/** * Copyright (c) 2006-2020 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 "common/Color.h" #include "graphics/Texture.h" #include "graphics/vertex.h" #include "graphics/renderstate.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 { class Resource; class Buffer; 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; /** * 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), }; enum EnableState { ENABLE_BLEND, ENABLE_DEPTH_TEST, ENABLE_STENCIL_TEST, ENABLE_SCISSOR_TEST, ENABLE_FACE_CULL, ENABLE_FRAMEBUFFER_SRGB, ENABLE_MAX_ENUM }; struct TextureFormat { GLenum internalformat = 0; GLenum externalformat = 0; GLenum type = 0; // For depth/stencil formats. GLenum framebufferAttachments[2]; bool swizzled = false; GLint swizzle[4]; }; class TempDebugGroup { public: TempDebugGroup(const char *name); ~TempDebugGroup(); }; struct Stats { 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; /** * Report: Intel HD 4000 on Windows hangs during glClientWaitSync. * I found this when googling the issue: * https://github.com/mjn33/planetgen/commit/235e23873a22e219fffdd9ede706c1051aa0f107 **/ bool clientWaitSyncStalls; /** * glTexStorage on some older AMD/ATI graphics drivers on Windows seems * to break subsequent sub-rectangle glTexSubImage calls after an * initial full-size one (determined after some investigation with an * affected user on Discord.) * https://bitbucket.org/rude/love/issues/1436/bug-with-lovegraphicsprint-on-older-ati * https://github.com/love2d/love/issues/1563 **/ bool texStorageBreaksSubImage; /** * An Android device with an Adreno 630 (supposedly GLES3.2-capable) * fails with GL_INVALID_OPERATION in glTexImage2D if the image is * GL_R8, despite the GLES 3.0 spec mandating support for that format. * It's possible more Adreno GPUs / drivers are affected as well. **/ bool brokenR8PixelFormat; /** * Intel HD Graphics drivers on Windows prior to the HD 2500/4000 have * completely broken sRGB support. * https://github.com/love2d/love/issues/1592 **/ bool brokenSRGB; /** * 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(love::graphics::Graphics *gfx); /** * 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); /** * Set all vertex attribute state. **/ void setVertexAttributes(const VertexAttributes &attributes, const BufferBindings &buffers); /** * Wrapper for glCullFace which eliminates redundant state setting. **/ void setCullMode(CullMode mode); /** * Wrapper for glClearDepth and glClearDepthf. **/ void clearDepth(double value); /** * Sets the OpenGL rendering viewport to the specified rectangle. * The y-coordinate starts at the top. **/ void setViewport(const Rect &v); 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 rtActive); /** * Sets the global point size. **/ void setPointSize(float size); float getPointSize() const; /** * State-tracked version of glEnable. **/ void setEnableState(EnableState state, bool enable); bool isStateEnabled(EnableState state) const; /** * Binds a Framebuffer Object to the specified target. **/ void bindFramebuffer(FramebufferTarget target, GLuint framebuffer); GLuint getFramebuffer(FramebufferTarget target) const; void deleteFramebuffer(GLuint framebuffer); void framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer = 0, int face = 0); /** * Calls glDepthMask. **/ void setDepthWrites(bool enable); bool hasDepthWrites() const; /** * 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(TextureType type) const; /** * Gets the texture ID for love's default texel buffer. **/ GLuint getDefaultTexelBuffer() const { return state.defaultTexelBuffer; } void setDefaultTexelBuffer(GLuint tex) { state.defaultTexelBuffer = tex; } GLuint getDefaultStorageBuffer() const { return state.defaultStorageBuffer; } void setDefaultStorageBuffer(GLuint buf) { state.defaultStorageBuffer = buf; } /** * 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. * @param bindforedit If false, the active texture unit may be left alone. **/ void bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev, bool bindforedit = true); void bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev, bool bindforedit = true); void bindBufferTextureToUnit(GLuint texture, int textureunit, bool restoreprev, bool bindforedit); void bindIndexedBuffer(GLuint buffer, BufferType type, int index); /** * Helper for deleting an OpenGL texture. * Cleans up if the texture is currently bound. **/ void deleteTexture(GLuint texture); /** * Sets sampler state parameters for the currently bound texture. **/ void setSamplerState(TextureType target, SamplerState &s); /** * Equivalent to glTexStorage2D/3D on platforms that support it. Equivalent * to glTexImage2D/3D for all levels and slices of a texture otherwise. * NOTE: this does not handle compressed texture formats. **/ bool rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth = 1); bool isTextureTypeSupported(TextureType type) const; bool isBufferTypeSupported(BufferType type) const; bool isClampZeroOneTextureWrapSupported() const; bool isPixelShaderHighpSupported() const; bool isInstancingSupported() const; bool isDepthCompareSampleSupported() const; bool isSamplerLODBiasSupported() const; bool isBaseVertexSupported() const; bool isMultiFormatMRTSupported() const; /** * Returns the maximum supported width or height of a texture. **/ int getMax2DTextureSize() const; int getMax3DTextureSize() const; int getMaxCubeTextureSize() const; int getMaxTextureLayers() const; /** * Returns the maximum number of values in a texel buffer. **/ int getMaxTexelBufferSize() const; /** * Returns the maximum number of bytes in a shader storage buffer. **/ int getMaxShaderStorageBufferSize() const; /** * Returns the maximum supported number of simultaneous render targets. **/ int getMaxRenderTargets() const; /** * Returns the maximum supported number of MSAA sampless. **/ int getMaxSamples() const; /** * Returns the maximum number of accessible texture units. **/ int getMaxTextureUnits() const; /** * Returns the maximum number of shader storage buffer bindings. **/ int getMaxShaderStorageBufferBindings() 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; float getMaxLODBias() const; /** * Gets whether the context is Core Profile OpenGL 3.2+. **/ bool isCoreProfile() const; /** * Get the GPU vendor of this OpenGL context. **/ Vendor getVendor() const; static GLenum getGLPrimitiveType(PrimitiveType type); static GLenum getGLBufferType(BufferType type); static GLenum getGLIndexDataType(IndexDataType type); static GLenum getGLVertexDataType(DataFormat format, int &components, GLboolean &normalized, bool &intformat); static GLenum getGLBufferUsage(BufferUsage usage); static GLenum getGLTextureType(TextureType type); static GLint getGLWrapMode(SamplerState::WrapMode wmode); static GLint getGLCompareMode(CompareMode mode); static TextureFormat convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB); static bool isTexStorageSupported(); static bool isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, 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; bool baseVertexSupported; float maxAnisotropy; float maxLODBias; int max2DTextureSize; int max3DTextureSize; int maxCubeTextureSize; int maxTextureArrayLayers; int maxTexelBufferSize; int maxShaderStorageBufferSize; int maxRenderTargets; int maxSamples; int maxTextureUnits; int maxShaderStorageBufferBindings; float maxPointSize; bool coreProfile; Vendor vendor; // Tracked OpenGL state. struct { GLuint boundBuffers[BUFFERTYPE_MAX_ENUM]; // Texture unit state (currently bound texture for each texture unit.) std::vector boundTextures[TEXTURE_MAX_ENUM + 1]; std::vector boundIndexedBuffers[BUFFERTYPE_MAX_ENUM]; bool enableState[ENABLE_MAX_ENUM]; GLenum faceCullMode; int curTextureUnit; uint32 enabledAttribArrays; uint32 instancedAttribArrays; Rect viewport; Rect scissor; float pointSize; bool depthWritesEnabled = true; GLuint boundFramebuffers[2]; GLuint defaultTexture[TEXTURE_MAX_ENUM]; GLuint defaultTexelBuffer; GLuint defaultStorageBuffer; } state; }; // OpenGL // OpenGL class instance singleton. extern OpenGL gl; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_OPENGL_OPENGL_H