/** * Copyright (c) 2006-2017 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. **/ // LOVE #include "common/config.h" #include "common/math.h" #include "common/Vector.h" #include "Graphics.h" #include "font/Font.h" #include "StreamBuffer.h" #include "math/MathModule.h" #include "window/Window.h" #include "Buffer.h" #include "Text.h" #include "libraries/xxHash/xxhash.h" // C++ #include #include #include #include // C #include #include #ifdef LOVE_IOS #include #endif namespace love { namespace graphics { namespace opengl { Graphics::Graphics() : quadIndices(nullptr) , windowHasStencil(false) , mainVAO(0) { gl = OpenGL(); states.reserve(10); states.push_back(DisplayState()); auto window = getInstance(M_WINDOW); if (window != nullptr) { window->setGraphics(this); if (window->isOpen()) { int w, h; love::window::WindowSettings settings; window->getWindow(w, h, settings); double dpiW = w; double dpiH = h; window->windowToDPICoords(&dpiW, &dpiH); setMode((int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil); } } } Graphics::~Graphics() { if (quadIndices) delete quadIndices; } const char *Graphics::getName() const { return "love.graphics.opengl"; } love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t size) { return CreateStreamBuffer(type, size); } love::graphics::Image *Graphics::newImage(const Image::Slices &data, const Image::Settings &settings) { return new Image(data, settings); } love::graphics::Image *Graphics::newImage(TextureType textype, PixelFormat format, int width, int height, int slices, const Image::Settings &settings) { return new Image(textype, format, width, height, slices, settings); } love::graphics::SpriteBatch *Graphics::newSpriteBatch(Texture *texture, int size, vertex::Usage usage) { return new SpriteBatch(this, texture, size, usage); } love::graphics::ParticleSystem *Graphics::newParticleSystem(Texture *texture, int size) { return new ParticleSystem(this, texture, size); } love::graphics::Canvas *Graphics::newCanvas(const Canvas::Settings &settings) { return new Canvas(settings); } love::graphics::Shader *Graphics::newShader(const Shader::ShaderSource &source) { return new Shader(source); } love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags) { return new Buffer(size, data, type, usage, mapflags); } love::graphics::Mesh *Graphics::newMesh(const std::vector &vertices, Mesh::DrawMode drawmode, vertex::Usage usage) { return new Mesh(this, vertices, drawmode, usage); } love::graphics::Mesh *Graphics::newMesh(int vertexcount, Mesh::DrawMode drawmode, vertex::Usage usage) { return new Mesh(this, vertexcount, drawmode, usage); } love::graphics::Mesh *Graphics::newMesh(const std::vector &vertexformat, int vertexcount, Mesh::DrawMode drawmode, vertex::Usage usage) { return new Mesh(this, vertexformat, vertexcount, drawmode, usage); } love::graphics::Mesh *Graphics::newMesh(const std::vector &vertexformat, const void *data, size_t datasize, Mesh::DrawMode drawmode, vertex::Usage usage) { return new Mesh(this, vertexformat, data, datasize, drawmode, usage); } love::graphics::Text *Graphics::newText(graphics::Font *font, const std::vector &text) { return new Text(this, font, text); } void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight) { this->width = width; this->height = height; this->pixelWidth = pixelwidth; this->pixelHeight = pixelheight; if (!isCanvasActive()) { // Set the viewport to top-left corner. gl.setViewport({0, 0, pixelwidth, pixelheight}); // Re-apply the scissor if it was active, since the rectangle passed to // glScissor is affected by the viewport dimensions. if (states.back().scissor) setScissor(states.back().scissorRect); // Set up the projection matrix projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0); } } bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil) { this->width = width; this->height = height; this->windowHasStencil = windowhasstencil; // Okay, setup OpenGL. gl.initContext(); if (gl.isCoreProfile()) { glGenVertexArrays(1, &mainVAO); glBindVertexArray(mainVAO); } gl.setupContext(); created = true; setViewportSize(width, height, pixelwidth, pixelheight); // Enable blending glEnable(GL_BLEND); // Auto-generated mipmaps should be the best quality possible if (!gl.isCoreProfile()) glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST); if (!GLAD_ES_VERSION_2_0 && !gl.isCoreProfile()) { // Make sure antialiasing works when set elsewhere glEnable(GL_MULTISAMPLE); // Enable texturing glEnable(GL_TEXTURE_2D); } gl.setTextureUnit(0); // Set pixel row alignment glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // Always enable seamless cubemap filtering when possible. if (GLAD_VERSION_3_2 || GLAD_ARB_seamless_cube_map) glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); // Set whether drawing converts input from linear -> sRGB colorspace. if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB || GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB) { if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) gl.setFramebufferSRGB(isGammaCorrect()); } else setGammaCorrect(false); setDebug(isDebugEnabled()); if (streamBufferState.vb[0] == nullptr) { // Initial sizes that should be good enough for most cases. It will // resize to fit if needed, later. streamBufferState.vb[0] = CreateStreamBuffer(BUFFER_VERTEX, 1024 * 1024 * 1); streamBufferState.vb[1] = CreateStreamBuffer(BUFFER_VERTEX, 256 * 1024 * 1); streamBufferState.indexBuffer = CreateStreamBuffer(BUFFER_INDEX, sizeof(uint16) * LOVE_UINT16_MAX); } // Reload all volatile objects. if (!Volatile::loadAll()) ::printf("Could not reload all volatile objects.\n"); // Create a quad indices object owned by love.graphics, so at least one // QuadIndices object is alive at all times while love.graphics is alive. // This makes sure there aren't too many expensive destruction/creations of // index buffer objects, since the shared index buffer used by QuadIndices // objects is destroyed when the last object is destroyed. if (quadIndices == nullptr) quadIndices = new QuadIndices(this, 20); // Restore the graphics state. restoreState(states.back()); int gammacorrect = isGammaCorrect() ? 1 : 0; Shader::Language target = getShaderLanguageTarget(); // We always need a default shader. for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++) { if (i == Shader::STANDARD_ARRAY && !isSupported(FEATURE_ARRAY_TEXTURE)) continue; if (!Shader::standardShaders[i]) Shader::standardShaders[i] = newShader(defaultShaderCode[i][target][gammacorrect]); } // A shader should always be active, but the default shader shouldn't be // returned by getShader(), so we don't do setShader(defaultShader). if (!Shader::current) Shader::standardShaders[Shader::STANDARD_DEFAULT]->attach(); return true; } void Graphics::unSetMode() { if (!isCreated()) return; flushStreamDraws(); // Unload all volatile objects. These must be reloaded after the display // mode change. Volatile::unloadAll(); for (const auto &pair : framebufferObjects) gl.deleteFramebuffer(pair.second); for (love::graphics::Canvas *c : stencilBuffers) c->release(); framebufferObjects.clear(); stencilBuffers.clear(); if (mainVAO != 0) { glDeleteVertexArrays(1, &mainVAO); mainVAO = 0; } gl.deInitContext(); created = false; } void Graphics::setActive(bool enable) { flushStreamDraws(); // Make sure all pending OpenGL commands have fully executed before // returning, when going from active to inactive. This is required on iOS. if (isCreated() && this->active && !enable) glFinish(); active = enable; } void Graphics::flushStreamDraws() { using namespace vertex; auto &sbstate = streamBufferState; if (sbstate.vertexCount == 0 && sbstate.indexCount == 0) return; love::graphics::Shader *prevdefaultshader = nullptr; if (sbstate.texture.get()) { TextureType textype = sbstate.texture->getTextureType(); if (textype == TEXTURE_2D_ARRAY && Shader::isDefaultActive()) { if (!Shader::standardShaders[Shader::STANDARD_ARRAY]) throw love::Exception("Standard array texture shader has not been initialized!"); prevdefaultshader = Shader::current; Shader::standardShaders[Shader::STANDARD_ARRAY]->attach(); } } OpenGL::TempDebugGroup debuggroup("Stream vertices flush and draw"); uint32 attribs = 0; size_t usedsizes[3] = {0, 0, 0}; for (int i = 0; i < 2; i++) { if (sbstate.formats[i] == CommonFormat::NONE) continue; usedsizes[i] = getFormatStride(sbstate.formats[i]) * sbstate.vertexCount; love::graphics::StreamBuffer *buffer = sbstate.vb[i]; gl.bindBuffer(BUFFER_VERTEX, (GLuint) buffer->getHandle()); size_t offset = buffer->unmap(usedsizes[i]); sbstate.vbMap[i] = StreamBuffer::MapInfo(); gl.setVertexPointers(sbstate.formats[i], offset); attribs |= getFormatFlags(sbstate.formats[i]); } if (attribs == 0) return; GLenum glmode = GL_ZERO; switch (sbstate.primitiveMode) { case PrimitiveMode::TRIANGLES: glmode = GL_TRIANGLES; break; case PrimitiveMode::POINTS: glmode = GL_POINTS; break; } Colorf nc = gl.getConstantColor(); if (attribs & ATTRIBFLAG_COLOR) gl.setConstantColor(Colorf(1.0f, 1.0f, 1.0f, 1.0f)); pushIdentityTransform(); gl.prepareDraw(); gl.bindTextureToUnit(sbstate.texture, 0, false); gl.useVertexAttribArrays(attribs); if (sbstate.indexCount > 0) { usedsizes[2] = sizeof(uint16) * sbstate.indexCount; gl.bindBuffer(BUFFER_INDEX, (GLuint) sbstate.indexBuffer->getHandle()); size_t offset = sbstate.indexBuffer->unmap(usedsizes[2]); sbstate.indexBufferMap = StreamBuffer::MapInfo(); gl.drawElements(glmode, sbstate.indexCount, GL_UNSIGNED_SHORT, BUFFER_OFFSET(offset)); } else gl.drawArrays(glmode, 0, sbstate.vertexCount); for (int i = 0; i < 2; i++) { if (usedsizes[i] > 0) sbstate.vb[i]->markUsed(usedsizes[i]); } if (usedsizes[2] > 0) sbstate.indexBuffer->markUsed(usedsizes[2]); popTransform(); if (attribs & ATTRIB_CONSTANTCOLOR) gl.setConstantColor(nc); streamBufferState.vertexCount = 0; streamBufferState.indexCount = 0; if (prevdefaultshader != nullptr) prevdefaultshader->attach(); } static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/) { // Human-readable strings for the debug info. const char *sourceStr = OpenGL::debugSourceString(source); const char *typeStr = OpenGL::debugTypeString(type); const char *severityStr = OpenGL::debugSeverityString(severity); const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n"; printf(fmt, msg, sourceStr, typeStr, severityStr, id); } void Graphics::setDebug(bool enable) { // Make sure debug output is supported. The AMD ext. is a bit different // so we don't make use of it, since AMD drivers now support KHR_debug. if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output)) return; // TODO: We don't support GL_KHR_debug in GLES yet. if (GLAD_ES_VERSION_2_0) return; // Ugly hack to reduce code duplication. if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug)) { fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB; fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB; } if (!enable) { // Disable the debug callback function. glDebugMessageCallback(nullptr, nullptr); // We can disable debug output entirely with KHR_debug. if (GLAD_VERSION_4_3 || GLAD_KHR_debug) glDisable(GL_DEBUG_OUTPUT); return; } // We don't want asynchronous debug output. glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); glDebugMessageCallback(debugCB, nullptr); // Initially, enable everything. glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE); // Disable messages about deprecated OpenGL functionality. glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE); glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE); if (GLAD_VERSION_4_3 || GLAD_KHR_debug) glEnable(GL_DEBUG_OUTPUT); ::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n"); } void Graphics::setCanvas(const RenderTargets &rts) { DisplayState &state = states.back(); int ncanvases = (int) rts.colors.size(); if (ncanvases == 0 && rts.depthStencil.canvas == nullptr) return setCanvas(); else if (ncanvases == 0) throw love::Exception("At least one color render target is required when using a custom depth/stencil buffer."); const auto &prevRTs = state.renderTargets; if (ncanvases == (int) prevRTs.colors.size()) { bool modified = false; for (int i = 0; i < ncanvases; i++) { if (rts.colors[i].canvas != prevRTs.colors[i].canvas.get() || rts.colors[i].slice != prevRTs.colors[i].slice || rts.colors[i].mipmap != prevRTs.colors[i].mipmap) { modified = true; break; } } if (!modified && (rts.depthStencil.canvas != prevRTs.depthStencil.canvas || rts.depthStencil.slice != prevRTs.depthStencil.slice || rts.depthStencil.mipmap != prevRTs.depthStencil.mipmap)) { modified = true; } if (!modified) return; } if (ncanvases > gl.getMaxRenderTargets()) throw love::Exception("This system can't simultaneously render to %d canvases.", ncanvases); love::graphics::Canvas *firstcanvas = rts.colors[0].canvas; bool multiformatsupported = Canvas::isMultiFormatMultiCanvasSupported(); PixelFormat firstformat = firstcanvas->getPixelFormat(); if (isPixelFormatDepthStencil(firstformat)) throw love::Exception("Depth/stencil format Canvases must be used with the 'depthstencil' field of the table passed into setCanvas."); if (rts.colors[0].mipmap < 0 || rts.colors[0].mipmap >= firstcanvas->getMipmapCount()) throw love::Exception("Invalid mipmap level %d.", rts.colors[0].mipmap + 1); bool hasSRGBcanvas = firstformat == PIXELFORMAT_sRGBA8; int pixelwidth = firstcanvas->getPixelWidth(rts.colors[0].mipmap); int pixelheight = firstcanvas->getPixelHeight(rts.colors[0].mipmap); for (int i = 1; i < ncanvases; i++) { love::graphics::Canvas *c = rts.colors[i].canvas; PixelFormat format = c->getPixelFormat(); int mip = rts.colors[i].mipmap; if (mip < 0 || mip >= c->getMipmapCount()) throw love::Exception("Invalid mipmap level %d.", mip + 1); if (c->getPixelWidth(mip) != pixelwidth || c->getPixelHeight(mip) != pixelheight) throw love::Exception("All canvases must have the same pixel dimensions."); if (!multiformatsupported && format != firstformat) throw love::Exception("This system doesn't support multi-canvas rendering with different