OpenGL.cpp 58 KB

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  1. /**
  2. * Copyright (c) 2006-2020 LOVE Development Team
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. *
  8. * Permission is granted to anyone to use this software for any purpose,
  9. * including commercial applications, and to alter it and redistribute it
  10. * freely, subject to the following restrictions:
  11. *
  12. * 1. The origin of this software must not be misrepresented; you must not
  13. * claim that you wrote the original software. If you use this software
  14. * in a product, an acknowledgment in the product documentation would be
  15. * appreciated but is not required.
  16. * 2. Altered source versions must be plainly marked as such, and must not be
  17. * misrepresented as being the original software.
  18. * 3. This notice may not be removed or altered from any source distribution.
  19. **/
  20. // LOVE
  21. #include "common/config.h"
  22. #include "OpenGL.h"
  23. #include "Shader.h"
  24. #include "common/Exception.h"
  25. #include "graphics/Graphics.h"
  26. #include "graphics/Buffer.h"
  27. // C++
  28. #include <algorithm>
  29. #include <limits>
  30. // C
  31. #include <cstring>
  32. #include <cstdio>
  33. // For SDL_GL_GetProcAddress.
  34. #include <SDL_video.h>
  35. #ifdef LOVE_IOS
  36. #include <SDL_syswm.h>
  37. #endif
  38. #ifdef LOVE_ANDROID
  39. #include <dlfcn.h>
  40. #endif
  41. namespace love
  42. {
  43. namespace graphics
  44. {
  45. namespace opengl
  46. {
  47. static void *LOVEGetProcAddress(const char *name)
  48. {
  49. #ifdef LOVE_ANDROID
  50. void *proc = dlsym(RTLD_DEFAULT, name);
  51. if (proc)
  52. return proc;
  53. #endif
  54. return SDL_GL_GetProcAddress(name);
  55. }
  56. OpenGL::TempDebugGroup::TempDebugGroup(const char *name)
  57. {
  58. if (isDebugEnabled())
  59. {
  60. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  61. glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  62. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  63. glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  64. else if (GLAD_EXT_debug_marker)
  65. glPushGroupMarkerEXT(0, (const GLchar *) name);
  66. }
  67. }
  68. OpenGL::TempDebugGroup::~TempDebugGroup()
  69. {
  70. if (isDebugEnabled())
  71. {
  72. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  73. glPopDebugGroup();
  74. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  75. glPopDebugGroupKHR();
  76. else if (GLAD_EXT_debug_marker)
  77. glPopGroupMarkerEXT();
  78. }
  79. }
  80. OpenGL::OpenGL()
  81. : stats()
  82. , contextInitialized(false)
  83. , pixelShaderHighpSupported(false)
  84. , baseVertexSupported(false)
  85. , maxAnisotropy(1.0f)
  86. , max2DTextureSize(0)
  87. , max3DTextureSize(0)
  88. , maxCubeTextureSize(0)
  89. , maxTextureArrayLayers(0)
  90. , maxRenderTargets(1)
  91. , maxSamples(1)
  92. , maxTextureUnits(1)
  93. , maxPointSize(1)
  94. , coreProfile(false)
  95. , vendor(VENDOR_UNKNOWN)
  96. , state()
  97. {
  98. }
  99. bool OpenGL::initContext()
  100. {
  101. if (contextInitialized)
  102. return true;
  103. if (!gladLoadGLLoader(LOVEGetProcAddress))
  104. return false;
  105. if (GLAD_VERSION_3_2)
  106. {
  107. GLint profileMask = 0;
  108. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
  109. coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
  110. }
  111. else
  112. coreProfile = false;
  113. initOpenGLFunctions();
  114. initVendor();
  115. bugs = {};
  116. #if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
  117. // See the comments in OpenGL.h.
  118. if (getVendor() == VENDOR_AMD)
  119. {
  120. bugs.clearRequiresDriverTextureStateUpdate = true;
  121. if (!gl.isCoreProfile())
  122. bugs.generateMipmapsRequiresTexture2DEnable = true;
  123. }
  124. #endif
  125. #ifdef LOVE_WINDOWS
  126. if (getVendor() == VENDOR_INTEL && gl.isCoreProfile())
  127. {
  128. const char *device = (const char *) glGetString(GL_RENDERER);
  129. if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
  130. bugs.clientWaitSyncStalls = true;
  131. }
  132. #endif
  133. #ifdef LOVE_WINDOWS
  134. if (getVendor() == VENDOR_AMD)
  135. {
  136. // Radeon HD drivers switched from "ATI Radeon" to "AMD Radeon" around
  137. // the 7000 series. We'll assume this bug doesn't affect those newer
  138. // GPUs / drivers.
  139. const char *device = (const char *) glGetString(GL_RENDERER);
  140. if (strstr(device, "ATI Radeon HD ") || strstr(device, "ATI Mobility Radeon HD"))
  141. bugs.texStorageBreaksSubImage = true;
  142. }
  143. #endif
  144. contextInitialized = true;
  145. return true;
  146. }
  147. void OpenGL::setupContext()
  148. {
  149. if (!contextInitialized)
  150. return;
  151. initMaxValues();
  152. GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  153. glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
  154. GLint maxvertexattribs = 1;
  155. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
  156. state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
  157. state.instancedAttribArrays = 0;
  158. setVertexAttributes(VertexAttributes(), BufferBindings());
  159. // Get the current viewport.
  160. glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
  161. // And the current scissor - but we need to compensate for GL scissors
  162. // starting at the bottom left instead of top left.
  163. glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
  164. state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
  165. if (GLAD_VERSION_1_0)
  166. glGetFloatv(GL_POINT_SIZE, &state.pointSize);
  167. else
  168. state.pointSize = 1.0f;
  169. for (int i = 0; i < 2; i++)
  170. state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
  171. bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
  172. setEnableState(ENABLE_BLEND, state.enableState[ENABLE_BLEND]);
  173. setEnableState(ENABLE_DEPTH_TEST, state.enableState[ENABLE_DEPTH_TEST]);
  174. setEnableState(ENABLE_STENCIL_TEST, state.enableState[ENABLE_STENCIL_TEST]);
  175. setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
  176. setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
  177. if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
  178. || GLAD_EXT_sRGB_write_control)
  179. {
  180. setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
  181. }
  182. else
  183. state.enableState[ENABLE_FRAMEBUFFER_SRGB] = false;
  184. GLint faceCull = GL_BACK;
  185. glGetIntegerv(GL_CULL_FACE_MODE, &faceCull);
  186. state.faceCullMode = faceCull;
  187. for (int i = 0; i < (int) BUFFERTYPE_MAX_ENUM; i++)
  188. {
  189. state.boundBuffers[i] = 0;
  190. glBindBuffer(getGLBufferType((BufferType) i), 0);
  191. }
  192. // Initialize multiple texture unit support for shaders.
  193. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  194. {
  195. state.boundTextures[i].clear();
  196. state.boundTextures[i].resize(maxTextureUnits, 0);
  197. }
  198. for (int i = 0; i < maxTextureUnits; i++)
  199. {
  200. glActiveTexture(GL_TEXTURE0 + i);
  201. for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
  202. {
  203. TextureType textype = (TextureType) j;
  204. if (isTextureTypeSupported(textype))
  205. glBindTexture(getGLTextureType(textype), 0);
  206. }
  207. }
  208. glActiveTexture(GL_TEXTURE0);
  209. state.curTextureUnit = 0;
  210. setDepthWrites(state.depthWritesEnabled);
  211. createDefaultTexture();
  212. contextInitialized = true;
  213. #ifdef LOVE_ANDROID
  214. // This can't be done in initContext with the rest of the bug checks because
  215. // isPixelFormatSupported relies on state initialized here / after init.
