/** * Copyright (c) 2006-2022 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. **/ #include "Texture.h" #include "graphics/Graphics.h" #include "Graphics.h" #include "Buffer.h" #include "common/int.h" // STD #include // for min/max namespace love { namespace graphics { namespace opengl { static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int mips, int layers, bool clear) { // get currently bound fbo to reset to it later GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL); glGenFramebuffers(1, &framebuffer); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, framebuffer); if (texture != 0) { if (isPixelFormatDepthStencil(format) && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0)) { // glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3. GLenum none = GL_NONE; if (GLAD_ES_VERSION_3_0) glDrawBuffers(1, &none); else glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); } bool unusedSRGB = false; OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, false, unusedSRGB); int faces = texType == TEXTURE_CUBE ? 6 : 1; // Make sure all faces and layers of the texture are initialized to // transparent black. This is unfortunately probably pretty slow for // 2D-array and 3D textures with a lot of layers... for (int mip = mips - 1; mip >= 0; mip--) { for (int layer = layers - 1; layer >= 0; layer--) { for (int face = faces - 1; face >= 0; face--) { for (GLenum attachment : fmt.framebufferAttachments) { if (attachment == GL_NONE) continue; gl.framebufferTexture(attachment, texType, texture, mip, layer, face); } if (clear) { if (isPixelFormatDepthStencil(format)) { bool hadDepthWrites = gl.hasDepthWrites(); if (!hadDepthWrites) // glDepthMask also affects glClear. gl.setDepthWrites(true); uint32 stencilwrite = gl.getStencilWriteMask(); if (stencilwrite != LOVE_UINT32_MAX) gl.setStencilWriteMask(LOVE_UINT32_MAX); gl.clearDepth(1.0); glClearStencil(0); glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); if (!hadDepthWrites) gl.setDepthWrites(hadDepthWrites); if (stencilwrite != LOVE_UINT32_MAX) gl.setStencilWriteMask(stencilwrite); } else { glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); } } } } } } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo); return status; } static GLenum newRenderbuffer(int width, int height, int &samples, PixelFormat pixelformat, GLuint &buffer) { bool unusedSRGB = false; OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, true, unusedSRGB); GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL); // Temporary FBO used to clear the renderbuffer. GLuint fbo = 0; glGenFramebuffers(1, &fbo); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); if (isPixelFormatDepthStencil(pixelformat) && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0)) { // glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3. GLenum none = GL_NONE; if (GLAD_ES_VERSION_3_0) glDrawBuffers(1, &none); else glDrawBuffer(GL_NONE); glReadBuffer(GL_NONE); } glGenRenderbuffers(1, &buffer); glBindRenderbuffer(GL_RENDERBUFFER, buffer); if (samples > 1) glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, fmt.internalformat, width, height); else glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, width, height); for (GLenum attachment : fmt.framebufferAttachments) { if (attachment != GL_NONE) glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, buffer); } if (samples > 1) { glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples); samples = std::max(1, samples); } glBindRenderbuffer(GL_RENDERBUFFER, 0); GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status == GL_FRAMEBUFFER_COMPLETE) { if (isPixelFormatDepthStencil(pixelformat)) { bool hadDepthWrites = gl.hasDepthWrites(); if (!hadDepthWrites) // glDepthMask also affects glClear. gl.setDepthWrites(true); gl.clearDepth(1.0); glClearStencil(0); glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); if (!hadDepthWrites) gl.setDepthWrites(hadDepthWrites); } else { // Initialize the buffer to transparent black. glClearColor(0.0f, 0.0f, 0.0f, 0.0f); glClear(GL_COLOR_BUFFER_BIT); } } else { glDeleteRenderbuffers(1, &buffer); buffer = 0; samples = 1; } gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo); gl.deleteFramebuffer(fbo); return status; } Texture::Texture(love::graphics::Graphics *gfx, const Settings &settings, const Slices *data) : love::graphics::Texture(gfx, settings, data) , slices(settings.type) , fbo(0) , texture(0) , renderbuffer(0) , framebufferStatus(GL_FRAMEBUFFER_COMPLETE) , textureGLError(GL_NO_ERROR) , actualSamples(1) { if (data != nullptr) slices = *data; if (!loadVolatile()) { if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE) throw love::Exception("Cannot create Texture (OpenGL framebuffer error: %s)", OpenGL::framebufferStatusString(framebufferStatus)); if (textureGLError != GL_NO_ERROR) throw love::Exception("Cannot create Texture (OpenGL error: %s)", OpenGL::errorString(textureGLError)); } // ImageData is referenced by the first loadVolatile call, but we don't // hang on to it after that so we can save memory. slices.clear(); } Texture::~Texture() { unloadVolatile(); } void Texture::createTexture() { // The base class handles some validation. For example, if ImageData is // given then it must exist for all mip levels, a render target can't use // a compressed format, etc. glGenTextures(1, &texture); gl.bindTextureToUnit(this, 0, false); // Use a default texture if the size is too big for the system. // validateDimensions is also called in the base class for RTs and // non-readable textures. if (!renderTarget && !validateDimensions(false)) { usingDefaultTexture = true; setSamplerState(samplerState); bool isSRGB = false; gl.rawTexStorage(texType, 1, PIXELFORMAT_RGBA8_UNORM, isSRGB, 2, 2, 1); // A nice friendly checkerboard to signify invalid textures... GLubyte px[] = {0xFF,0xFF,0xFF,0xFF, 0xFF,0xA0,0xA0,0xFF, 0xFF,0xA0,0xA0,0xFF, 0xFF,0xFF,0xFF,0xFF}; int slices = texType == TEXTURE_CUBE ? 6 : 1; Rect rect = {0, 0, 2, 2}; for (int slice = 0; slice < slices; slice++) uploadByteData(PIXELFORMAT_RGBA8_UNORM, px, sizeof(px), 0, slice, rect); return; } GLenum gltype = OpenGL::getGLTextureType(texType); if (renderTarget && GLAD_ANGLE_texture_usage) glTexParameteri(gltype, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE); setSamplerState(samplerState); int mipcount = getMipmapCount(); int slicecount = 1; if (texType == TEXTURE_VOLUME) slicecount = getDepth(); else if (texType == TEXTURE_2D_ARRAY) slicecount = getLayerCount(); else if (texType == TEXTURE_CUBE) slicecount = 6; // For a couple flimsy reasons, we don't initialize the texture here if it's // compressed. I need to verify that getPixelFormatSliceSize will return the // correct value for all compressed texture formats, and I also vaguely // remember some driver issues on some old Android systems, maybe... // For now, the base class enforces data on init for compressed textures. if (!isCompressed()) gl.rawTexStorage(texType, mipcount, format, sRGB, pixelWidth, pixelHeight, texType == TEXTURE_VOLUME ? depth : layers); int w = pixelWidth; int h = pixelHeight; int d = depth; OpenGL::TextureFormat fmt = gl.convertPixelFormat(format, false, sRGB); for (int mip = 0; mip < mipcount; mip++) { if (isCompressed() && (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME)) { int slicecount = slices.getSliceCount(mip); size_t mipsize = 0; for (int slice = 0; slice < slicecount; slice++) { auto id = slices.get(slice, mip); if (id != nullptr) mipsize += id->getSize(); } if (mipsize > 0) glCompressedTexImage3D(gltype, mip, fmt.internalformat, w, h, slicecount, 0, mipsize, nullptr); } for (int slice = 0; slice < slicecount; slice++) { love::image::ImageDataBase *id = slices.get(slice, mip); if (id != nullptr) uploadImageData(id, mip, slice, 0, 0); } w = std::max(w / 2, 1); h = std::max(h / 2, 1); if (texType == TEXTURE_VOLUME) d = std::max(d / 2, 1); } bool hasdata = slices.get(0, 0) != nullptr; // All mipmap levels need to be initialized - for color formats we can clear // the base mip and use glGenerateMipmap after that's done. Depth and // stencil formats don't always support glGenerateMipmap so we need to // individually clear each mip level in that case. We avoid doing that for // color formats because of an Intel driver bug: // https://github.com/love2d/love/issues/1585 int clearmips = 1; if (isPixelFormatDepthStencil(format)) clearmips = mipmapCount; // Create a local FBO used for glReadPixels as well as MSAA blitting. if (isRenderTarget()) { bool clear = !hasdata; int slices = texType == TEXTURE_VOLUME ? depth : layers; framebufferStatus = createFBO(fbo, texType, format, texture, clearmips, slices, clear); } else if (!hasdata) { // Initialize all slices to transparent black. for (int mip = 0; mip < clearmips; mip++) { int mipw = getPixelWidth(mip); int miph = getPixelHeight(mip); std::vector emptydata(getPixelFormatSliceSize(format, mipw, miph)); Rect r = {0, 0, mipw, miph}; int slices = texType == TEXTURE_VOLUME ? getDepth(mip) : layers; slices = texType == TEXTURE_CUBE ? 