canvas formats."); if (c->getRequestedMSAA() != firstcanvas->getRequestedMSAA()) throw love::Exception("All Canvases must have the same MSAA value."); if (isPixelFormatDepthStencil(format)) throw love::Exception("Depth/stencil format Canvases must be used with the 'depthstencil' field of the table passed into setCanvas."); if (format == PIXELFORMAT_sRGBA8) hasSRGBcanvas = true; } if (rts.depthStencil.canvas != nullptr) { love::graphics::Canvas *c = rts.depthStencil.canvas; int mip = rts.depthStencil.mipmap; if (!isPixelFormatDepthStencil(c->getPixelFormat())) throw love::Exception("Only depth/stencil format Canvases can be used with the 'depthstencil' field of the table passed into setCanvas."); if (c->getPixelWidth(mip) != pixelwidth || c->getPixelHeight(mip) != pixelheight) throw love::Exception("All canvases must have the same pixel dimensions."); if (c->getRequestedMSAA() != firstcanvas->getRequestedMSAA()) throw love::Exception("All Canvases must have the same MSAA value."); if (mip < 0 || mip >= c->getMipmapCount()) throw love::Exception("Invalid mipmap level %d.", mip + 1); } OpenGL::TempDebugGroup debuggroup("setCanvas(...)"); endPass(); bindCachedFBO(rts); gl.setViewport({0, 0, pixelwidth, pixelheight}); // Re-apply the scissor if it was active, since the rectangle passed to // glScissor is affected by the viewport dimensions. if (state.scissor) setScissor(state.scissorRect); int w = firstcanvas->getWidth(rts.colors[0].mipmap); int h = firstcanvas->getHeight(rts.colors[0].mipmap); projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h); // Make sure the correct sRGB setting is used when drawing to the canvases. if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (hasSRGBcanvas && !gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(true); else if (!hasSRGBcanvas && gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(false); } RenderTargetsStrongRef refs; refs.colors.reserve(rts.colors.size()); for (auto c : rts.colors) refs.colors.emplace_back(c.canvas, c.slice); refs.depthStencil = RenderTargetStrongRef(rts.depthStencil.canvas, rts.depthStencil.slice); std::swap(state.renderTargets, refs); canvasSwitchCount++; } void Graphics::setCanvas() { DisplayState &state = states.back(); if (state.renderTargets.colors.empty() && state.renderTargets.depthStencil.canvas == nullptr) return; OpenGL::TempDebugGroup debuggroup("setCanvas()"); endPass(); state.renderTargets = RenderTargetsStrongRef(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO()); gl.setViewport({0, 0, pixelWidth, pixelHeight}); // Re-apply the scissor if it was active, since the rectangle passed to // glScissor is affected by the viewport dimensions. if (state.scissor) setScissor(state.scissorRect); // The projection matrix is flipped compared to rendering to a canvas, due // to OpenGL considering (0,0) bottom-left instead of top-left. projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0); if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (isGammaCorrect() && !gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(true); else if (!isGammaCorrect() && gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(false); } canvasSwitchCount++; } void Graphics::endPass() { flushStreamDraws(); auto &rts = states.back().renderTargets; love::graphics::Canvas *depthstencil = rts.depthStencil.canvas.get(); // Discard the stencil buffer if we're using an internal cached one. if (depthstencil == nullptr) discard({}, true); // Resolve MSAA buffers. MSAA is only supported for 2D render targets so we // don't have to worry about resolving to slices. if (rts.colors.size() > 0 && rts.colors[0].canvas->getMSAA() > 1) { int mip = rts.colors[0].mipmap; int w = rts.colors[0].canvas->getPixelWidth(mip); int h = rts.colors[0].canvas->getPixelHeight(mip); for (int i = 0; i < (int) rts.colors.size(); i++) { Canvas *c = (Canvas *) rts.colors[i].canvas.get(); if (!c->isReadable()) continue; glReadBuffer(GL_COLOR_ATTACHMENT0 + i); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, c->getFBO()); if (GLAD_APPLE_framebuffer_multisample) glResolveMultisampleFramebufferAPPLE(); else glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); } } for (const auto &rt : rts.colors) { if (rt.canvas->getMipmapMode() == Canvas::MIPMAPS_AUTO && rt.mipmap == 0) rt.canvas->generateMipmaps(); } int dsmipmap = rts.depthStencil.mipmap; if (depthstencil != nullptr && depthstencil->getMipmapMode() == Canvas::MIPMAPS_AUTO && dsmipmap == 0) depthstencil->generateMipmaps(); } void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth) { if (c.hasValue || stencil.hasValue || depth.hasValue) flushStreamDraws(); GLbitfield flags = 0; if (c.hasValue) { gammaCorrectColor(c.value); glClearColor(c.value.r, c.value.g, c.value.b, c.value.a); flags |= GL_COLOR_BUFFER_BIT; } if (stencil.hasValue) { glClearStencil(stencil.value); flags |= GL_STENCIL_BUFFER_BIT; } if (depth.hasValue) { glClearDepth(depth.value); flags |= GL_DEPTH_BUFFER_BIT; } if (flags != 0) glClear(flags); if (flags != 0 && gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current) { // This seems to be enough to fix the bug for me. Other methods I've // tried (e.g. dummy draws) don't work in all cases. gl.useProgram(0); gl.useProgram((GLuint) Shader::current->getHandle()); } } void Graphics::clear(const std::vector &colors, OptionalInt stencil, OptionalDouble depth) { if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue) return; int ncanvases = (int) states.back().renderTargets.colors.size(); int ncolors = std::min((int) colors.size(), ncanvases); if (ncolors <= 1 && ncanvases <= 1) { if (colors[0].hasValue) clear(colors[0].value, stencil, depth); return; } flushStreamDraws(); bool drawbuffersmodified = false; for (int i = 0; i < ncolors; i++) { if (!colors[i].hasValue) continue; Colorf c = colors[i].value; gammaCorrectColor(c); if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0) { const GLfloat carray[] = {c.r, c.g, c.b, c.a}; glClearBufferfv(GL_COLOR, i, carray); } else { glDrawBuffer(GL_COLOR_ATTACHMENT0 + i); glClearColor(c.r, c.g, c.b, c.a); glClear(GL_COLOR_BUFFER_BIT); drawbuffersmodified = true; } } // Revert to the expected draw buffers once we're done, if glClearBuffer // wasn't supported. if (drawbuffersmodified) { GLenum bufs[MAX_COLOR_RENDER_TARGETS]; for (int i = 0; i < ncanvases; i++) bufs[i] = GL_COLOR_ATTACHMENT0 + i; glDrawBuffers(ncanvases, bufs); } GLbitfield flags = 0; if (stencil.hasValue) { glClearStencil(stencil.value); flags |= GL_STENCIL_BUFFER_BIT; } if (depth.hasValue) { glClearDepth(depth.value); flags |= GL_DEPTH_BUFFER_BIT; } if (flags != 0) glClear(flags); if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current) { // This seems to be enough to fix the bug for me. Other methods I've // tried (e.g. dummy draws) don't work in all cases. gl.useProgram(0); gl.useProgram((GLuint) Shader::current->getHandle()); } } void Graphics::discard(const std::vector &colorbuffers, bool depthstencil) { flushStreamDraws(); discard(OpenGL::FRAMEBUFFER_ALL, colorbuffers, depthstencil); } void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector &colorbuffers, bool depthstencil) { if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer)) return; GLenum gltarget = GL_FRAMEBUFFER; if (target == OpenGL::FRAMEBUFFER_READ) gltarget = GL_READ_FRAMEBUFFER; else if (target == OpenGL::FRAMEBUFFER_DRAW) gltarget = GL_DRAW_FRAMEBUFFER; std::vector attachments; attachments.reserve(colorbuffers.size()); // glDiscardFramebuffer uses different attachment enums for the default FBO. if (!isCanvasActive() && gl.getDefaultFBO() == 0) { if (colorbuffers.size() > 0 && colorbuffers[0]) attachments.push_back(GL_COLOR); if (depthstencil) { attachments.push_back(GL_STENCIL); attachments.push_back(GL_DEPTH); } } else { int rendertargetcount = std::max((int) states.back().renderTargets.colors.size(), 1); for (int i = 0; i < (int) colorbuffers.size(); i++) { if (colorbuffers[i] && i < rendertargetcount) attachments.push_back(GL_COLOR_ATTACHMENT0 + i); } if (depthstencil) { attachments.push_back(GL_STENCIL_ATTACHMENT); attachments.push_back(GL_DEPTH_ATTACHMENT); } } // Hint for the driver that it doesn't need to save these buffers. if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0) glInvalidateFramebuffer(gltarget, (GLint) attachments.size(), &attachments[0]); else if (GLAD_EXT_discard_framebuffer) glDiscardFramebufferEXT(gltarget, (GLint) attachments.size(), &attachments[0]); } void Graphics::bindCachedFBO(const RenderTargets &targets) { RenderTarget hashtargets[MAX_COLOR_RENDER_TARGETS + 1]; int hashcount = 0; for (int i = 0; i < (int) targets.colors.size(); i++) hashtargets[hashcount++] = targets.colors[i]; if (targets.depthStencil.canvas != nullptr) hashtargets[hashcount++] = targets.depthStencil; uint32 hash = XXH32(hashtargets, sizeof(RenderTarget) * hashcount, 0); GLuint fbo = framebufferObjects[hash]; if (fbo != 0) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); } else { int mip = targets.colors[0].mipmap; int w = targets.colors[0].canvas->getPixelWidth(mip); int h = targets.colors[0].canvas->getPixelHeight(mip); int msaa = targets.colors[0].canvas->getMSAA(); int reqmsaa = targets.colors[0].canvas->getRequestedMSAA(); RenderTarget depthstencil = targets.depthStencil; if (depthstencil.canvas == nullptr) { depthstencil.canvas = getCachedStencilBuffer(w, h, reqmsaa); depthstencil.slice = 0; } glGenFramebuffers(1, &fbo); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); int ncolortargets = 0; GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS]; auto attachCanvas = [&](const RenderTarget &rt) { bool renderbuffer = msaa > 1 || !rt.canvas->isReadable(); bool srgb = false; OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.canvas->getPixelFormat(), renderbuffer, srgb); if (fmt.framebufferAttachments[0] == GL_COLOR_ATTACHMENT0) { fmt.