/** * Copyright (c) 2006-2016 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. **/ #ifndef LOVE_GRAPHICS_OPENGL_OPENGL_H #define LOVE_GRAPHICS_OPENGL_OPENGL_H // LOVE #include "common/config.h" #include "common/int.h" #include "common/math.h" #include "graphics/Color.h" #include "graphics/Texture.h" #include "graphics/vertex.h" #include "common/Matrix.h" // GLAD #include "libraries/glad/gladfuncs.hpp" // C++ #include #include // The last argument to AttribPointer takes a buffer offset casted to a pointer. #define BUFFER_OFFSET(i) ((char *) NULL + (i)) namespace love { namespace graphics { namespace opengl { // Awful, but the library uses the namespace in order to use the functions sanely // with proper autocomplete in IDEs while having name mangling safety - // no clashes with other GL libraries when linking, etc. using namespace glad; // Vertex attribute indices used in shaders by LOVE. The values map to OpenGL // generic vertex attribute indices. enum VertexAttribID { ATTRIB_POS = 0, ATTRIB_TEXCOORD, ATTRIB_COLOR, ATTRIB_CONSTANTCOLOR, ATTRIB_MAX_ENUM }; enum VertexAttribFlags { ATTRIBFLAG_POS = 1 << ATTRIB_POS, ATTRIBFLAG_TEXCOORD = 1 << ATTRIB_TEXCOORD, ATTRIBFLAG_COLOR = 1 << ATTRIB_COLOR, ATTRIBFLAG_CONSTANTCOLOR = 1 << ATTRIB_CONSTANTCOLOR }; /** * Thin layer between OpenGL and the rest of the program. * Internally shadows some OpenGL context state for improved efficiency and * accuracy (compared to glGet etc.) * A class is more convenient and readable than plain namespaced functions, but * typically only one OpenGL object should be used (singleton.) **/ class OpenGL { public: // OpenGL GPU vendors. enum Vendor { VENDOR_AMD, VENDOR_NVIDIA, VENDOR_INTEL, VENDOR_MESA_SOFT, // Software renderer. VENDOR_APPLE, // Software renderer on desktops. VENDOR_MICROSOFT, // Software renderer. VENDOR_IMGTEC, VENDOR_ARM, VENDOR_QUALCOMM, VENDOR_BROADCOM, VENDOR_VIVANTE, VENDOR_UNKNOWN }; enum FramebufferTarget { FRAMEBUFFER_READ = (1 << 0), FRAMEBUFFER_DRAW = (1 << 1), FRAMEBUFFER_ALL = (FRAMEBUFFER_READ | FRAMEBUFFER_DRAW), }; struct TextureFormat { GLenum internalformat = 0; GLenum externalformat = 0; GLenum type = 0; }; class TempDebugGroup { public: #if defined(LOVE_IOS) TempDebugGroup(const char *name) { if (GLAD_EXT_debug_marker) glPushGroupMarkerEXT(0, (const GLchar *) name); } #else TempDebugGroup(const char *) {} #endif #if defined(LOVE_IOS) ~TempDebugGroup() { if (GLAD_EXT_debug_marker) glPopGroupMarkerEXT(); } #endif }; struct Stats { size_t textureMemory; int drawCalls; int shaderSwitches; } stats; struct Bugs { /** * On AMD's Windows (and probably Linux) drivers, * glBindFramebuffer + glClear + glBindFramebuffer + draw(fbo_tex) won't * work unless there's some kind of draw or state change which causes * the driver to update the texture's contents (just drawing the texture * won't always do it, with this driver bug). * Activating shader program 0 and then activating the actual program * seems to always 'fix' it for me. * Bug observed January 2016 with multiple AMD GPUs and driver versions. * https://love2d.org/forums/viewtopic.php?f=4&t=81496 **/ bool clearRequiresDriverTextureStateUpdate; /** * AMD's Windows drivers don't always properly generate mipmaps unless * glEnable(GL_TEXTURE_2D) is called directly before glGenerateMipmap. * This only applies to legacy and Compatibility Profile contexts, of * course. * https://www.opengl.org/wiki/Common_Mistakes#Automatic_mipmap_generation **/ bool generateMipmapsRequiresTexture2DEnable; /** * Other bugs which have workarounds that don't use conditional code at * the moment: * * Kepler nvidia GPUs in at least OS X 10.10 and 10.11 fail to render * geometry with glDrawElements if index data comes from a Buffer Object * and vertex data doesn't. One workaround is to use a CPU-side index * array when there's also a CPU-side vertex array. * https://love2d.org/forums/viewtopic.php?f=4&t=81401&start=10 * * Some android drivers don't seem to initialize the sampler index * values of sampler uniforms in shaders to 0 (which is required by the * GLSL ES specification) when linking the shader program. One * workaround is to always set the values of said sampler uniforms to 0 * just after linking the shader program. * https://love2d.org/forums/viewtopic.php?f=4&t=81458 **/ } bugs; OpenGL(); /** * Initializes the active OpenGL context. **/ bool initContext(); /** * Sets up some required context state based on current and default OpenGL * state. Call this directly after initializing an OpenGL context! **/ void setupContext(); /** * Marks current context state as invalid and deletes OpenGL objects owned * by this class instance. Call this directly before potentially deleting * an OpenGL context! **/ void deInitContext(); /** * Set up necessary state (LOVE-provided shader uniforms, etc.) for drawing. * This *MUST* be called directly before OpenGL drawing functions. **/ void prepareDraw(); /** * State-tracked glBindBuffer. * NOTE: This does not account for multiple VAOs being used! Index buffer * bindings are per-VAO in OpenGL, but this doesn't know about that. **/ void bindBuffer(BufferType type, GLuint buffer); /** * glDeleteBuffers which updates our shadowed state. **/ void deleteBuffer(GLuint buffer); /** * glDrawArrays and glDrawElements which increment the draw-call counter by * themselves. **/ void