/** * 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. **/ // 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 "ShaderStage.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 { static GLenum getGLBlendOperation(BlendOperation op) { switch (op) { case BLENDOP_ADD: return GL_FUNC_ADD; case BLENDOP_SUBTRACT: return GL_FUNC_SUBTRACT; case BLENDOP_REVERSE_SUBTRACT: return GL_FUNC_REVERSE_SUBTRACT; case BLENDOP_MIN: return GL_MIN; case BLENDOP_MAX: return GL_MAX; case BLENDOP_MAX_ENUM: return 0; } return 0; } static GLenum getGLBlendFactor(BlendFactor factor) { switch (factor) { case BLENDFACTOR_ZERO: return GL_ZERO; case BLENDFACTOR_ONE: return GL_ONE; case BLENDFACTOR_SRC_COLOR: return GL_SRC_COLOR; case BLENDFACTOR_ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR; case BLENDFACTOR_SRC_ALPHA: return GL_SRC_ALPHA; case BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA; case BLENDFACTOR_DST_COLOR: return GL_DST_COLOR; case BLENDFACTOR_ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR; case BLENDFACTOR_DST_ALPHA: return GL_DST_ALPHA; case BLENDFACTOR_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA; case BLENDFACTOR_SRC_ALPHA_SATURATED: return GL_SRC_ALPHA_SATURATE; case BLENDFACTOR_MAX_ENUM: return 0; } return 0; } love::graphics::Graphics *createInstance() { love::graphics::Graphics *instance = nullptr; try { instance = new Graphics(); } catch (love::Exception &e) { printf("Cannot create OpenGL renderer: %s\n", e.what()); } return instance; } Graphics::Graphics() : windowHasStencil(false) , mainVAO(0) , internalBackbufferFBO(0) , requestedBackbufferMSAA(0) , bufferMapMemory(nullptr) , bufferMapMemorySize(2 * 1024 * 1024) , defaultBuffers() , pixelFormatUsage() { gl = OpenGL(); try { bufferMapMemory = new char[bufferMapMemorySize]; } catch (std::exception &) { // Handled in getBufferMapMemory. } auto window = getInstance(M_WINDOW); if (window != nullptr) { window->setGraphics(this); // Recreate the window using the current renderer, if needed. if (window->isOpen()) { int w, h; love::window::WindowSettings settings; window->getWindow(w, h, settings); window->setWindow(w, h, &settings); } } } Graphics::~Graphics() { delete[] bufferMapMemory; } const char *Graphics::getName() const { return "love.graphics.opengl"; } love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferUsage type, size_t size) { return CreateStreamBuffer(type, size); } love::graphics::Texture *Graphics::newTexture(const Texture::Settings &settings, const Texture::Slices *data) { return new Texture(this, settings, data); } love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStageType stage, const std::string &cachekey, const std::string &source, bool gles) { return new ShaderStage(this, stage, source, gles, cachekey); } love::graphics::Shader *Graphics::newShaderInternal(StrongRef stages[SHADERSTAGE_MAX_ENUM]) { return new Shader(stages); } love::graphics::Buffer *Graphics::newBuffer(const Buffer::Settings &settings, const std::vector &format, const void *data, size_t size, size_t arraylength) { return new Buffer(this, settings, format, data, size, arraylength); } Matrix4 Graphics::computeDeviceProjection(const Matrix4 &projection, bool rendertotexture) const { uint32 flags = DEVICE_PROJECTION_DEFAULT; // The projection matrix is flipped compared to rendering to a texture, due // to OpenGL considering (0,0) bottom-left instead of top-left. if (!rendertotexture) flags |= DEVICE_PROJECTION_FLIP_Y; return calculateDeviceProjection(projection, flags); } void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight) { this->width = width; this->height = height; this->pixelWidth = pixelwidth; this->pixelHeight = pixelheight; if (!isRenderTargetActive()) { // 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); resetProjection(); } updateBackbuffer(width, height, pixelwidth, pixelheight, requestedBackbufferMSAA); } void Graphics::updateBackbuffer(int width, int height, int /*pixelwidth*/, int pixelheight, int msaa) { bool useinternalbackbuffer = false; if (msaa > 1) useinternalbackbuffer = true; // Our internal backbuffer code needs glBlitFramebuffer. if (!(GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object || GLAD_ES_VERSION_3_0 || GLAD_EXT_framebuffer_blit || GLAD_ANGLE_framebuffer_blit || GLAD_NV_framebuffer_blit)) { if (!