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0 + ncolortargets; drawbuffers[ncolortargets] = fmt.framebufferAttachments[0]; ncolortargets++; } GLuint handle = (GLuint) rt.canvas->getRenderTargetHandle(); for (GLenum attachment : fmt.framebufferAttachments) { if (attachment == GL_NONE) continue; else if (renderbuffer) glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, handle); else { TextureType textype = rt.canvas->getTextureType(); int layer = textype == TEXTURE_CUBE ? 0 : rt.slice; int face = textype == TEXTURE_CUBE ? rt.slice : 0; int level = rt.mipmap; gl.framebufferTexture(attachment, textype, handle, level, layer, face); } } }; for (const auto &rt : targets.colors) attachCanvas(rt); if (depthstencil.canvas != nullptr) attachCanvas(depthstencil); if (ncolortargets > 1) glDrawBuffers(ncolortargets, drawbuffers); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { gl.deleteFramebuffer(fbo); const char *sstr = OpenGL::framebufferStatusString(status); throw love::Exception("Could not create Framebuffer Object! %s", sstr); } framebufferObjects[hash] = fbo; } } love::graphics::Canvas *Graphics::getCachedStencilBuffer(int w, int h, int samples) { love::graphics::Canvas *canvas = nullptr; for (love::graphics::Canvas *c : stencilBuffers) { if (c->getPixelWidth() == w && c->getPixelHeight() == h && c->getRequestedMSAA() == samples) { canvas = c; break; } } if (canvas == nullptr) { Canvas::Settings settings; settings.format = PIXELFORMAT_STENCIL8; settings.width = w; settings.height = h; settings.msaa = samples; canvas = newCanvas(settings); stencilBuffers.push_back(canvas); } return canvas; } void Graphics::present(void *screenshotCallbackData) { if (!isActive()) return; if (isCanvasActive()) throw love::Exception("present cannot be called while a Canvas is active."); endPass(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO()); if (!pendingScreenshotCallbacks.empty()) { int w = getPixelWidth(); int h = getPixelHeight(); size_t row = 4 * w; size_t size = row * h; GLubyte *pixels = nullptr; GLubyte *screenshot = nullptr; try { pixels = new GLubyte[size]; screenshot = new GLubyte[size]; } catch (std::exception &) { delete[] pixels; delete[] screenshot; throw love::Exception("Out of memory."); } #ifdef LOVE_IOS SDL_SysWMinfo info = {}; SDL_VERSION(&info.version); SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); if (info.info.uikit.resolveFramebuffer != 0) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, info.info.uikit.resolveFramebuffer); // We need to do an explicit MSAA resolve on iOS, because it uses // GLES FBOs rather than a system framebuffer. if (GLAD_ES_VERSION_3_0) glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); else if (GLAD_APPLE_framebuffer_multisample) glResolveMultisampleFramebufferAPPLE(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_READ, info.info.uikit.resolveFramebuffer); } #endif glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Replace alpha values with full opacity. for (size_t i = 3; i < size; i += 4) pixels[i] = 255; // OpenGL sucks and reads pixels from the lower-left. Let's fix that. GLubyte *src = pixels - row; GLubyte *dst = screenshot + size; for (int i = 0; i < h; ++i) memcpy(dst-=row, src+=row, row); delete[] pixels; auto imagemodule = Module::getInstance(M_IMAGE); for (int i = 0; i < (int) pendingScreenshotCallbacks.size(); i++) { const auto &info = pendingScreenshotCallbacks[i]; image::ImageData *img = nullptr; try { img = imagemodule->newImageData(w, h, PIXELFORMAT_RGBA8, screenshot); } catch (love::Exception &) { delete[] screenshot; info.callback(nullptr, info.ref, nullptr); for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++) { const auto &ninfo = pendingScreenshotCallbacks[j]; ninfo.callback(nullptr, ninfo.ref, nullptr); } pendingScreenshotCallbacks.clear(); throw; } info.callback(img, info.ref, screenshotCallbackData); img->release(); } delete[] screenshot; pendingScreenshotCallbacks.clear(); } #ifdef LOVE_IOS // Hack: SDL's color renderbuffer must be bound when swapBuffers is called. SDL_SysWMinfo info = {}; SDL_VERSION(&info.version); SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer); #endif