drawArrays(GLenum mode, GLint first, GLsizei count); void drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices); /** * Sets the enabled vertex attribute arrays based on the specified attribute * bits. Each bit in the uint32 represents an enabled attribute array index. * For example, useVertexAttribArrays(1 << 0) will enable attribute index 0. * See the VertexAttribFlags enum for the standard vertex attributes. * This function *must* be used instead of glEnable/DisableVertexAttribArray. **/ void useVertexAttribArrays(uint32 arraybits); /** * Sets the OpenGL rendering viewport to the specified rectangle. * The y-coordinate starts at the top. **/ void setViewport(const Rect &v, bool canvasActive); /** * Gets the current OpenGL rendering viewport rectangle. **/ Rect getViewport() const; /** * Sets the scissor box to the specified rectangle. * The y-coordinate starts at the top and is flipped internally. **/ void setScissor(const Rect &v, bool canvasActive); /** * Gets the current scissor box (regardless of whether scissoring is enabled.) **/ Rect getScissor() const; /** * Sets the global point size. **/ void setPointSize(float size); /** * Gets the global point size. **/ float getPointSize() const; /** * Calls glEnable/glDisable(GL_FRAMEBUFFER_SRGB). **/ void setFramebufferSRGB(bool enable); /** * Equivalent to glIsEnabled(GL_FRAMEBUFFER_SRGB). **/ bool hasFramebufferSRGB() const; /** * Binds a Framebuffer Object to the specified target. **/ void bindFramebuffer(FramebufferTarget target, GLuint framebuffer); GLuint getFramebuffer(FramebufferTarget target) const; void deleteFramebuffer(GLuint framebuffer); /** * Calls glUseProgram. **/ void useProgram(GLuint program); /** * This will usually be 0 (system drawable), but some platforms require a * non-zero FBO for rendering. **/ GLuint getDefaultFBO() const; /** * Gets the ID for love's default texture (used for "untextured" primitives.) **/ GLuint getDefaultTexture() const; /** * Helper for setting the active texture unit. * * @param textureunit Index in the range of [0, maxtextureunits-1] **/ void setTextureUnit(int textureunit); /** * Helper for binding a texture to a specific texture unit. * * @param textureunit Index in the range of [0, maxtextureunits-1] * @param restoreprev Restore previously bound texture unit when done. **/ void bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev); void bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev); /** * Helper for deleting an OpenGL texture. * Cleans up if the texture is currently bound. **/ void deleteTexture(GLuint texture); /** * Sets the texture filter mode for the currently bound texture. * The anisotropy parameter of the argument is set to the actual amount of * anisotropy that was used. **/ void setTextureFilter(graphics::Texture::Filter &f); /** * Sets the texture wrap mode for the currently bound texture. **/ void setTextureWrap(const graphics::Texture::Wrap &w); bool isClampZeroTextureWrapSupported() const; bool isPixelShaderHighpSupported() const; /** * Returns the maximum supported width or height of a texture. **/ int getMaxTextureSize() const; /** * Returns the maximum supported number of simultaneous render targets. **/ int getMaxRenderTargets() const; /** * Returns the maximum supported number of MSAA samples for renderbuffers. **/ int getMaxRenderbufferSamples() const; /** * Returns the maximum number of accessible texture units. **/ int getMaxTextureUnits() const; /** * Returns the maximum point size. **/ float getMaxPointSize() const; /** * Returns the maximum anisotropic filtering value that can be used for * Texture filtering. **/ float getMaxAnisotropy() const; void updateTextureMemorySize(size_t oldsize, size_t newsize); /** * Get the GPU vendor of this OpenGL context. **/ Vendor getVendor() const; static GLenum getGLBufferType(BufferType type); static GLint getGLWrapMode(Texture::WrapMode wmode); static TextureFormat convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB); static bool isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool isSRGB); static bool hasTextureFilteringSupport(PixelFormat pixelformat); static const char *errorString(GLenum errorcode); static const char *framebufferStatusString(GLenum status); // Get human-readable strings for debug info. static const char *debugSeverityString(GLenum severity); static const char *debugSourceString(GLenum source); static const char *debugTypeString(GLenum type); private: void initVendor(); void initOpenGLFunctions(); void initMaxValues(); void createDefaultTexture(); bool contextInitialized; bool pixelShaderHighpSupported; float maxAnisotropy; int maxTextureSize; int maxRenderTargets; int maxRenderbufferSamples; int maxTextureUnits; float maxPointSize; Vendor vendor; // Tracked OpenGL state. struct { GLuint boundBuffers[BUFFER_MAX_ENUM]; // Texture unit state (currently bound texture for each texture unit.) std::vector boundTextures; // Currently active texture unit. int curTextureUnit; uint32 enabledAttribArrays; Rect viewport; Rect scissor; float pointSize; GLuint boundFramebuffers[2]; bool framebufferSRGBEnabled; GLuint defaultTexture; Matrix4 lastProjectionMatrix; Matrix4 lastTransformMatrix; } state; }; // OpenGL // OpenGL class instance singleton. extern OpenGL gl; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_OPENGL_OPENGL_H