(msaa > 1 && GLAD_APPLE_framebuffer_multisample)) useinternalbackbuffer = false; } GLuint prevFBO = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL); bool restoreFBO = prevFBO != getInternalBackbufferFBO(); if (useinternalbackbuffer) { Texture::Settings settings; settings.width = width; settings.height = height; settings.dpiScale = (float)pixelheight / (float)height; settings.msaa = msaa; settings.renderTarget = true; settings.readable.set(false); settings.format = isGammaCorrect() ? PIXELFORMAT_RGBA8_UNORM_sRGB : PIXELFORMAT_RGBA8_UNORM; internalBackbuffer.set(newTexture(settings), Acquire::NORETAIN); settings.format = PIXELFORMAT_DEPTH24_UNORM_STENCIL8; internalBackbufferDepthStencil.set(newTexture(settings), Acquire::NORETAIN); RenderTargets rts; rts.colors.push_back(internalBackbuffer.get()); rts.depthStencil.texture = internalBackbufferDepthStencil; internalBackbufferFBO = bindCachedFBO(rts); } else { internalBackbuffer.set(nullptr); internalBackbufferDepthStencil.set(nullptr); internalBackbufferFBO = 0; } requestedBackbufferMSAA = msaa; if (restoreFBO) gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, prevFBO); } GLuint Graphics::getInternalBackbufferFBO() const { if (internalBackbufferFBO != 0) return internalBackbufferFBO; else return getSystemBackbufferFBO(); } GLuint Graphics::getSystemBackbufferFBO() const { #ifdef LOVE_IOS // Hack: iOS uses a custom FBO. SDL_SysWMinfo info = {}; SDL_VERSION(&info.version); SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); if (info.info.uikit.resolveFramebuffer != 0) return info.info.uikit.resolveFramebuffer; else return info.info.uikit.framebuffer; #else return 0; #endif } bool Graphics::setMode(void */*context*/, int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil, int msaa) { this->width = width; this->height = height; this->windowHasStencil = windowhasstencil; this->requestedBackbufferMSAA = msaa; // Okay, setup OpenGL. gl.initContext(); if (gl.isCoreProfile()) { glGenVertexArrays(1, &mainVAO); glBindVertexArray(mainVAO); } gl.setupContext(); created = true; initCapabilities(); // Enable blending gl.setEnableState(OpenGL::ENABLE_BLEND, true); // 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); } if (!GLAD_ES_VERSION_2_0) glEnable(GL_VERTEX_PROGRAM_POINT_SIZE); gl.setTextureUnit(0); // Set pixel row alignment - code that calls glTexSubImage and glReadPixels // assumes there's no row alignment, but OpenGL defaults to 4 bytes. glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glPixelStorei(GL_PACK_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 (!gl.bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB || GLAD_ES_VERSION_3_0)) { if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, isGammaCorrect()); } else setGammaCorrect(false); setDebug(isDebugEnabled()); setViewportSize(width, height, pixelwidth, pixelheight); if (batchedDrawState.vb[0] == nullptr) { // Initial sizes that should be good enough for most cases. It will // resize to fit if needed, later. batchedDrawState.vb[0] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 1024 * 1024 * 1); batchedDrawState.vb[1] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 256 * 1024 * 1); batchedDrawState.indexBuffer = CreateStreamBuffer(BUFFERUSAGE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX); } // TODO: one buffer each for float, int, uint if (capabilities.features[FEATURE_TEXEL_BUFFER] && defaultBuffers[BUFFERUSAGE_TEXEL].get() == nullptr) { Buffer::Settings settings(BUFFERUSAGEFLAG_TEXEL, BUFFERDATAUSAGE_STATIC); std::vector format = {{"", DATAFORMAT_FLOAT_VEC4, 0}}; const float texel[] = {0.0f, 0.0f, 0.0f, 1.0f}; auto buffer = newBuffer(settings, format, texel, sizeof(texel), 1); defaultBuffers[BUFFERUSAGE_TEXEL].set(buffer, Acquire::NORETAIN); } if (capabilities.features[FEATURE_GLSL4] && defaultBuffers[BUFFERUSAGE_SHADER_STORAGE].get() == nullptr) { Buffer::Settings settings(BUFFERUSAGEFLAG_SHADER_STORAGE, BUFFERDATAUSAGE_STATIC); std::vector format = {{"", DATAFORMAT_FLOAT, 0}}; std::vector data; data.resize(Buffer::SHADER_STORAGE_BUFFER_MAX_STRIDE / 4); auto buffer = newBuffer(settings, format, data.data(), data.size() * sizeof(float), data.size()); defaultBuffers[BUFFERUSAGE_SHADER_STORAGE].set(buffer, Acquire::NORETAIN); } // Load default resources before other Volatile. for (int i = 0; i < BUFFERUSAGE_MAX_ENUM; i++) { if (defaultBuffers[i].get()) ((Buffer *) defaultBuffers[i].get())->loadVolatile(); } if (defaultBuffers[BUFFERUSAGE_TEXEL].get()) gl.setDefaultTexelBuffer((GLuint) defaultBuffers[BUFFERUSAGE_TEXEL]->getTexelBufferHandle()); if (defaultBuffers[BUFFERUSAGE_SHADER_STORAGE].get()) gl.setDefaultStorageBuffer((GLuint) defaultBuffers[BUFFERUSAGE_SHADER_STORAGE]->getHandle()); // Reload all volatile objects. if (!Volatile::loadAll()) ::printf("Could not reload all volatile objects.