  216. auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
  217. if (GLAD_ES_VERSION_3_0 && gfx != nullptr && !gfx->isPixelFormatSupported(PIXELFORMAT_R8_UNORM, true, true))
  218. bugs.brokenR8PixelFormat = true;
  219. #endif
  220. }
  221. void OpenGL::deInitContext()
  222. {
  223. if (!contextInitialized)
  224. return;
  225. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  226. {
  227. if (state.defaultTexture[i] != 0)
  228. {
  229. gl.deleteTexture(state.defaultTexture[i]);
  230. state.defaultTexture[i] = 0;
  231. }
  232. }
  233. contextInitialized = false;
  234. }
  235. void OpenGL::initVendor()
  236. {
  237. const char *vstr = (const char *) glGetString(GL_VENDOR);
  238. if (!vstr)
  239. {
  240. vendor = VENDOR_UNKNOWN;
  241. return;
  242. }
  243. // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
  244. // http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
  245. // https://opengl.gpuinfo.org/displaycapability.php?name=GL_VENDOR
  246. if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
  247. vendor = VENDOR_AMD;
  248. else if (strstr(vstr, "NVIDIA"))
  249. vendor = VENDOR_NVIDIA;
  250. else if (strstr(vstr, "Intel"))
  251. vendor = VENDOR_INTEL;
  252. else if (strstr(vstr, "Mesa"))
  253. vendor = VENDOR_MESA_SOFT;
  254. else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
  255. vendor = VENDOR_APPLE;
  256. else if (strstr(vstr, "Microsoft"))
  257. vendor = VENDOR_MICROSOFT;
  258. else if (strstr(vstr, "Imagination"))
  259. vendor = VENDOR_IMGTEC;
  260. else if (strstr(vstr, "ARM"))
  261. vendor = VENDOR_ARM;
  262. else if (strstr(vstr, "Qualcomm"))
  263. vendor = VENDOR_QUALCOMM;
  264. else if (strstr(vstr, "Broadcom"))
  265. vendor = VENDOR_BROADCOM;
  266. else if (strstr(vstr, "Vivante"))
  267. vendor = VENDOR_VIVANTE;
  268. else
  269. vendor = VENDOR_UNKNOWN;
  270. }
  271. void OpenGL::initOpenGLFunctions()
  272. {
  273. // Alias extension-suffixed framebuffer functions to core versions since
  274. // there are so many different-named extensions that do the same things...
  275. if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
  276. {
  277. if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
  278. {
  279. fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
  280. fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
  281. fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
  282. fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
  283. fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
  284. fp_glBindFramebuffer = fp_glBindFramebufferEXT;
  285. fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
  286. fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
  287. fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
  288. fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
  289. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
  290. fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
  291. fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
  292. fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
  293. }
  294. if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
  295. fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
  296. if (GLAD_EXT_framebuffer_blit)
  297. fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
  298. else if (GLAD_ANGLE_framebuffer_blit)
  299. fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
  300. else if (GLAD_NV_framebuffer_blit)
  301. fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
  302. if (GLAD_EXT_framebuffer_multisample)
  303. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
  304. else if (GLAD_APPLE_framebuffer_multisample)
  305. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
  306. else if (GLAD_ANGLE_framebuffer_multisample)
  307. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
  308. else if (GLAD_NV_framebuffer_multisample)
  309. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
  310. }
  311. if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
  312. {
  313. if (GLAD_ARB_instanced_arrays)
  314. {
  315. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
  316. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
  317. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
  318. }
  319. else if (GLAD_EXT_instanced_arrays)
  320. {
  321. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
  322. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
  323. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
  324. }
  325. else if (GLAD_ANGLE_instanced_arrays)
  326. {
  327. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
  328. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
  329. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
  330. }
  331. }
  332. if (GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  333. {
  334. // Function signatures don't match, we'll have to conditionally call it
  335. //fp_glTexImage3D = fp_glTexImage3DOES;
  336. fp_glTexSubImage3D = fp_glTexSubImage3DOES;
  337. fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
  338. fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
  339. fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
  340. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
  341. }
  342. if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
  343. {
  344. if (GLAD_OES_draw_elements_base_vertex)
  345. {
  346. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexOES;
  347. if (GLAD_ES_VERSION_3_0)
  348. {
  349. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexOES;
  350. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexOES;
  351. }
  352. }
  353. else if (GLAD_EXT_draw_elements_base_vertex)
  354. {
  355. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexEXT;
  356. if (GLAD_ES_VERSION_3_0)
  357. {
  358. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexEXT;
  359. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexEXT;
  360. }
  361. }
  362. }
  363. }
  364. void OpenGL::initMaxValues()
  365. {
  366. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  367. {
  368. GLint range = 0;
  369. GLint precision = 0;
  370. glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
  371. pixelShaderHighpSupported = range > 0;
  372. }
  373. else
  374. pixelShaderHighpSupported = true;
  375. baseVertexSupported = GLAD_VERSION_3_2 || GLAD_ES_VERSION_3_2 || GLAD_ARB_draw_elements_base_vertex
  376. || GLAD_OES_draw_elements_base_vertex || GLAD_EXT_draw_elements_base_vertex;
  377. // We'll need this value to clamp anisotropy.
  378. if (GLAD_EXT_texture_filter_anisotropic)
  379. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
  380. else
  381. maxAnisotropy = 1.0f;
  382. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
  383. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
  384. if (isTextureTypeSupported(TEXTURE_VOLUME))
  385. glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
  386. else
  387. max3DTextureSize = 0;
  388. if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
  389. glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
  390. else
  391. maxTextureArrayLayers = 0;
  392. int maxattachments = 1;
  393. int maxdrawbuffers = 1;
  394. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
  395. {
  396. glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
  397. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
  398. }
  399. maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
  400. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
  401. || GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
  402. || GLAD_ANGLE_framebuffer_multisample)
  403. {
  404. glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
  405. }
  406. else
  407. maxSamples = 1;
  408. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  409. GLfloat limits[2];
  410. if (GLAD_VERSION_3_0)
  411. glGetFloatv(GL_POINT_SIZE_RANGE, limits);
  412. else
  413. glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
  414. maxPointSize = limits[1];
  415. if (isSamplerLODBiasSupported())
  416. glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxLODBias);
  417. else
  418. maxLODBias = 0.0f;
  419. }
  420. void OpenGL::createDefaultTexture()
  421. {
  422. // Set the 'default' texture as a repeating white pixel. Otherwise, texture
  423. // calls inside a shader would return black when drawing graphics primitives
  424. // which would create the need to use different "passthrough" shaders for
  425. // untextured primitives vs images.