6 : slices; for (int i = 0; i < slices; i++) uploadByteData(format, emptydata.data(), emptydata.size(), mip, i, r); } } // Non-readable textures can't have mipmaps (enforced in the base class), // so generateMipmaps here is fine - when they aren't already initialized. if (clearmips < mipmapCount && slices.getMipmapCount() <= 1 && getMipmapsMode() != MIPMAPS_NONE) generateMipmaps(); } bool Texture::loadVolatile() { if (texture != 0 || renderbuffer != 0) return true; OpenGL::TempDebugGroup debuggroup("Texture load"); // NPOT textures don't support mipmapping without full NPOT support. if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot)) && (pixelWidth != nextP2(pixelWidth) || pixelHeight != nextP2(pixelHeight))) { mipmapCount = 1; samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NONE; } actualSamples = std::max(1, std::min(getRequestedMSAA(), gl.getMaxSamples())); while (glGetError() != GL_NO_ERROR); // Clear errors. framebufferStatus = GL_FRAMEBUFFER_COMPLETE; textureGLError = GL_NO_ERROR; if (isReadable()) createTexture(); if (!usingDefaultTexture && framebufferStatus == GL_FRAMEBUFFER_COMPLETE && (!isReadable() || actualSamples > 1)) { framebufferStatus = newRenderbuffer(pixelWidth, pixelHeight, actualSamples, format, renderbuffer); } textureGLError = glGetError(); if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE || textureGLError != GL_NO_ERROR) { unloadVolatile(); return false; } int64 memsize = 0; for (int mip = 0; mip < getMipmapCount(); mip++) { int w = getPixelWidth(mip); int h = getPixelHeight(mip); int slices = getDepth(mip) * layers * (texType == TEXTURE_CUBE ? 6 : 1); memsize += getPixelFormatSliceSize(format, w, h) * slices; } if (actualSamples > 1 && isReadable()) { int slices = depth * layers * (texType == TEXTURE_CUBE ? 6 : 1); memsize += getPixelFormatSliceSize(format, pixelWidth, pixelHeight) * slices * actualSamples; } else if (actualSamples > 1) memsize *= actualSamples; setGraphicsMemorySize(memsize); usingDefaultTexture = false; return true; } void Texture::unloadVolatile() { if (isRenderTarget() && (fbo != 0 || renderbuffer != 0 || texture != 0)) { // This is a bit ugly, but we need some way to destroy the cached FBO // when this texture's GL object is destroyed. auto gfx = Module::getInstance(Module::M_GRAPHICS); if (gfx != nullptr) gfx->cleanupRenderTexture(this); } if (fbo != 0) gl.deleteFramebuffer(fbo); if (renderbuffer != 0) glDeleteRenderbuffers(1, &renderbuffer); if (texture != 0) gl.deleteTexture(texture); fbo = 0; renderbuffer = 0; texture = 0; setGraphicsMemorySize(0); } void Texture::uploadByteData(PixelFormat pixelformat, const void *data, size_t size, int level, int slice, const Rect &r) { OpenGL::TempDebugGroup debuggroup("Texture data upload"); gl.bindTextureToUnit(this, 0, false); OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, false, sRGB); GLenum gltarget = OpenGL::getGLTextureType(texType); if (texType == TEXTURE_CUBE) gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice; if (isPixelFormatCompressed(pixelformat)) { if (texType == TEXTURE_2D || texType == TEXTURE_CUBE) { // Possible issues on some very old drivers if TexSubImage is used. if (r.x != 0 || r.y != 0 || r.w != getPixelWidth(level) || r.h != getPixelHeight(level)) glCompressedTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.internalformat, size, data); else glCompressedTexImage2D(gltarget, level, fmt.internalformat, r.w, r.h, 0, size, data); } else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME) glCompressedTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.internalformat, size, data); } else { if (texType == TEXTURE_2D || texType == TEXTURE_CUBE) glTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.externalformat, fmt.type, data); else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME) glTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.externalformat, fmt.type, data); } } void Texture::generateMipmapsInternal() { gl.bindTextureToUnit(this, 0, false); GLenum