\n"); createQuadIndexBuffer(); // Restore the graphics state. restoreState(states.back()); // We always need a default shader. for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++) { auto stype = (Shader::StandardShader) i; if (i == Shader::STANDARD_ARRAY && !capabilities.textureTypes[TEXTURE_2D_ARRAY]) continue; // Apparently some intel GMA drivers on windows fail to compile shaders // which use array textures despite claiming support for the extension. try { if (!Shader::standardShaders[i]) { std::vector stages; Shader::CompileOptions opts; stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_VERTEX)); stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_PIXEL)); Shader::standardShaders[i] = newShader(stages, opts); } } catch (love::Exception &) { if (i == Shader::STANDARD_ARRAY) capabilities.textureTypes[TEXTURE_2D_ARRAY] = false; else throw; } } // 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; flushBatchedDraws(); internalBackbuffer.set(nullptr); internalBackbufferDepthStencil.set(nullptr); // Unload all volatile objects. These must be reloaded after the display // mode change. Volatile::unloadAll(); clearTemporaryResources(); for (const auto &pair : framebufferObjects) gl.deleteFramebuffer(pair.second); framebufferObjects.clear(); if (mainVAO != 0) { glDeleteVertexArrays(1, &mainVAO); mainVAO = 0; } gl.deInitContext(); created = false; } void Graphics::setActive(bool enable) { flushBatchedDraws(); // 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; } static bool computeDispatchBarriers(Shader *shader, GLbitfield &preDispatchBarriers, GLbitfield &postDispatchBarriers) { // TODO: handle indirect argument buffer types, when those are added. for (auto buffer : shader->getActiveWritableStorageBuffers()) { if (buffer == nullptr) return false; auto usage = buffer->getUsageFlags(); postDispatchBarriers |= GL_BUFFER_UPDATE_BARRIER_BIT; if (usage & BUFFERUSAGEFLAG_SHADER_STORAGE) { preDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT; postDispatchBarriers |= GL_SHADER_STORAGE_BARRIER_BIT; } if (usage & BUFFERUSAGEFLAG_TEXEL) postDispatchBarriers |= GL_TEXTURE_FETCH_BARRIER_BIT; if (usage & BUFFERUSAGEFLAG_INDEX) postDispatchBarriers |= GL_ELEMENT_ARRAY_BARRIER_BIT; if (usage & BUFFERUSAGEFLAG_VERTEX) postDispatchBarriers |= GL_VERTEX_ATTRIB_ARRAY_BARRIER_BIT; postDispatchBarriers |= GL_PIXEL_BUFFER_BARRIER_BIT; } for (const auto &binding : shader->getStorageTextureBindings()) { if (binding.texture == nullptr) return false; if (binding.access == GL_READ_ONLY) continue; preDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT; postDispatchBarriers |= GL_SHADER_IMAGE_ACCESS_BARRIER_BIT | GL_TEXTURE_UPDATE_BARRIER_BIT | GL_TEXTURE_FETCH_BARRIER_BIT; if (binding.texture->isRenderTarget()) postDispatchBarriers |= GL_FRAMEBUFFER_BARRIER_BIT; } return true; } bool Graphics::dispatch(int x, int y, int z) { // Set by higher level code before calling dispatch(x, y, z). auto shader = (Shader *) Shader::current; GLbitfield preDispatchBarriers = 0; GLbitfield postDispatchBarriers = 0; if (!computeDispatchBarriers(shader, preDispatchBarriers, postDispatchBarriers)) return false; // glMemoryBarrier before dispatch to make sure non-compute-read -> // compute-write is synced. // TODO: is this needed? spec language around GL_SHADER_IMAGE_ACCESS_BARRIER_BIT // makes me think so. // This is overly conservative (dispatch -> dispatch will have redundant // barriers). if (preDispatchBarriers != 0) glMemoryBarrier(preDispatchBarriers); glDispatchCompute(x, y, z); // Not as (theoretically) efficient as issuing the barrier right before // they're used later, but much less complicated. if (postDispatchBarriers != 0) glMemoryBarrier(postDispatchBarriers); return true; } void Graphics::draw(const DrawCommand &cmd) { gl.prepareDraw(this); gl.setVertexAttributes(*cmd.attributes, *cmd.buffers); gl.bindTextureToUnit(cmd.texture, 0, false); gl.setCullMode(cmd.cullMode); GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType); if (cmd.instanceCount > 1) glDrawArraysInstanced(glprimitivetype, cmd.vertexStart, cmd.vertexCount, cmd.instanceCount); else glDrawArrays(glprimitivetype, cmd.vertexStart, cmd.vertexCount); ++drawCalls; } void Graphics::draw(const DrawIndexedCommand &cmd) { gl.prepareDraw(this); gl.setVertexAttributes(*cmd.attributes, *cmd.buffers); gl.bindTextureToUnit(cmd.texture, 0, false); gl.setCullMode(cmd.cullMode); const void *gloffset = BUFFER_OFFSET(cmd.indexBufferOffset); GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType); GLenum gldatatype = OpenGL::getGLIndexDataType(cmd.indexType); gl.bindBuffer(BUFFERUSAGE_INDEX, cmd.indexBuffer->getHandle()); if (cmd.instanceCount > 1) glDrawElementsInstanced(glprimitivetype, cmd.indexCount, gldatatype, gloffset, cmd.instanceCount); else glDrawElements(glprimitivetype, cmd.indexCount, gldatatype, gloffset); ++drawCalls; } static inline void advanceVertexOffsets(const VertexAttributes &attributes, BufferBindings &buffers, int vertexcount) { // TODO: Figure out a better way to avoid touching the same buffer multiple // times, if multiple attributes share the buffer. uint32 touchedbuffers = 0; for (unsigned int i = 0; i < VertexAttributes::MAX; i++) { if (!attributes.isEnabled(i)) continue; auto &attrib = attributes.attribs[i]; uint32 bufferbit = 1u << attrib.bufferIndex; if ((touchedbuffers & bufferbit) == 0) { touchedbuffers |= bufferbit; const auto &layout = attributes.bufferLayouts[attrib.bufferIndex]; buffers.info[attrib.bufferIndex].offset += layout.stride * vertexcount; } } } void Graphics::drawQuads(int start, int count, const VertexAttributes &attributes, const BufferBindings &buffers, love::graphics::Texture *texture) { const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX; const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4; gl.prepareDraw(this); gl.bindTextureToUnit(texture, 0, false); gl.setCullMode(CULL_NONE); gl.bindBuffer(BUFFERUSAGE_INDEX, quadIndexBuffer->getHandle()); if (gl.isBaseVertexSupported()) { gl.setVertexAttributes(attributes, buffers); int basevertex = start * 4; for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW) { int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex); glDrawElementsBaseVertex(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0), basevertex); ++drawCalls; basevertex += quadcount * 4; } } else { BufferBindings bufferscopy = buffers; if (start > 0) advanceVertexOffsets(attributes, bufferscopy, start * 4); for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW) { gl.setVertexAttributes(attributes, bufferscopy); int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex); glDrawElements(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); ++drawCalls; if (count > MAX_QUADS_PER_DRAW) advanceVertexOffsets(attributes, bufferscopy, quadcount * 4); } } } 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::setRenderTargetsInternal(const RenderTargets &rts, int pixelw, int pixelh, bool hasSRGBtexture) { const DisplayState &state = states.back(); OpenGL::TempDebugGroup debuggroup("setRenderTargets"); endPass(); bool iswindow = rts.getFirstTarget().texture == nullptr; Winding vertexwinding = state.winding; if (iswindow) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO()); } else { bindCachedFBO(rts); // Flip front face winding when rendering to a texture, since our // projection matrix is flipped. // Note: projection matrix is set at a higher level. vertexwinding = vertexwinding == WINDING_CW ? WINDING_CCW : WINDING_CW; } glFrontFace(vertexwinding == WINDING_CW ? GL_CW : GL_CCW); gl.setViewport({0, 0, pixelw, pixelh}); // 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); // Make sure the correct sRGB setting is used when drawing to the textures. if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (hasSRGBtexture != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB)) gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBtexture); } } void Graphics::endPass() { auto &rts = states.back().renderTargets; love::graphics::Texture *depthstencil = rts.depthStencil.texture.get(); // Discard the depth/stencil buffer if we're using an internal cached one. if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0) discard({}, true); else if (!rts.getFirstTarget().texture.get()) discard({}, true); // Backbuffer // 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].texture->getMSAA() > 1) { int mip = rts.colors[0].mipmap; int w = rts.colors[0].texture->getPixelWidth(mip); int h = rts.colors[0].texture->getPixelHeight(mip); for (int i = 0; i < (int) rts.colors.size(); i++) { Texture *c = (Texture *) rts.colors[i].texture.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); } } if (depthstencil != nullptr && depthstencil->getMSAA() > 1 && depthstencil->isReadable()) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, ((Texture *) depthstencil)->getFBO()); if (GLAD_APPLE_framebuffer_multisample) glResolveMultisampleFramebufferAPPLE(); else { int mip = rts.depthStencil.mipmap; int w = depthstencil->getPixelWidth(mip); int h = depthstencil->getPixelHeight(mip); PixelFormat format = depthstencil->getPixelFormat(); GLbitfield mask = 0; if (isPixelFormatDepth(format)) mask |= GL_DEPTH_BUFFER_BIT; if (isPixelFormatStencil(format)) mask |= GL_STENCIL_BUFFER_BIT; if (mask != 0) glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, mask, GL_NEAREST); } } // generateMipmaps can't be used for depth/stencil textures. for (const auto &rt : rts.colors) { if (rt.texture->getMipmapsMode() == Texture::MIPMAPS_AUTO && rt.mipmap == 0) rt.texture->generateMipmaps(); } } void Graphics::clear(OptionalColorD c, OptionalInt stencil, OptionalDouble depth) { if (c.hasValue || stencil.hasValue || depth.hasValue) flushBatchedDraws(); GLbitfield flags = 0; if (c.hasValue) { Colorf cf((float)c.value.r, (float)c.value.g, (float)c.value.b, (float)c.value.a); gammaCorrectColor(cf); glClearColor(cf.r, cf.g, cf.b, cf.a); flags |= GL_COLOR_BUFFER_BIT; } uint32 stencilwrites = gl.getStencilWriteMask(); if (stencil.hasValue) { if (stencilwrites != LOVE_UINT32_MAX) gl.setStencilWriteMask(LOVE_UINT32_MAX); glClearStencil(stencil.value); flags |= GL_STENCIL_BUFFER_BIT; } bool hadDepthWrites = gl.hasDepthWrites(); if (depth.hasValue) { if (!hadDepthWrites) // glDepthMask also affects glClear. gl.setDepthWrites(true); gl.clearDepth(depth.value); flags |= GL_DEPTH_BUFFER_BIT; } if (flags != 0) glClear(flags); if (stencil.hasValue && stencilwrites != LOVE_UINT32_MAX) gl.setStencilWriteMask(stencilwrites); if (depth.hasValue && !hadDepthWrites) gl.setDepthWrites(hadDepthWrites); if (c.hasValue && 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; const auto &rts = states.back().renderTargets.colors; int ncolorRTs = (int) rts.size(); int ncolors = (int) colors.size(); if (ncolors <= 1 && (ncolorRTs == 0 || (ncolorRTs == 1 && rts[0].texture != nullptr && !isPixelFormatInteger(rts[0].texture->getPixelFormat())))) { clear(ncolors > 0 ? colors[0] : OptionalColorD(), stencil, depth); return; } flushBatchedDraws(); bool drawbuffersmodified = false; ncolors = std::min(ncolors, ncolorRTs); for (int i = 0; i < ncolors; i++) { if (!colors[i].hasValue) continue; PixelFormatType datatype = PIXELFORMATTYPE_UNORM; if (rts[i].texture != nullptr) datatype = getPixelFormatInfo(rts[i].texture->getPixelFormat()).dataType; ColorD c = colors[i].value; if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0) { if (datatype == PIXELFORMATTYPE_SINT) { const GLint carray[] = {(GLint)c.r, (GLint)c.g, (GLint)c.b, (GLint)c.a}; glClearBufferiv(GL_COLOR, i, carray); } else if (datatype == PIXELFORMATTYPE_UINT) { const GLuint carray[] = {(GLuint)c.r, (GLuint)c.g, (GLuint)c.b, (GLuint)c.a}; glClearBufferuiv(GL_COLOR, i, carray); } else { Colorf cf((float)c.r, (float)c.g, (float)c.b, (float)c.a); gammaCorrectColor(cf); const GLfloat carray[] = {cf.r, cf.g, cf.b, cf.a}; glClearBufferfv(GL_COLOR, i, carray); } } else { Colorf cf((float)c.r, (float)c.g, (float)c.b, (float)c.a); gammaCorrectColor(cf); glDrawBuffer(GL_COLOR_ATTACHMENT0 + i); glClearColor(cf.r, cf.g, cf.b, cf.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 < ncolorRTs; i++) bufs[i] = GL_COLOR_ATTACHMENT0 + i; glDrawBuffers(ncolorRTs, bufs); } GLbitfield flags = 0; uint32 stencilwrites = gl.getStencilWriteMask(); if (stencil.hasValue) { if (stencilwrites != LOVE_UINT32_MAX) gl.setStencilWriteMask(LOVE_UINT32_MAX); glClearStencil(stencil.value); flags |= GL_STENCIL_BUFFER_BIT; } bool hadDepthWrites = gl.hasDepthWrites(); if (depth.hasValue) { if (!hadDepthWrites) // glDepthMask also affects glClear. gl.setDepthWrites(true); gl.clearDepth(depth.value); flags |= GL_DEPTH_BUFFER_BIT; } if (flags != 0) glClear(flags); if (stencil.hasValue && stencilwrites != LOVE_UINT32_MAX) gl.setStencilWriteMask(stencilwrites); if (depth.hasValue && !hadDepthWrites) gl.setDepthWrites(hadDepthWrites); 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) { flushBatchedDraws(); 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 (!isRenderTargetActive() && getInternalBackbufferFBO() == 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::cleanupRenderTexture(love::graphics::Texture *texture) { if (!texture->isRenderTarget()) return; for (auto it = framebufferObjects.begin(); it != framebufferObjects.end(); /**/) { bool hastexture = false; const auto &rts = it->first; for (const RenderTarget &rt : rts.colors) { if (rt.texture == texture) { hastexture = true; break; } } hastexture = hastexture || rts.depthStencil.texture == texture; if (hastexture) { if (isCreated()) gl.deleteFramebuffer(it->second); it = framebufferObjects.erase(it); } else ++it; } } GLuint Graphics::bindCachedFBO(const RenderTargets &targets) { GLuint fbo = framebufferObjects[targets]; if (fbo != 0) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); } else { int msaa = targets.getFirstTarget().texture->getMSAA(); bool hasDS = targets.depthStencil.texture != nullptr; glGenFramebuffers(1, &fbo); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); int ncolortargets = 0; GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS]; auto attachRT = [&](const RenderTarget &rt) { bool renderbuffer = msaa > 1 || !rt.texture->isReadable(); bool srgb = false; OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.texture->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.texture->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.texture->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) attachRT(rt); if (hasDS) attachRT(targets.depthStencil); if (ncolortargets > 1) glDrawBuffers(ncolortargets, drawbuffers); else if (ncolortargets == 0 && hasDS && (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); } 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[targets] = fbo; } return fbo; } void Graphics::present(void *screenshotCallbackData) { if (!isActive()) return; if (isRenderTargetActive()) throw love::Exception("present cannot be called while a render target is active."); deprecations.draw(this); flushBatchedDraws(); endPass(); int