  426. const GLubyte pix[] = {255, 255, 255, 255};
  427. SamplerState s;
  428. s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
  429. s.wrapU = s.wrapV = s.wrapW = SamplerState::WRAP_CLAMP;
  430. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  431. {
  432. state.defaultTexture[i] = 0;
  433. TextureType type = (TextureType) i;
  434. if (!isTextureTypeSupported(type))
  435. continue;
  436. GLuint curtexture = state.boundTextures[type][0];
  437. glGenTextures(1, &state.defaultTexture[type]);
  438. bindTextureToUnit(type, state.defaultTexture[type], 0, false);
  439. setSamplerState(type, s);
  440. bool isSRGB = false;
  441. rawTexStorage(type, 1, PIXELFORMAT_RGBA8_UNORM, isSRGB, 1, 1);
  442. TextureFormat fmt = convertPixelFormat(PIXELFORMAT_RGBA8_UNORM, false, isSRGB);
  443. int slices = type == TEXTURE_CUBE ? 6 : 1;
  444. for (int slice = 0; slice < slices; slice++)
  445. {
  446. GLenum gltarget = getGLTextureType(type);
  447. if (type == TEXTURE_CUBE)
  448. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
  449. if (type == TEXTURE_2D || type == TEXTURE_CUBE)
  450. glTexSubImage2D(gltarget, 0, 0, 0, 1, 1, fmt.externalformat, fmt.type, pix);
  451. else if (type == TEXTURE_2D_ARRAY || type == TEXTURE_VOLUME)
  452. glTexSubImage3D(gltarget, 0, 0, 0, slice, 1, 1, 1, fmt.externalformat, fmt.type, pix);
  453. }
  454. bindTextureToUnit(type, curtexture, 0, false);
  455. }
  456. }
  457. void OpenGL::prepareDraw(love::graphics::Graphics *gfx)
  458. {
  459. TempDebugGroup debuggroup("Prepare OpenGL draw");
  460. // Make sure the active shader's love-provided uniforms are up to date.
  461. if (Shader::current != nullptr)
  462. {
  463. Rect viewport = getViewport();
  464. ((Shader *)Shader::current)->updateBuiltinUniforms(gfx, viewport.w, viewport.h);
  465. }
  466. }
  467. GLenum OpenGL::getGLPrimitiveType(PrimitiveType type)
  468. {
  469. switch (type)
  470. {
  471. case PRIMITIVE_TRIANGLES: return GL_TRIANGLES;
  472. case PRIMITIVE_TRIANGLE_STRIP: return GL_TRIANGLE_STRIP;
  473. case PRIMITIVE_TRIANGLE_FAN: return GL_TRIANGLE_FAN;
  474. case PRIMITIVE_POINTS: return GL_POINTS;
  475. case PRIMITIVE_MAX_ENUM: return GL_ZERO;
  476. }
  477. return GL_ZERO;
  478. }
  479. GLenum OpenGL::getGLBufferType(BufferType type)
  480. {
  481. switch (type)
  482. {
  483. case BUFFERTYPE_VERTEX: return GL_ARRAY_BUFFER;
  484. case BUFFERTYPE_INDEX: return GL_ELEMENT_ARRAY_BUFFER;
  485. case BUFFERTYPE_MAX_ENUM: return GL_ZERO;
  486. }
  487. return GL_ZERO;
  488. }
  489. GLenum OpenGL::getGLTextureType(TextureType type)
  490. {
  491. switch (type)
  492. {
  493. case TEXTURE_2D: return GL_TEXTURE_2D;
  494. case TEXTURE_VOLUME: return GL_TEXTURE_3D;
  495. case TEXTURE_2D_ARRAY: return GL_TEXTURE_2D_ARRAY;
  496. case TEXTURE_CUBE: return GL_TEXTURE_CUBE_MAP;
  497. case TEXTURE_MAX_ENUM: return GL_ZERO;
  498. }
  499. return GL_ZERO;
  500. }
  501. GLenum OpenGL::getGLIndexDataType(IndexDataType type)
  502. {
  503. switch (type)
  504. {
  505. case INDEX_UINT16: return GL_UNSIGNED_SHORT;
  506. case INDEX_UINT32: return GL_UNSIGNED_INT;
  507. default: return GL_ZERO;
  508. }
  509. }
  510. GLenum OpenGL::getGLVertexDataType(DataFormat format, int &components, GLboolean &normalized, bool &intformat)
  511. {
  512. normalized = GL_FALSE;
  513. intformat = false;
  514. components = 1;
  515. switch (format)
  516. {
  517. case DATAFORMAT_FLOAT:
  518. components = 1;
  519. return GL_FLOAT;
  520. case DATAFORMAT_FLOAT_VEC2:
  521. components = 2;
  522. return GL_FLOAT;
  523. case DATAFORMAT_FLOAT_VEC3:
  524. components = 3;
  525. return GL_FLOAT;
  526. case DATAFORMAT_FLOAT_VEC4:
  527. components = 4;
  528. return GL_FLOAT;
  529. case DATAFORMAT_FLOAT_MAT2X2:
  530. case DATAFORMAT_FLOAT_MAT2X3:
  531. case DATAFORMAT_FLOAT_MAT2X4:
  532. case DATAFORMAT_FLOAT_MAT3X2:
  533. case DATAFORMAT_FLOAT_MAT3X3:
  534. case DATAFORMAT_FLOAT_MAT3X4:
  535. case DATAFORMAT_FLOAT_MAT4X2:
  536. case DATAFORMAT_FLOAT_MAT4X3:
  537. case DATAFORMAT_FLOAT_MAT4X4:
  538. return GL_ZERO;
  539. case DATAFORMAT_INT32:
  540. components = 1;
  541. intformat = true;
  542. return GL_INT;
  543. case DATAFORMAT_INT32_VEC2:
  544. components = 2;
  545. intformat = true;
  546. return GL_INT;
  547. case DATAFORMAT_INT32_VEC3:
  548. components = 3;
  549. intformat = true;
  550. return GL_INT;
  551. case DATAFORMAT_INT32_VEC4:
  552. components = 4;
  553. intformat = true;
  554. return GL_INT;
  555. case DATAFORMAT_UINT32:
  556. components = 1;
  557. intformat = true;
  558. return GL_UNSIGNED_INT;
  559. case DATAFORMAT_UINT32_VEC2:
  560. components = 2;
  561. intformat = true;
  562. return GL_UNSIGNED_INT;
  563. case DATAFORMAT_UINT32_VEC3:
  564. components = 3;
  565. intformat = true;
  566. return GL_UNSIGNED_INT;
  567. case DATAFORMAT_UINT32_VEC4:
  568. components = 4;
  569. intformat = true;
  570. return GL_UNSIGNED_INT;
  571. case DATAFORMAT_SNORM8_VEC4:
  572. components = 4;
  573. normalized = GL_TRUE;
  574. return GL_BYTE;
  575. case DATAFORMAT_UNORM8_VEC4:
  576. components = 4;
  577. normalized = GL_TRUE;
  578. return GL_UNSIGNED_BYTE;
  579. case DATAFORMAT_INT8_VEC4:
  580. components = 4;
  581. intformat = true;
  582. return GL_BYTE;
  583. case DATAFORMAT_UINT8_VEC4:
  584. components = 4;
  585. intformat = true;
  586. return GL_UNSIGNED_BYTE;
  587. case DATAFORMAT_SNORM16_VEC2:
  588. components = 2;