gltextype = OpenGL::getGLTextureType(texType); if (gl.bugs.generateMipmapsRequiresTexture2DEnable) glEnable(gltextype); glGenerateMipmap(gltextype); } void Texture::readbackInternal(int slice, int mipmap, const Rect &rect, int destwidth, size_t size, void *dest) { // Not supported in GL with compressed textures... if ((GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0) && !isCompressed()) glPixelStorei(GL_PACK_ROW_LENGTH, destwidth); gl.bindTextureToUnit(this, 0, false); bool isSRGB = false; OpenGL::TextureFormat fmt = gl.convertPixelFormat(format, false, isSRGB); if (gl.isCopyTextureToBufferSupported()) { if (isCompressed()) glGetCompressedTextureSubImage(texture, mipmap, rect.x, rect.y, slice, rect.w, rect.h, 1, size, dest); else glGetTextureSubImage(texture, mipmap, rect.x, rect.y, slice, rect.w, rect.h, 1, fmt.externalformat, fmt.type, size, dest); } else if (fbo) { GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getFBO()); if (slice > 0 || mipmap > 0) { int layer = texType == TEXTURE_CUBE ? 0 : slice; int face = texType == TEXTURE_CUBE ? slice : 0; gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, mipmap, layer, face); } glReadPixels(rect.x, rect.y, rect.w, rect.h, fmt.externalformat, fmt.type, dest); if (slice > 0 || mipmap > 0) gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, 0, 0, 0); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo); } if ((GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0) && !isCompressed()) glPixelStorei(GL_PACK_ROW_LENGTH, 0); } void Texture::copyFromBuffer(love::graphics::Buffer *source, size_t sourceoffset, int sourcewidth, size_t size, int slice, int mipmap, const Rect &rect) { // Higher level code does validation. GLuint glbuffer = (GLuint) source->getHandle(); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glbuffer); if (!isCompressed()) // Not supported in GL with compressed textures... glPixelStorei(GL_UNPACK_ROW_LENGTH, sourcewidth); // glTexSubImage and friends copy from the active pixel_unpack_buffer by // treating the pointer as a byte offset. const uint8 *byteoffset = (const uint8 *)(ptrdiff_t)sourceoffset; uploadByteData(format, byteoffset, size, mipmap, slice, rect); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0); } void Texture::copyToBuffer(love::graphics::Buffer *dest, int slice, int mipmap, const Rect &rect, size_t destoffset, int destwidth, size_t size) { // Higher level code does validation. GLuint glbuffer = (GLuint) dest->getHandle(); glBindBuffer(GL_PIXEL_PACK_BUFFER, glbuffer); // glTexSubImage and friends copy to the active PIXEL_PACK_BUFFER by // treating the pointer as a byte offset. uint8 *byteoffset = (uint8 *)(ptrdiff_t)destoffset; readbackInternal(slice, mipmap, rect, destwidth, size, byteoffset); glBindBuffer(GL_PIXEL_PACK_BUFFER, 0); } void Texture::setSamplerState(const SamplerState &s) { if (s.depthSampleMode.hasValue && !gl.isDepthCompareSampleSupported()) throw love::Exception("Depth comparison sampling in shaders is not supported on this system."); // Base class does common validation and assigns samplerState. love::graphics::Texture::setSamplerState(s); auto supportedflags = OpenGL::getPixelFormatUsageFlags(getPixelFormat()); if ((supportedflags & PIXELFORMATUSAGEFLAGS_LINEAR) == 0) { samplerState.magFilter = samplerState.minFilter = SamplerState::FILTER_NEAREST; if (samplerState.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR) samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NEAREST; } // We don't want filtering or (attempted) mipmaps on the default texture. if (usingDefaultTexture) { samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NONE; samplerState.minFilter = samplerState.magFilter = SamplerState::FILTER_NEAREST; } // If we only have limited NPOT support then the wrap mode must be CLAMP. if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot)) && (pixelWidth != nextP2(pixelWidth) || pixelHeight != nextP2(pixelHeight) || depth != nextP2(depth))) { samplerState.wrapU = samplerState.wrapV = samplerState.wrapW = SamplerState::WRAP_CLAMP; } gl.bindTextureToUnit(this, 0, false); gl.setSamplerState(texType, samplerState); } ptrdiff_t Texture::getHandle() const { return texture; } ptrdiff_t Texture::getRenderTargetHandle() const { return renderTarget ? (renderbuffer != 0 ? renderbuffer : texture) : 0; } } // opengl } // graphics } // love