w = getPixelWidth(); int h = getPixelHeight(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO()); // Copy internal backbuffer to system backbuffer. When MSAA is used this // is a direct MSAA resolve. if (internalBackbuffer.get()) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, getSystemBackbufferFBO()); // Discard system backbuffer to prevent it from copying its contents // from VRAM to chip memory. discard(OpenGL::FRAMEBUFFER_DRAW, {true}, true); // updateBackbuffer checks for glBlitFramebuffer support. if (GLAD_APPLE_framebuffer_multisample && internalBackbuffer->getMSAA() > 1) glResolveMultisampleFramebufferAPPLE(); else glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); // Discarding the internal backbuffer directly after resolving it should // eliminate any copy back to vram it might need to do. discard(OpenGL::FRAMEBUFFER_READ, {true}, false); } if (!pendingScreenshotCallbacks.empty()) { 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."); } gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getSystemBackbufferFBO()); 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_UNORM, screenshot); } catch (love::Exception &) { delete[] screenshot; info.callback(&info, nullptr, nullptr); for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++) { const auto &ninfo = pendingScreenshotCallbacks[j]; ninfo.callback(&ninfo, nullptr, nullptr); } pendingScreenshotCallbacks.clear(); throw; } info.callback(&info, img, 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 for (StreamBuffer *buffer : batchedDrawState.vb) buffer->nextFrame(); batchedDrawState.indexBuffer->nextFrame(); auto window = getInstance(M_WINDOW); if (window != nullptr) window->swapBuffers(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO()); // Reset the per-frame stat counts. drawCalls = 0; gl.stats.shaderSwitches = 0; renderTargetSwitchCount = 0; drawCallsBatched = 0; updateTemporaryResources(); } int Graphics::getRequestedBackbufferMSAA() const { return requestedBackbufferMSAA; } int Graphics::getBackbufferMSAA() const { return internalBackbuffer.get() ? internalBackbuffer->getMSAA() : 0; } void Graphics::setScissor(const Rect &rect) { flushBatchedDraws(); DisplayState &state = states.back(); if (!gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST)) gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, true); double dpiscale = getCurrentDPIScale(); Rect glrect; glrect.x = (int) (rect.x * dpiscale); glrect.y = (int) (rect.y * dpiscale); glrect.w = (int) (rect.w * dpiscale); glrect.h = (int) (rect.h * dpiscale); // OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor. gl.setScissor(glrect, isRenderTargetActive()); state.scissor = true; state.scissorRect = rect; } void Graphics::setScissor() { if (states.back().scissor) flushBatchedDraws(); states.back().scissor = false; if (gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST)) gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, false); } void Graphics::setStencilMode(StencilAction action, CompareMode compare, int value, uint32 readmask, uint32 writemask) { DisplayState &state = states.back(); if (action != STENCIL_KEEP) { const auto &rts = state.renderTargets; love::graphics::Texture *dstexture = rts.depthStencil.texture.get(); if (!isRenderTargetActive() && !windowHasStencil) throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer."); else if (isRenderTargetActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dstexture == nullptr || !isPixelFormatStencil(dstexture->getPixelFormat()))) throw love::Exception("Drawing to the stencil buffer with a render target active requires either stencil=true or a custom stencil-type texture to be used, in setRenderTarget."); } flushBatchedDraws(); bool enablestencil = action != STENCIL_KEEP || compare != COMPARE_ALWAYS; if (enablestencil != gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST)) gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, enablestencil); 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; } /** * GPUs do the comparison opposite to what makes sense for love's API. For * example, if the compare function is 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 * setStencilMode(STENCIL_KEEP, COMPARE_GREATER, 4) will make it pass if the * stencil buffer has a value greater than 4. **/ GLenum glcompare = OpenGL::getGLCompareMode(getReversedCompareMode(compare)); if (enablestencil) { glStencilFunc(glcompare, value, readmask); glStencilOp(GL_KEEP, GL_KEEP, glaction); } if (writemask != gl.getStencilWriteMask()) gl.setStencilWriteMask(writemask); state.stencil.action = action; state.stencil.compare = compare; state.stencil.value = value; state.stencil.readMask = readmask; state.stencil.writeMask = writemask; } void Graphics::setDepthMode(CompareMode compare, bool write) { DisplayState &state = states.back(); if (state.depthTest != compare || state.depthWrite != write) flushBatchedDraws(); state.depthTest = compare; state.depthWrite = write; bool depthenable = compare != COMPARE_ALWAYS || write; if (depthenable != gl.isStateEnabled(OpenGL::ENABLE_DEPTH_TEST)) gl.setEnableState(OpenGL::ENABLE_DEPTH_TEST, depthenable); if (depthenable) { glDepthFunc(OpenGL::getGLCompareMode(compare)); gl.setDepthWrites(write); } } void Graphics::setFrontFaceWinding(Winding winding) { DisplayState &state = states.back(); if (state.winding != winding) flushBatchedDraws(); state.winding = winding; if (isRenderTargetActive()) winding = winding == WINDING_CW ? WINDING_CCW : WINDING_CW; glFrontFace(winding == WINDING_CW ? GL_CW : GL_CCW); } 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); states.back().color = c; } void Graphics::setColorMask(ColorChannelMask mask) { flushBatchedDraws(); glColorMask(mask.r, mask.g, mask.b, mask.a); states.back().colorMask = mask; } void Graphics::setBlendState(const BlendState &blend) { if (!(blend == states.back().blend)) flushBatchedDraws(); if (blend.operationRGB == BLENDOP_MAX || blend.operationA == BLENDOP_MAX || blend.operationRGB == BLENDOP_MIN || blend.operationA == BLENDOP_MIN) { if (!capabilities.features[FEATURE_BLEND_MINMAX]) throw love::Exception("The 'min' and 'max' blend operations are not supported on this system."); } if (blend.enable != gl.isStateEnabled(OpenGL::ENABLE_BLEND)) gl.setEnableState(OpenGL::ENABLE_BLEND, blend.enable); if (blend.enable) { GLenum opRGB = getGLBlendOperation(blend.operationRGB); GLenum opA = getGLBlendOperation(blend.operationA); GLenum srcRGB = getGLBlendFactor(blend.srcFactorRGB); GLenum srcA = getGLBlendFactor(blend.srcFactorA); GLenum dstRGB = getGLBlendFactor(blend.dstFactorRGB); GLenum dstA = getGLBlendFactor(blend.dstFactorA); glBlendEquationSeparate(opRGB, opA); glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA); } states.back().blend = blend; } void Graphics::setPointSize(float size) { if (size != states.back().pointSize) flushBatchedDraws(); states.back().pointSize = size; } void Graphics::setWireframe(bool enable) { // Not supported in OpenGL ES. if (GLAD_ES_VERSION_2_0) return; flushBatchedDraws(); glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL); states.back().wireframe = enable; } void *Graphics::getBufferMapMemory(size_t size) { // We don't need anything more complicated because get/release calls are // never interleaved (as of when this comment was written.) if (bufferMapMemory == nullptr || size > bufferMapMemorySize) return malloc(size); return bufferMapMemory; } void Graphics::releaseBufferMapMemory(void *mem) { if (mem != bufferMapMemory) free(mem); } Renderer Graphics::getRenderer() const { return RENDERER_OPENGL; } bool Graphics::usesGLSLES() const { return GLAD_ES_VERSION_2_0; } 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; } void Graphics::getAPIStats(int &shaderswitches) const { shaderswitches = gl.stats.shaderSwitches; } void Graphics::initCapabilities() { capabilities.features[FEATURE_MULTI_RENDER_TARGET_FORMATS] = gl.isMultiFormatMRTSupported(); capabilities.features[FEATURE_CLAMP_ZERO] = gl.isClampZeroOneTextureWrapSupported(); capabilities.features[FEATURE_CLAMP_ONE] = gl.isClampZeroOneTextureWrapSupported(); capabilities.features[FEATURE_BLEND_MINMAX] = GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax; capabilities.features[FEATURE_LIGHTEN] = capabilities.features[FEATURE_BLEND_MINMAX]; capabilities.features[FEATURE_FULL_NPOT] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot; capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = gl.isPixelShaderHighpSupported(); capabilities.features[FEATURE_SHADER_DERIVATIVES] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_standard_derivatives; capabilities.features[FEATURE_GLSL3] = GLAD_ES_VERSION_3_0 || gl.isCoreProfile(); capabilities.features[FEATURE_GLSL4] = GLAD_ES_VERSION_3_1 || (gl.isCoreProfile() && GLAD_VERSION_4_3); capabilities.features[FEATURE_INSTANCING] = gl.isInstancingSupported(); capabilities.features[FEATURE_TEXEL_BUFFER] = gl.isBufferUsageSupported(BUFFERUSAGE_TEXEL); capabilities.features[FEATURE_INDEX_BUFFER_32BIT] = GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_element_index_uint; capabilities.features[FEATURE_COPY_BUFFER] = gl.isCopyBufferSupported(); capabilities.features[FEATURE_COPY_BUFFER_TO_TEXTURE] = gl.isCopyBufferToTextureSupported(); capabilities.features[FEATURE_COPY_TEXTURE_TO_BUFFER] = gl.isCopyTextureToBufferSupported(); capabilities.features[FEATURE_COPY_RENDER_TARGET_TO_BUFFER] = gl.isCopyRenderTargetToBufferSupported(); static_assert(FEATURE_MAX_ENUM == 17, "Graphics::initCapabilities must be updated when adding a new graphics