auto window = getInstance(M_WINDOW); if (window != nullptr) window->swapBuffers(); // Reset the per-frame stat counts. gl.stats.drawCalls = 0; gl.stats.shaderSwitches = 0; canvasSwitchCount = 0; } void Graphics::setScissor(const Rect &rect) { flushStreamDraws(); DisplayState &state = states.back(); glEnable(GL_SCISSOR_TEST); double density = getCurrentPixelDensity(); Rect glrect; glrect.x = (int) (rect.x * density); glrect.y = (int) (rect.y * density); glrect.w = (int) (rect.w * density); glrect.h = (int) (rect.h * density); // OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor. gl.setScissor(glrect, isCanvasActive()); state.scissor = true; state.scissorRect = rect; } void Graphics::setScissor() { if (states.back().scissor) flushStreamDraws(); states.back().scissor = false; glDisable(GL_SCISSOR_TEST); } void Graphics::drawToStencilBuffer(StencilAction action, int value) { if (!isCanvasActive() && !windowHasStencil) throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer."); flushStreamDraws(); writingToStencil = true; // Disable color writes but don't save the state for it. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); GLenum glaction = GL_REPLACE; switch (action) { case STENCIL_REPLACE: default: glaction = GL_REPLACE; break; case STENCIL_INCREMENT: glaction = GL_INCR; break; case STENCIL_DECREMENT: glaction = GL_DECR; break; case STENCIL_INCREMENT_WRAP: glaction = GL_INCR_WRAP; break; case STENCIL_DECREMENT_WRAP: glaction = GL_DECR_WRAP; break; case STENCIL_INVERT: glaction = GL_INVERT; break; } // The stencil test must be enabled in order to write to the stencil buffer. glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, value, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, glaction); } void Graphics::stopDrawToStencilBuffer() { if (!writingToStencil) return; flushStreamDraws(); writingToStencil = false; const DisplayState &state = states.back(); // Revert the color write mask. setColorMask(state.colorMask); // Use the user-set stencil test state when writes are disabled. setStencilTest(state.stencilCompare, state.stencilTestValue); } void Graphics::setStencilTest(CompareMode compare, int value) { if (compare != COMPARE_ALWAYS && !isCanvasActive() && !windowHasStencil) throw love::Exception("The window must have stenciling enabled to use setStencilTest on the main screen."); DisplayState &state = states.back(); if (state.stencilCompare != compare || state.stencilTestValue != value) flushStreamDraws(); state.stencilCompare = compare; state.stencilTestValue = value; if (writingToStencil) return; if (compare == COMPARE_ALWAYS) { glDisable(GL_STENCIL_TEST); return; } /** * OpenGL / GPUs do the comparison in the opposite way that makes sense * for this API. For example, if the compare function is GL_GREATER then the * stencil test will pass if the reference value is greater than the value * in the stencil buffer. With our API it's more intuitive to assume that * setStencilTest(COMPARE_GREATER, 4) will make it pass if the stencil * buffer has a value greater than 4. **/ GLenum glcompare = OpenGL::getGLCompareMode(getReversedCompareMode(compare)); glEnable(GL_STENCIL_TEST); glStencilFunc(glcompare, value, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void Graphics::setStencilTest() { setStencilTest(COMPARE_ALWAYS, 0); } void Graphics::clearStencil(int value) { glClearStencil(value); glClear(GL_STENCIL_BUFFER_BIT); } void Graphics::setColor(Colorf c) { c.r = std::min(std::max(c.r, 0.0f), 1.0f); c.g = std::min(std::max(c.g, 0.0f), 1.0f); c.b = std::min(std::max(c.b, 0.0f), 1.0f); c.a = std::min(std::max(c.a, 0.0f), 1.0f); gl.setConstantColor(c); states.back().color = c; } void Graphics::setColorMask(ColorMask mask) { flushStreamDraws(); glColorMask(mask.r, mask.g, mask.b, mask.a); states.back().colorMask = mask; } void Graphics::setBlendMode(BlendMode mode, BlendAlpha alphamode) { if (mode != states.back().blendMode || alphamode != states.back().blendAlphaMode) flushStreamDraws(); GLenum func = GL_FUNC_ADD; GLenum srcRGB = GL_ONE; GLenum srcA = GL_ONE; GLenum dstRGB = GL_ZERO; GLenum dstA = GL_ZERO; if (mode == BLEND_LIGHTEN || mode == BLEND_DARKEN) { if (!isSupported(FEATURE_LIGHTEN)) throw love::Exception("The 'lighten' and 'darken' blend modes are not supported on this system."); } if (alphamode != BLENDALPHA_PREMULTIPLIED) { const char *modestr = "unknown"; switch (mode) { case BLEND_LIGHTEN: case BLEND_DARKEN: case BLEND_MULTIPLY: getConstant(mode, modestr); throw love::Exception("The '%s' blend mode must be used with premultiplied alpha.", modestr); break; default: break; } } switch (mode) { case