  589. normalized = GL_TRUE;
  590. return GL_BYTE;
  591. case DATAFORMAT_SNORM16_VEC4:
  592. components = 4;
  593. normalized = GL_TRUE;
  594. return GL_BYTE;
  595. case DATAFORMAT_UNORM16_VEC2:
  596. components = 2;
  597. normalized = GL_TRUE;
  598. return GL_UNSIGNED_SHORT;
  599. case DATAFORMAT_UNORM16_VEC4:
  600. components = 4;
  601. normalized = GL_TRUE;
  602. return GL_UNSIGNED_SHORT;
  603. case DATAFORMAT_INT16_VEC2:
  604. components = 2;
  605. intformat = true;
  606. return GL_SHORT;
  607. case DATAFORMAT_INT16_VEC4:
  608. components = 4;
  609. intformat = true;
  610. return GL_SHORT;
  611. case DATAFORMAT_UINT16:
  612. components = 1;
  613. intformat = true;
  614. return GL_UNSIGNED_SHORT;
  615. case DATAFORMAT_UINT16_VEC2:
  616. components = 2;
  617. intformat = true;
  618. return GL_UNSIGNED_SHORT;
  619. case DATAFORMAT_UINT16_VEC4:
  620. components = 4;
  621. intformat = true;
  622. return GL_UNSIGNED_SHORT;
  623. case DATAFORMAT_BOOL:
  624. case DATAFORMAT_BOOL_VEC2:
  625. case DATAFORMAT_BOOL_VEC3:
  626. case DATAFORMAT_BOOL_VEC4:
  627. return GL_ZERO;
  628. case DATAFORMAT_MAX_ENUM:
  629. return GL_ZERO;
  630. }
  631. return GL_ZERO;
  632. }
  633. GLenum OpenGL::getGLBufferUsage(BufferUsage usage)
  634. {
  635. switch (usage)
  636. {
  637. case BUFFERUSAGE_STREAM: return GL_STREAM_DRAW;
  638. case BUFFERUSAGE_DYNAMIC: return GL_DYNAMIC_DRAW;
  639. case BUFFERUSAGE_STATIC: return GL_STATIC_DRAW;
  640. default: return 0;
  641. }
  642. }
  643. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  644. {
  645. if (state.boundBuffers[type] != buffer)
  646. {
  647. glBindBuffer(getGLBufferType(type), buffer);
  648. state.boundBuffers[type] = buffer;
  649. }
  650. }
  651. void OpenGL::deleteBuffer(GLuint buffer)
  652. {
  653. glDeleteBuffers(1, &buffer);
  654. for (int i = 0; i < (int) BUFFERTYPE_MAX_ENUM; i++)
  655. {
  656. if (state.boundBuffers[i] == buffer)
  657. state.boundBuffers[i] = 0;
  658. }
  659. }
  660. void OpenGL::setVertexAttributes(const VertexAttributes &attributes, const BufferBindings &buffers)
  661. {
  662. uint32 enablediff = attributes.enableBits ^ state.enabledAttribArrays;
  663. uint32 instanceattribbits = 0;
  664. uint32 allbits = attributes.enableBits | state.enabledAttribArrays;
  665. uint32 i = 0;
  666. while (allbits)
  667. {
  668. uint32 bit = 1u << i;
  669. if (enablediff & bit)
  670. {
  671. if (attributes.enableBits & bit)
  672. glEnableVertexAttribArray(i);
  673. else
  674. glDisableVertexAttribArray(i);
  675. }
  676. if (attributes.enableBits & bit)
  677. {
  678. const auto &attrib = attributes.attribs[i];
  679. const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
  680. const auto &bufferinfo = buffers.info[attrib.bufferIndex];
  681. uint32 bufferbit = 1u << attrib.bufferIndex;
  682. uint32 divisor = (attributes.instanceBits & bufferbit) != 0 ? 1 : 0;
  683. uint32 divisorbit = divisor << i;
  684. instanceattribbits |= divisorbit;
  685. if ((state.instancedAttribArrays & bit) ^ divisorbit)
  686. glVertexAttribDivisor(i, divisor);
  687. int components = 0;
  688. GLboolean normalized = GL_FALSE;
  689. bool intformat = false;
  690. GLenum gltype = getGLVertexDataType(attrib.format, components, normalized, intformat);
  691. const void *offsetpointer = reinterpret_cast<void*>(bufferinfo.offset + attrib.offsetFromVertex);
  692. bindBuffer(BUFFERTYPE_VERTEX, (GLuint) bufferinfo.buffer->getHandle());
  693. if (intformat)
  694. glVertexAttribIPointer(i, components, gltype, layout.stride, offsetpointer);
  695. else
  696. glVertexAttribPointer(i, components, gltype, normalized, layout.stride, offsetpointer);
  697. }
  698. i++;
  699. allbits >>= 1;
  700. }
  701. state.enabledAttribArrays = attributes.enableBits;
  702. state.instancedAttribArrays = instanceattribbits | (state.instancedAttribArrays & (~attributes.enableBits));
  703. // glDisableVertexAttribArray will make the constant value for a vertex
  704. // attribute undefined. We rely on the per-vertex color attribute being
  705. // white when no per-vertex color is used, so we set it here.
  706. // FIXME: Is there a better place to do this?
  707. if ((enablediff & ATTRIBFLAG_COLOR) && !(attributes.enableBits & ATTRIBFLAG_COLOR))
  708. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  709. }
  710. void OpenGL::setCullMode(CullMode mode)
  711. {
  712. bool enabled = mode != CULL_NONE;
  713. if (enabled != isStateEnabled(ENABLE_FACE_CULL))
  714. setEnableState(ENABLE_FACE_CULL, enabled);
  715. if (enabled)
  716. {
  717. GLenum glmode = mode == CULL_BACK ? GL_BACK : GL_FRONT;
  718. if (glmode != state.faceCullMode)
  719. {
  720. glCullFace(glmode);
  721. state.faceCullMode = glmode;
  722. }
  723. }
  724. }
  725. void OpenGL::clearDepth(double value)
  726. {
  727. if (GLAD_ES_VERSION_2_0)
  728. glClearDepthf((GLfloat) value);
  729. else
  730. glClearDepth(value);
  731. }
  732. void OpenGL::setViewport(const Rect &v)
  733. {
  734. glViewport(v.x, v.y, v.w, v.h);
  735. state.viewport = v;
  736. }
  737. Rect OpenGL::getViewport() const
  738. {
  739. return state.viewport;
  740. }
  741. void OpenGL::setScissor(const Rect &v, bool rtActive)
  742. {
  743. if (rtActive)
  744. glScissor(v.x, v.y, v.w, v.h);
  745. else
  746. {
  747. // With no RT active, we need to compensate for glScissor starting
  748. // from the lower left of the viewport instead of the top left.
