
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{
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unloadVolatile();
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}
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bool Canvas::loadVolatile()
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{
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if (texture != 0)
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return true;
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OpenGL::TempDebugGroup debuggroup("Canvas load");
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fbo = texture = 0;
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renderbuffer = 0;
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status = GL_FRAMEBUFFER_COMPLETE;
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// getMaxRenderbufferSamples will be 0 on systems that don't support
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// multisampled renderbuffers / don't export FBO multisample extensions.
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actualSamples = std::min(getRequestedMSAA(), gl.getMaxRenderbufferSamples());
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actualSamples = std::max(actualSamples, 0);
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actualSamples = actualSamples == 1 ? 0 : actualSamples;
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if (isReadable())
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{
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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 (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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while (glGetError() != GL_NO_ERROR)
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/* Clear the error buffer. */;
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bool isSRGB = format == PIXELFORMAT_sRGBA8_UNORM;
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if (!gl.rawTexStorage(texType, mipmapCount, format, isSRGB, pixelWidth, pixelHeight, texType == TEXTURE_VOLUME ? depth : layers))
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{
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status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
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return false;
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}
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if (glGetError() != GL_NO_ERROR)
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{
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gl.deleteTexture(texture);
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texture = 0;
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status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
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return false;
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}
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// Create a canvas-local FBO used for glReadPixels as well as MSAA blitting.
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status = createFBO(fbo, texType, format, texture, texType == TEXTURE_VOLUME ? depth : layers, mipmapCount);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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{
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if (fbo != 0)
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{
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gl.deleteFramebuffer(fbo);
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fbo = 0;
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}
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return false;
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}
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}
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if (!isReadable() || actualSamples > 0)
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createRenderbuffer(pixelWidth, pixelHeight, actualSamples, format, renderbuffer);
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int64 memsize = getPixelFormatSize(format) * pixelWidth * pixelHeight;
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if (getMipmapCount() > 1)
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memsize *= 1.33334;
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if (actualSamples > 1 && isReadable())
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memsize += getPixelFormatSize(format) * pixelWidth * pixelHeight * actualSamples;
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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 Canvas::unloadVolatile()
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{
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if (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 Canvas' texture 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->cleanupCanvas(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 Canvas::setSamplerState(const SamplerState &s)
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{
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Texture::setSamplerState(s);
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if (samplerState.depthSampleMode.hasValue && !gl.isDepthCompareSampleSupported())
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throw love::Exception("Depth comparison sampling in shaders is not supported on this system.");
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if (!OpenGL::hasTextureFilteringSupport(getPixelFormat()))
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{
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samplerState.magFilter = samplerState.minFilter = SamplerState::FILTER_NEAREST;
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if (samplerState.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
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samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NEAREST;
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}
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// If we only have limited NPOT support then the wrap mode must be CLAMP.
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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) || depth != nextP2(depth)))
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{
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samplerState.wrapU = samplerState.wrapV = samplerState.wrapW = SamplerState::WRAP_CLAMP;
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}
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gl.bindTextureToUnit(this, 0, false);
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gl.setSamplerState(texType, samplerState);
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}
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ptrdiff_t Canvas::getHandle() const
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{
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return texture;
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}
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love::image::ImageData *Canvas::newImageData(love::image::Image *module, int slice, int mipmap, const Rect &r)
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{
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love::image::ImageData *data = love::graphics::Canvas::newImageData(module, slice, mipmap, r);
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bool isSRGB = false;
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OpenGL::TextureFormat fmt = gl.convertPixelFormat(data->getFormat(), false, isSRGB);
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GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getFBO());
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if (slice > 0 || mipmap > 0)
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{
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int layer = texType == TEXTURE_CUBE ? 0 : slice;
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int face = texType == TEXTURE_CUBE ? slice : 0;
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gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, mipmap, layer, face);
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}
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glReadPixels(r.x, r.y, r.w, r.h, fmt.externalformat, fmt.type, data->getData());
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if (slice > 0 || mipmap > 0)
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gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, 0, 0, 0);
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gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
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return data;
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}
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void Canvas::generateMipmaps()
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{
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if (getMipmapCount() == 1 || getMipmapMode() == MIPMAPS_NONE)
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throw love::Exception("generateMipmaps can only be called on a Canvas which was created with mipmaps enabled.");
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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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bool Canvas::isMultiFormatMultiCanvasSupported()
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{
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return gl.getMaxRenderTargets() > 1 && (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object);
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}
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} // opengl
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} // graphics
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} // love
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