BLEND_ALPHA: srcRGB = srcA = GL_ONE; dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA; break; case BLEND_MULTIPLY: srcRGB = srcA = GL_DST_COLOR; dstRGB = dstA = GL_ZERO; break; case BLEND_SUBTRACT: func = GL_FUNC_REVERSE_SUBTRACT; case BLEND_ADD: srcRGB = GL_ONE; srcA = GL_ZERO; dstRGB = dstA = GL_ONE; break; case BLEND_LIGHTEN: func = GL_MAX; break; case BLEND_DARKEN: func = GL_MIN; break; case BLEND_SCREEN: srcRGB = srcA = GL_ONE; dstRGB = dstA = GL_ONE_MINUS_SRC_COLOR; break; case BLEND_REPLACE: case BLEND_NONE: default: srcRGB = srcA = GL_ONE; dstRGB = dstA = GL_ZERO; break; } // We can only do alpha-multiplication when srcRGB would have been unmodified. if (srcRGB == GL_ONE && alphamode == BLENDALPHA_MULTIPLY && mode != BLEND_NONE) srcRGB = GL_SRC_ALPHA; glBlendEquation(func); glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA); states.back().blendMode = mode; states.back().blendAlphaMode = alphamode; } void Graphics::setPointSize(float size) { if (streamBufferState.primitiveMode == vertex::PrimitiveMode::POINTS) flushStreamDraws(); gl.setPointSize(size * getCurrentPixelDensity()); states.back().pointSize = size; } void Graphics::setWireframe(bool enable) { // Not supported in OpenGL ES. if (GLAD_ES_VERSION_2_0) return; flushStreamDraws(); glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL); states.back().wireframe = enable; } Graphics::Renderer Graphics::getRenderer() const { return GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL; } Graphics::RendererInfo Graphics::getRendererInfo() const { RendererInfo info; if (GLAD_ES_VERSION_2_0) info.name = "OpenGL ES"; else info.name = "OpenGL"; const char *str = (const char *) glGetString(GL_VERSION); if (str) info.version = str; else throw love::Exception("Cannot retrieve renderer version information."); str = (const char *) glGetString(GL_VENDOR); if (str) info.vendor = str; else throw love::Exception("Cannot retrieve renderer vendor information."); str = (const char *) glGetString(GL_RENDERER); if (str) info.device = str; else throw love::Exception("Cannot retrieve renderer device information."); return info; } Graphics::Stats Graphics::getStats() const { int drawcalls = gl.stats.drawCalls; if (streamBufferState.vertexCount > 0) drawcalls++; Stats stats; stats.drawCalls = drawcalls; stats.canvasSwitches = canvasSwitchCount; stats.shaderSwitches = gl.stats.shaderSwitches; stats.canvases = Canvas::canvasCount; stats.images = Image::imageCount; stats.fonts = Font::fontCount; stats.textureMemory = gl.stats.textureMemory; return stats; } double Graphics::getSystemLimit(SystemLimit limittype) const { switch (limittype) { case LIMIT_POINT_SIZE: return (double) gl.getMaxPointSize(); case LIMIT_TEXTURE_SIZE: return (double) gl.getMax2DTextureSize(); case LIMIT_TEXTURE_LAYERS: return (double) gl.getMaxTextureLayers(); case LIMIT_VOLUME_TEXTURE_SIZE: return (double) gl.getMax3DTextureSize(); case LIMIT_CUBE_TEXTURE_SIZE: return (double) gl.getMaxCubeTextureSize(); case LIMIT_MULTI_CANVAS: return (double) gl.getMaxRenderTargets(); case LIMIT_CANVAS_MSAA: return (double) gl.getMaxRenderbufferSamples(); case LIMIT_ANISOTROPY: return (double) gl.getMaxAnisotropy(); default: return 0.0; } } bool Graphics::isSupported(Feature feature) const { switch (feature) { case FEATURE_MULTI_CANVAS_FORMATS: return Canvas::isMultiFormatMultiCanvasSupported(); case FEATURE_CLAMP_ZERO: return gl.isClampZeroTextureWrapSupported(); case FEATURE_LIGHTEN: return GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax; case FEATURE_FULL_NPOT: return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot; case FEATURE_PIXEL_SHADER_HIGHP: return gl.isPixelShaderHighpSupported(); case FEATURE_ARRAY_TEXTURE: return gl.isTextureTypeSupported(TEXTURE_2D_ARRAY); case FEATURE_VOLUME_TEXTURE: return gl.isTextureTypeSupported(TEXTURE_VOLUME); case FEATURE_GLSL3: return GLAD_ES_VERSION_3_0 || gl.isCoreProfile(); case FEATURE_INSTANCING: return gl.isInstancingSupported(); default: return false; } } bool Graphics::isCanvasFormatSupported(PixelFormat format) const { return Canvas::isFormatSupported(format); } bool Graphics::isCanvasFormatSupported(PixelFormat format, bool readable) const { return Canvas::isFormatSupported(format, readable); } bool Graphics::isImageFormatSupported(PixelFormat format) const { return Image::isFormatSupported(format); } Shader::Language Graphics::getShaderLanguageTarget() const { if (gl.isCoreProfile()) return Shader::LANGUAGE_GLSL3; else if (GLAD_ES_VERSION_3_0) return Shader::LANGUAGE_ESSL3; else if (GLAD_ES_VERSION_2_0) return Shader::LANGUAGE_ESSL1; else return Shader::LANGUAGE_GLSL1; } } // opengl } // graphics } // love