  749. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  750. }
  751. state.scissor = v;
  752. }
  753. void OpenGL::setPointSize(float size)
  754. {
  755. if (GLAD_VERSION_1_0)
  756. glPointSize(size);
  757. state.pointSize = size;
  758. }
  759. float OpenGL::getPointSize() const
  760. {
  761. return state.pointSize;
  762. }
  763. void OpenGL::setEnableState(EnableState enablestate, bool enable)
  764. {
  765. GLenum glstate = GL_NONE;
  766. switch (enablestate)
  767. {
  768. case ENABLE_BLEND:
  769. glstate = GL_BLEND;
  770. break;
  771. case ENABLE_DEPTH_TEST:
  772. glstate = GL_DEPTH_TEST;
  773. break;
  774. case ENABLE_STENCIL_TEST:
  775. glstate = GL_STENCIL_TEST;
  776. break;
  777. case ENABLE_SCISSOR_TEST:
  778. glstate = GL_SCISSOR_TEST;
  779. break;
  780. case ENABLE_FACE_CULL:
  781. glstate = GL_CULL_FACE;
  782. break;
  783. case ENABLE_FRAMEBUFFER_SRGB:
  784. glstate = GL_FRAMEBUFFER_SRGB;
  785. break;
  786. case ENABLE_MAX_ENUM:
  787. break;
  788. }
  789. if (enable)
  790. glEnable(glstate);
  791. else
  792. glDisable(glstate);
  793. state.enableState[enablestate] = enable;
  794. }
  795. bool OpenGL::isStateEnabled(EnableState enablestate) const
  796. {
  797. return state.enableState[enablestate];
  798. }
  799. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  800. {
  801. bool bindingmodified = false;
  802. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  803. {
  804. bindingmodified = true;
  805. state.boundFramebuffers[0] = framebuffer;
  806. }
  807. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  808. {
  809. bindingmodified = true;
  810. state.boundFramebuffers[1] = framebuffer;
  811. }
  812. if (bindingmodified)
  813. {
  814. GLenum gltarget = GL_FRAMEBUFFER;
  815. if (target == FRAMEBUFFER_DRAW)
  816. gltarget = GL_DRAW_FRAMEBUFFER;
  817. else if (target == FRAMEBUFFER_READ)
  818. gltarget = GL_READ_FRAMEBUFFER;
  819. glBindFramebuffer(gltarget, framebuffer);
  820. }
  821. }
  822. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  823. {
  824. if (target & FRAMEBUFFER_DRAW)
  825. return state.boundFramebuffers[0];
  826. else if (target & FRAMEBUFFER_READ)
  827. return state.boundFramebuffers[1];
  828. else
  829. return 0;
  830. }
  831. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  832. {
  833. glDeleteFramebuffers(1, &framebuffer);
  834. for (int i = 0; i < 2; i++)
  835. {
  836. if (state.boundFramebuffers[i] == framebuffer)
  837. state.boundFramebuffers[i] = 0;
  838. }
  839. }
  840. void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
  841. {
  842. GLenum textarget = getGLTextureType(texType);
  843. switch (texType)
  844. {
  845. case TEXTURE_2D:
  846. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
  847. break;
  848. case TEXTURE_VOLUME:
  849. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
  850. break;
  851. case TEXTURE_2D_ARRAY:
  852. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
  853. break;
  854. case TEXTURE_CUBE:
  855. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
  856. break;
  857. default:
  858. break;
  859. }
  860. }
  861. void OpenGL::setDepthWrites(bool enable)
  862. {
  863. glDepthMask(enable ? GL_TRUE : GL_FALSE);
  864. state.depthWritesEnabled = enable;
  865. }
  866. bool OpenGL::hasDepthWrites() const
  867. {
  868. return state.depthWritesEnabled;
  869. }
  870. void OpenGL::useProgram(GLuint program)
  871. {
  872. glUseProgram(program);
  873. ++stats.shaderSwitches;
  874. }
  875. GLuint OpenGL::getDefaultFBO() const
  876. {
  877. #ifdef LOVE_IOS
  878. // Hack: iOS uses a custom FBO.
  879. SDL_SysWMinfo info = {};
  880. SDL_VERSION(&info.version);
  881. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  882. return info.info.uikit.framebuffer;
  883. #else
  884. return 0;
  885. #endif
  886. }
  887. GLuint OpenGL::getDefaultTexture(TextureType type) const
  888. {
  889. return state.defaultTexture[type];
  890. }
  891. void OpenGL::setTextureUnit(int textureunit)
  892. {
  893. if (textureunit != state.curTextureUnit)
  894. glActiveTexture(GL_TEXTURE0 + textureunit);
  895. state.curTextureUnit = textureunit;
  896. }
  897. void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev, bool bindforedit)
  898. {
  899. if (texture != state.boundTextures[target][textureunit])
  900. {
  901. int oldtextureunit = state.curTextureUnit;
  902. if (oldtextureunit != textureunit)
  903. glActiveTexture(GL_TEXTURE0 + textureunit);
  904. state.boundTextures[target][textureunit] = texture;
  905. glBindTexture(getGLTextureType(target), texture);
  906. if (restoreprev && oldtextureunit != textureunit)
  907. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  908. else
  909. state.curTextureUnit = textureunit;
  910. }
  911. else if (bindforedit && !restoreprev && textureunit != state.curTextureUnit)
  912. {
  913. glActiveTexture(GL_TEXTURE0 + textureunit);
  914. state.curTextureUnit = textureunit;
  915. }
  916. }
  917. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev, bool bindforedit)
  918. {
  919. TextureType textype = TEXTURE_2D;
  920. GLuint handle = 0;
  921. if (texture != nullptr)
  922. {
  923. textype = texture->getTextureType();
  924. handle = (GLuint) texture->getHandle();
  925. }
  926. else
  927. {
  928. if (textureunit == 0 && Shader::current != nullptr)
  929. {
  930. TextureType shadertex = Shader::current->getMainTextureType();
  931. if (shadertex != TEXTURE_MAX_ENUM)
  932. textype = shadertex;
  933. }
  934. handle = getDefaultTexture(textype);
  935. }
  936. bindTextureToUnit(textype, handle, textureunit, restoreprev, bindforedit);
  937. }
  938. void OpenGL::deleteTexture(GLuint texture)
  939. {
  940. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  941. // was bound to before deletion.
  942. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  943. {
  944. for (GLuint &texid : state.boundTextures[i])
  945. {
  946. if (texid == texture)
  947. texid = 0;
  948. }
  949. }
  950. glDeleteTextures(1, &texture);
  951. }
  952. GLint OpenGL::getGLWrapMode(SamplerState::WrapMode wmode)
  953. {
  954. switch (wmode)
  955. {
  956. case SamplerState::WRAP_CLAMP:
  957. default:
  958. return GL_CLAMP_TO_EDGE;
  959. case SamplerState::WRAP_CLAMP_ZERO:
  960. case SamplerState::WRAP_CLAMP_ONE:
  961. return GL_CLAMP_TO_BORDER;
  962. case SamplerState::WRAP_REPEAT:
  963. return GL_REPEAT;
  964. case SamplerState::WRAP_MIRRORED_REPEAT:
  965. return GL_MIRRORED_REPEAT;
  966. }
  967. }
  968. GLint OpenGL::getGLCompareMode(CompareMode mode)
  969. {
  970. switch (mode)
  971. {
  972. case COMPARE_LESS: return GL_LESS;
  973. case COMPARE_LEQUAL: return GL_LEQUAL;
  974. case COMPARE_EQUAL: return GL_EQUAL;
  975. case COMPARE_GEQUAL: return GL_GEQUAL;
  976. case COMPARE_GREATER: return GL_GREATER;
  977. case COMPARE_NOTEQUAL: return GL_NOTEQUAL;
  978. case COMPARE_ALWAYS: return GL_ALWAYS;
  979. case COMPARE_NEVER: return GL_NEVER;
  980. default: return GL_NEVER;
  981. }
  982. }
  983. static bool isClampOne(SamplerState::WrapMode mode)
  984. {
  985. return mode == SamplerState::WRAP_CLAMP_ONE;