feature!"); capabilities.limits[LIMIT_POINT_SIZE] = gl.getMaxPointSize(); capabilities.limits[LIMIT_TEXTURE_SIZE] = gl.getMax2DTextureSize(); capabilities.limits[LIMIT_TEXTURE_LAYERS] = gl.getMaxTextureLayers(); capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = gl.getMax3DTextureSize(); capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize(); capabilities.limits[LIMIT_TEXEL_BUFFER_SIZE] = gl.getMaxTexelBufferSize(); capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = gl.getMaxShaderStorageBufferSize(); capabilities.limits[LIMIT_THREADGROUPS_X] = gl.getMaxComputeWorkGroupsX(); capabilities.limits[LIMIT_THREADGROUPS_Y] = gl.getMaxComputeWorkGroupsY(); capabilities.limits[LIMIT_THREADGROUPS_Z] = gl.getMaxComputeWorkGroupsZ(); capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets(); capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples(); capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy(); static_assert(LIMIT_MAX_ENUM == 13, "Graphics::initCapabilities must be updated when adding a new system limit!"); for (int i = 0; i < TEXTURE_MAX_ENUM; i++) capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i); for (int i = 0; i < PIXELFORMAT_MAX_ENUM; i++) { auto format = (PixelFormat) i; pixelFormatUsage[i][0] = computePixelFormatUsage(format, false); pixelFormatUsage[i][1] = computePixelFormatUsage(format, true); } } PixelFormat Graphics::getSizedFormat(PixelFormat format, bool rendertarget, bool readable) const { uint32 requiredflags = 0; if (rendertarget) requiredflags |= PIXELFORMATUSAGEFLAGS_RENDERTARGET; if (readable) requiredflags |= PIXELFORMATUSAGEFLAGS_SAMPLE; switch (format) { case PIXELFORMAT_NORMAL: if (isGammaCorrect()) return PIXELFORMAT_RGBA8_UNORM_sRGB; else if ((OpenGL::getPixelFormatUsageFlags(PIXELFORMAT_RGBA8_UNORM) & requiredflags) != requiredflags) // 32-bit render targets don't have guaranteed support on GLES2. return PIXELFORMAT_RGBA4_UNORM; else return PIXELFORMAT_RGBA8_UNORM; case PIXELFORMAT_HDR: return PIXELFORMAT_RGBA16_FLOAT; default: return format; } } uint32 Graphics::computePixelFormatUsage(PixelFormat format, bool readable) { uint32 usage = OpenGL::getPixelFormatUsageFlags(format); if (readable && (usage & PIXELFORMATUSAGEFLAGS_SAMPLE) == 0) return 0; // Even though we might have the necessary OpenGL version or extension, // drivers are still allowed to throw FRAMEBUFFER_UNSUPPORTED when attaching // a texture to a FBO whose format the driver doesn't like. So we should // test with an actual FBO. // Avoid the test for depth/stencil formats - not every GL version // guarantees support for depth/stencil-only render targets (which we would // need for the test below to work), and we already do some finagling in // convertPixelFormat to try to use the best-supported internal // depth/stencil format for a particular driver. if ((usage & PIXELFORMATUSAGEFLAGS_RENDERTARGET) != 0 && !isPixelFormatDepthStencil(format)) { GLuint texture = 0; GLuint renderbuffer = 0; bool sRGB = isPixelFormatSRGB(format); OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, !readable, sRGB); GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL); GLuint fbo = 0; glGenFramebuffers(1, &fbo); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); // Make sure at least something is bound to a color attachment. I believe // this is required on ES2 but I'm not positive. if (isPixelFormatDepthStencil(format)) gl.framebufferTexture(GL_COLOR_ATTACHMENT0, TEXTURE_2D, gl.getDefaultTexture(TEXTURE_2D, DATA_BASETYPE_FLOAT), 0, 0, 0); if (readable) { glGenTextures(1, &texture); gl.bindTextureToUnit(TEXTURE_2D, texture, 0, false); SamplerState s; s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST; gl.setSamplerState(TEXTURE_2D, s); gl.rawTexStorage(TEXTURE_2D, 1, format, sRGB, 1, 1); } else { glGenRenderbuffers(1, &renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer); glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, 1, 1); } for (GLenum attachment : fmt.framebufferAttachments) { if (attachment == GL_NONE) continue; if (readable) gl.framebufferTexture(attachment, TEXTURE_2D, texture, 0, 0, 0); else glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, renderbuffer); } if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) usage &= ~PIXELFORMATUSAGEFLAGS_RENDERTARGET; gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo); gl.deleteFramebuffer(fbo); if (texture != 0) gl.deleteTexture(texture); if (renderbuffer != 0) glDeleteRenderbuffers(1, &renderbuffer); } return usage; } bool Graphics::isPixelFormatSupported(PixelFormat format, uint32 usage, bool sRGB) { if (sRGB) format = getSRGBPixelFormat(format); bool rendertarget = (usage & PIXELFORMATUSAGEFLAGS_RENDERTARGET) != 0; bool readable = (usage & PIXELFORMATUSAGEFLAGS_SAMPLE) != 0; format = getSizedFormat(format, rendertarget, readable); return (usage & pixelFormatUsage[format][readable ? 1 : 0]) == usage; } } // opengl } // graphics } // love