  986. }
  987. void OpenGL::setSamplerState(TextureType target, SamplerState &s)
  988. {
  989. GLenum gltarget = getGLTextureType(target);
  990. GLint gmin = s.minFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  991. GLint gmag = s.magFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  992. if (s.mipmapFilter != SamplerState::MIPMAP_FILTER_NONE)
  993. {
  994. if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
  995. gmin = GL_NEAREST_MIPMAP_NEAREST;
  996. else if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
  997. gmin = GL_NEAREST_MIPMAP_LINEAR;
  998. else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
  999. gmin = GL_LINEAR_MIPMAP_NEAREST;
  1000. else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
  1001. gmin = GL_LINEAR_MIPMAP_LINEAR;
  1002. }
  1003. glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
  1004. glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
  1005. if (!isClampZeroOneTextureWrapSupported())
  1006. {
  1007. if (SamplerState::isClampZeroOrOne(s.wrapU)) s.wrapU = SamplerState::WRAP_CLAMP;
  1008. if (SamplerState::isClampZeroOrOne(s.wrapV)) s.wrapV = SamplerState::WRAP_CLAMP;
  1009. if (SamplerState::isClampZeroOrOne(s.wrapW)) s.wrapW = SamplerState::WRAP_CLAMP;
  1010. }
  1011. if (SamplerState::isClampZeroOrOne(s.wrapU) || SamplerState::isClampZeroOrOne(s.wrapV) || SamplerState::isClampZeroOrOne(s.wrapW))
  1012. {
  1013. GLfloat c[] = {0.0f, 0.0f, 0.0f, 0.0f};
  1014. if (isClampOne(s.wrapU) || isClampOne(s.wrapU) || isClampOne(s.wrapV))
  1015. c[0] = c[1] = c[2] = c[3] = 1.0f;
  1016. glTexParameterfv(gltarget, GL_TEXTURE_BORDER_COLOR, c);
  1017. }
  1018. glTexParameteri(gltarget, GL_TEXTURE_WRAP_S, getGLWrapMode(s.wrapU));
  1019. glTexParameteri(gltarget, GL_TEXTURE_WRAP_T, getGLWrapMode(s.wrapV));
  1020. if (target == TEXTURE_VOLUME)
  1021. glTexParameteri(gltarget, GL_TEXTURE_WRAP_R, getGLWrapMode(s.wrapW));
  1022. if (isSamplerLODBiasSupported())
  1023. {
  1024. float maxbias = getMaxLODBias();
  1025. if (maxbias > 0.01f)
  1026. maxbias -= 0.01f;
  1027. s.lodBias = std::min(std::max(s.lodBias, -maxbias), maxbias);
  1028. glTexParameterf(gltarget, GL_TEXTURE_LOD_BIAS, s.lodBias);
  1029. }
  1030. else
  1031. {
  1032. s.lodBias = 0.0f;
  1033. }
  1034. if (GLAD_EXT_texture_filter_anisotropic)
  1035. {
  1036. uint8 maxAniso = (uint8) std::min(maxAnisotropy, (float)LOVE_UINT8_MAX);
  1037. s.maxAnisotropy = std::min(std::max(s.maxAnisotropy, (uint8)1), maxAniso);
  1038. glTexParameteri(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, s.maxAnisotropy);
  1039. }
  1040. else
  1041. {
  1042. s.maxAnisotropy = 1;
  1043. }
  1044. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0)
  1045. {
  1046. glTexParameterf(gltarget, GL_TEXTURE_MIN_LOD, (float)s.minLod);
  1047. glTexParameterf(gltarget, GL_TEXTURE_MAX_LOD, (float)s.maxLod);
  1048. }
  1049. else
  1050. {
  1051. s.minLod = 0;
  1052. s.maxLod = LOVE_UINT8_MAX;
  1053. }
  1054. if (isDepthCompareSampleSupported())
  1055. {
  1056. if (s.depthSampleMode.hasValue)
  1057. {
  1058. // See the comment in renderstate.h
  1059. GLenum glmode = getGLCompareMode(getReversedCompareMode(s.depthSampleMode.value));
  1060. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
  1061. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_FUNC, glmode);
  1062. }
  1063. else
  1064. {
  1065. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  1066. }
  1067. }
  1068. else
  1069. {
  1070. s.depthSampleMode.hasValue = false;
  1071. }
  1072. }
  1073. bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
  1074. {
  1075. GLenum gltarget = getGLTextureType(target);
  1076. TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
  1077. if (fmt.swizzled)
  1078. {
  1079. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
  1080. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
  1081. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
  1082. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
  1083. }
  1084. if (isTexStorageSupported())
  1085. {
  1086. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  1087. glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
  1088. else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
  1089. glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
  1090. }
  1091. else
  1092. {
  1093. int w = width;
  1094. int h = height;
  1095. int d = depth;
  1096. for (int level = 0; level < levels; level++)
  1097. {
  1098. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  1099. {
  1100. int faces = target == TEXTURE_CUBE ? 6 : 1;
  1101. for (int face = 0; face < faces; face++)
  1102. {
  1103. if (target == TEXTURE_CUBE)
  1104. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  1105. glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
  1106. fmt.externalformat, fmt.type, nullptr);
  1107. }
  1108. }
  1109. else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
  1110. {
  1111. if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  1112. {
  1113. glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
  1114. d, 0, fmt.externalformat, fmt.type, nullptr);
  1115. }
  1116. else
  1117. {
  1118. glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
  1119. 0, fmt.externalformat, fmt.type, nullptr);
  1120. }
  1121. }
  1122. w = std::max(w / 2, 1);
  1123. h = std::max(h / 2, 1);
  1124. if (target == TEXTURE_VOLUME)
  1125. d = std::max(d / 2, 1);
  1126. }
  1127. }
  1128. return gltarget != GL_ZERO;
  1129. }
  1130. bool OpenGL::isTexStorageSupported()
  1131. {
  1132. bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
  1133. // Apparently there are bugs with glTexStorage on some Android drivers. I'd
  1134. // rather not find out the hard way, so we'll avoid it for now...
  1135. #ifndef LOVE_ANDROID
  1136. if (GLAD_ES_VERSION_3_0)
  1137. supportsTexStorage = true;
  1138. #endif
  1139. if (gl.bugs.texStorageBreaksSubImage)
  1140. supportsTexStorage = false;
  1141. return supportsTexStorage;
  1142. }
  1143. bool OpenGL::isTextureTypeSupported(TextureType type) const
  1144. {
  1145. switch (type)
  1146. {
  1147. case TEXTURE_2D:
  1148. return true;
  1149. case TEXTURE_VOLUME:
  1150. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
  1151. case TEXTURE_2D_ARRAY:
  1152. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
  1153. case TEXTURE_CUBE:
  1154. return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
  1155. default:
  1156. return false;
  1157. }
  1158. }
  1159. bool OpenGL::isClampZeroOneTextureWrapSupported() const
  1160. {
  1161. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  1162. }
  1163. bool OpenGL::isPixelShaderHighpSupported() const
  1164. {
  1165. return pixelShaderHighpSupported;
  1166. }
  1167. bool OpenGL::isInstancingSupported() const
  1168. {
  1169. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
  1170. || GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
  1171. }
  1172. bool OpenGL::isDepthCompareSampleSupported() const
  1173. {
  1174. // Our official API only supports this in GLSL3 shaders, but unofficially
  1175. // the requirements are more lax.
  1176. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
  1177. }
  1178. bool OpenGL::isSamplerLODBiasSupported() const
  1179. {
  1180. return GLAD_VERSION_1_4;
  1181. }
  1182. bool OpenGL::isBaseVertexSupported() const
  1183. {
  1184. return baseVertexSupported;
  1185. }
  1186. bool OpenGL::isMultiFormatMRTSupported() const
  1187. {
  1188. return getMaxRenderTargets() > 1 && (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object);
  1189. }
  1190. int OpenGL::getMax2DTextureSize() const
  1191. {
  1192. return std::max(max2DTextureSize, 1);
  1193. }
  1194. int OpenGL::getMax3DTextureSize() const
  1195. {
  1196. return std::max(max3DTextureSize, 1);
  1197. }
  1198. int OpenGL::getMaxCubeTextureSize() const
  1199. {
  1200. return std::max(maxCubeTextureSize, 1);
  1201. }
  1202. int OpenGL::getMaxTextureLayers() const
  1203. {
  1204. return std::max(maxTextureArrayLayers, 1);
  1205. }
  1206. int OpenGL::getMaxRenderTargets() const
  1207. {
  1208. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  1209. }
  1210. int OpenGL::getMaxSamples() const
  1211. {
  1212. return maxSamples;
  1213. }
  1214. int OpenGL::getMaxTextureUnits() const
  1215. {
  1216. return maxTextureUnits;
  1217. }
  1218. float OpenGL::getMaxPointSize() const
  1219. {
  1220. return maxPointSize;
  1221. }
  1222. float OpenGL::getMaxAnisotropy() const
  1223. {
  1224. return maxAnisotropy;
  1225. }
  1226. float OpenGL::getMaxLODBias() const
  1227. {
  1228. return maxLODBias;
  1229. }
  1230. bool OpenGL::isCoreProfile() const
  1231. {
  1232. return coreProfile;
  1233. }
  1234. OpenGL::Vendor OpenGL::getVendor() const
  1235. {
  1236. return vendor;
  1237. }
  1238. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  1239. {
  1240. TextureFormat f;
  1241. f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
  1242. f.framebufferAttachments[1] = GL_NONE;
  1243. if (pixelformat == PIXELFORMAT_RGBA8_UNORM && isSRGB)
  1244. pixelformat = PIXELFORMAT_sRGBA8_UNORM;
  1245. else if (pixelformat == PIXELFORMAT_ETC1_UNORM)
  1246. {
  1247. // The ETC2 format can load ETC1 textures.
  1248. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  1249. pixelformat = PIXELFORMAT_ETC2_RGB_UNORM;
  1250. }
  1251. switch (pixelformat)
  1252. {
  1253. case PIXELFORMAT_R8_UNORM:
  1254. if ((GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1255. && !gl.bugs.brokenR8PixelFormat)
  1256. {
  1257. f.internalformat = GL_R8;
  1258. f.externalformat = GL_RED;
  1259. }
  1260. else
  1261. {
  1262. f.internalformat = GL_LUMINANCE8;
  1263. f.externalformat = GL_LUMINANCE;
  1264. }
  1265. f.type = GL_UNSIGNED_BYTE;
  1266. break;
  1267. case PIXELFORMAT_RG8_UNORM:
  1268. f.internalformat = GL_RG8;
  1269. f.externalformat = GL_RG;
  1270. f.type = GL_UNSIGNED_BYTE;
  1271. break;
  1272. case PIXELFORMAT_RGBA8_UNORM:
  1273. f.internalformat = GL_RGBA8;
  1274. f.externalformat = GL_RGBA;
  1275. f.type = GL_UNSIGNED_BYTE;
  1276. break;
  1277. case PIXELFORMAT_sRGBA8_UNORM:
  1278. f.internalformat = GL_SRGB8_ALPHA8;
  1279. f.type = GL_UNSIGNED_BYTE;
  1280. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  1281. f.externalformat = GL_SRGB_ALPHA;
  1282. else
  1283. f.externalformat = GL_RGBA;
  1284. break;
  1285. case PIXELFORMAT_R16_UNORM:
  1286. f.internalformat = GL_R16;
  1287. f.externalformat = GL_RED;
  1288. f.type = GL_UNSIGNED_SHORT;
  1289. break;
  1290. case PIXELFORMAT_RG16_UNORM:
  1291. f.internalformat = GL_RG16;
  1292. f.externalformat = GL_RG;
  1293. f.type = GL_UNSIGNED_SHORT;
  1294. break;
  1295. case PIXELFORMAT_RGBA16_UNORM:
  1296. f.internalformat = GL_RGBA16;
  1297. f.externalformat = GL_RGBA;
  1298. f.type = GL_UNSIGNED_SHORT;
  1299. break;
  1300. case PIXELFORMAT_R16_FLOAT:
  1301. f.internalformat = GL_R16F;
  1302. f.externalformat = GL_RED;
  1303. if (GLAD_OES_texture_half_float)
  1304. f.type = GL_HALF_FLOAT_OES;
  1305. else
  1306. f.type = GL_HALF_FLOAT;
  1307. break;
  1308. case PIXELFORMAT_RG16_FLOAT:
  1309. f.internalformat = GL_RG16F;
  1310. f.externalformat = GL_RG;
  1311. if (GLAD_OES_texture_half_float)
  1312. f.type = GL_HALF_FLOAT_OES;
  1313. else
  1314. f.type = GL_HALF_FLOAT;
  1315. break;
  1316. case PIXELFORMAT_RGBA16_FLOAT:
  1317. f.internalformat = GL_RGBA16F;
  1318. f.externalformat = GL_RGBA;
  1319. if (GLAD_OES_texture_half_float)
  1320. f.type = GL_HALF_FLOAT_OES;
  1321. else
  1322. f.type = GL_HALF_FLOAT;
  1323. break;
  1324. case PIXELFORMAT_R32_FLOAT:
  1325. f.internalformat = GL_R32F;
  1326. f.externalformat = GL_RED;
  1327. f.type = GL_FLOAT;
  1328. break;
  1329. case PIXELFORMAT_RG32_FLOAT:
  1330. f.internalformat = GL_RG32F;
  1331. f.externalformat = GL_RG;
  1332. f.type = GL_FLOAT;
  1333. break;
  1334. case PIXELFORMAT_RGBA32_FLOAT:
  1335. f.internalformat = GL_RGBA32F;
  1336. f.externalformat = GL_RGBA;
  1337. f.type = GL_FLOAT;
  1338. break;
  1339. case PIXELFORMAT_LA8_UNORM:
  1340. if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
  1341. {
  1342. f.internalformat = GL_RG8;
  1343. f.externalformat = GL_RG;
  1344. f.type = GL_UNSIGNED_BYTE;
  1345. f.swizzled = true;
  1346. f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
  1347. f.swizzle[3] = GL_GREEN;
  1348. }
  1349. else
  1350. {
  1351. f.internalformat = GL_LUMINANCE8_ALPHA8;
  1352. f.externalformat = GL_LUMINANCE_ALPHA;
  1353. f.type = GL_UNSIGNED_BYTE;
  1354. }
  1355. break;
  1356. case PIXELFORMAT_RGBA4_UNORM:
  1357. f.internalformat = GL_RGBA4;
  1358. f.externalformat = GL_RGBA;
  1359. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  1360. break;
  1361. case PIXELFORMAT_RGB5A1_UNORM:
  1362. f.internalformat = GL_RGB5_A1;
  1363. f.externalformat = GL_RGBA;
  1364. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  1365. break;
  1366. case PIXELFORMAT_RGB565_UNORM:
  1367. f.internalformat = GL_RGB565;
  1368. f.externalformat = GL_RGB;
  1369. f.type = GL_UNSIGNED_SHORT_5_6_5;
  1370. break;
  1371. case PIXELFORMAT_RGB10A2_UNORM:
  1372. f.internalformat = GL_RGB10_A2;
  1373. f.externalformat = GL_RGBA;
  1374. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1375. break;
  1376. case PIXELFORMAT_RG11B10_FLOAT:
  1377. f.internalformat = GL_R11F_G11F_B10F;
  1378. f.externalformat = GL_RGB;
  1379. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  1380. break;
  1381. case PIXELFORMAT_STENCIL8:
  1382. // Prefer a combined depth/stencil buffer due to driver issues.
  1383. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1384. {
  1385. f.internalformat = GL_DEPTH24_STENCIL8;
  1386. f.externalformat = GL_DEPTH_STENCIL;
  1387. f.type = GL_UNSIGNED_INT_24_8;
  1388. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1389. }
  1390. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1391. {
  1392. f.internalformat = GL_DEPTH24_STENCIL8;
  1393. f.externalformat = GL_DEPTH_STENCIL;
  1394. f.type = GL_UNSIGNED_INT_24_8;
  1395. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1396. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1397. }
  1398. else
  1399. {
  1400. f.internalformat = GL_STENCIL_INDEX8;
  1401. f.externalformat = GL_STENCIL;
  1402. f.type = GL_UNSIGNED_BYTE;
  1403. f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
  1404. }
  1405. break;
  1406. case PIXELFORMAT_DEPTH16_UNORM:
  1407. f.internalformat = GL_DEPTH_COMPONENT16;
  1408. f.externalformat = GL_DEPTH_COMPONENT;
  1409. f.type = GL_UNSIGNED_SHORT;
  1410. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1411. break;
  1412. case PIXELFORMAT_DEPTH24_UNORM:
  1413. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
  1414. {
  1415. f.internalformat = GL_DEPTH24_STENCIL8;
  1416. f.externalformat = GL_DEPTH_STENCIL;
  1417. f.type = GL_UNSIGNED_INT_24_8;
  1418. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1419. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1420. }
  1421. else
  1422. {
  1423. f.internalformat = GL_DEPTH_COMPONENT24;
  1424. f.externalformat = GL_DEPTH_COMPONENT;
  1425. f.type = GL_UNSIGNED_INT;
  1426. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1427. }
  1428. break;
  1429. case PIXELFORMAT_DEPTH32_FLOAT:
  1430. f.internalformat = GL_DEPTH_COMPONENT32F;
  1431. f.externalformat = GL_DEPTH_COMPONENT;
  1432. f.type = GL_FLOAT;
  1433. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1434. break;
  1435. case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
  1436. f.internalformat = GL_DEPTH24_STENCIL8;
  1437. f.externalformat = GL_DEPTH_STENCIL;
  1438. f.type = GL_UNSIGNED_INT_24_8;
  1439. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1440. {
  1441. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1442. }
  1443. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1444. {
  1445. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1446. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1447. }
  1448. break;
  1449. case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
  1450. f.internalformat = GL_DEPTH32F_STENCIL8;
  1451. f.externalformat = GL_DEPTH_STENCIL;
  1452. f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  1453. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1454. break;
  1455. case PIXELFORMAT_DXT1_UNORM:
  1456. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1457. break;
  1458. case PIXELFORMAT_DXT3_UNORM:
  1459. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1460. break;
  1461. case PIXELFORMAT_DXT5_UNORM:
  1462. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1463. break;
  1464. case PIXELFORMAT_BC4_UNORM:
  1465. isSRGB = false;
  1466. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  1467. break;
  1468. case PIXELFORMAT_BC4_SNORM:
  1469. isSRGB = false;
  1470. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  1471. break;
  1472. case PIXELFORMAT_BC5_UNORM:
  1473. isSRGB = false;
  1474. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  1475. break;
  1476. case PIXELFORMAT_BC5_SNORM:
  1477. isSRGB = false;
  1478. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  1479. break;
  1480. case PIXELFORMAT_BC6H_UFLOAT:
  1481. isSRGB = false;
  1482. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  1483. break;
  1484. case PIXELFORMAT_BC6H_FLOAT:
  1485. isSRGB = false;
  1486. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  1487. break;
  1488. case PIXELFORMAT_BC7_UNORM:
  1489. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  1490. break;
  1491. case PIXELFORMAT_PVR1_RGB2_UNORM:
  1492. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1493. break;
  1494. case PIXELFORMAT_PVR1_RGB4_UNORM:
  1495. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1496. break;
  1497. case PIXELFORMAT_PVR1_RGBA2_UNORM:
  1498. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1499. break;
  1500. case PIXELFORMAT_PVR1_RGBA4_UNORM:
  1501. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1502. break;
  1503. case PIXELFORMAT_ETC1_UNORM:
  1504. isSRGB = false;
  1505. f.internalformat = GL_ETC1_RGB8_OES;
  1506. break;
  1507. case PIXELFORMAT_ETC2_RGB_UNORM:
  1508. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  1509. break;
  1510. case PIXELFORMAT_ETC2_RGBA_UNORM:
  1511. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  1512. break;
  1513. case PIXELFORMAT_ETC2_RGBA1_UNORM:
  1514. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  1515. break;
  1516. case PIXELFORMAT_EAC_R_UNORM:
  1517. isSRGB = false;
  1518. f.internalformat = GL_COMPRESSED_R11_EAC;
  1519. break;
  1520. case PIXELFORMAT_EAC_R_SNORM:
  1521. isSRGB = false;
  1522. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  1523. break;
  1524. case PIXELFORMAT_EAC_RG_UNORM:
  1525. isSRGB = false;
  1526. f.internalformat = GL_COMPRESSED_RG11_EAC;
  1527. break;
  1528. case PIXELFORMAT_EAC_RG_SNORM:
  1529. isSRGB = false;
  1530. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  1531. break;
  1532. case PIXELFORMAT_ASTC_4x4:
  1533. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  1534. break;
  1535. case PIXELFORMAT_ASTC_5x4:
  1536. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  1537. break;
  1538. case PIXELFORMAT_ASTC_5x5:
  1539. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  1540. break;
  1541. case PIXELFORMAT_ASTC_6x5:
  1542. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  1543. break;
  1544. case PIXELFORMAT_ASTC_6x6:
  1545. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  1546. break;
  1547. case PIXELFORMAT_ASTC_8x5:
  1548. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  1549. break;
  1550. case PIXELFORMAT_ASTC_8x6:
  1551. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  1552. break;
  1553. case PIXELFORMAT_ASTC_8x8:
  1554. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  1555. break;
  1556. case PIXELFORMAT_ASTC_10x5:
  1557. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  1558. break;
  1559. case PIXELFORMAT_ASTC_10x6:
  1560. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  1561. break;
  1562. case PIXELFORMAT_ASTC_10x8:
  1563. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  1564. break;
  1565. case PIXELFORMAT_ASTC_10x10:
  1566. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  1567. break;
  1568. case PIXELFORMAT_ASTC_12x10:
  1569. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  1570. break;
  1571. case PIXELFORMAT_ASTC_12x12:
  1572. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  1573. break;
  1574. default:
  1575. printf("Unhandled pixel format %d when converting to OpenGL enums!", pixelformat);
  1576. break;
  1577. }
  1578. if (!isPixelFormatCompressed(pixelformat))
  1579. {
  1580. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat == PIXELFORMAT_LA8_UNORM)
  1581. && !renderbuffer && !isTexStorageSupported())
  1582. {
  1583. f.internalformat = f.externalformat;
  1584. }
  1585. if (pixelformat != PIXELFORMAT_sRGBA8_UNORM)
  1586. isSRGB = false;
  1587. }
  1588. return f;
  1589. }
  1590. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
  1591. {
  1592. if (rendertarget && isPixelFormatCompressed(pixelformat))
  1593. return false;
  1594. if (pixelformat == PIXELFORMAT_RGBA8_UNORM && isSRGB)
  1595. pixelformat = PIXELFORMAT_sRGBA8_UNORM;
  1596. switch (pixelformat)
  1597. {
  1598. case PIXELFORMAT_R8_UNORM:
  1599. case PIXELFORMAT_RG8_UNORM:
  1600. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1601. return true;
  1602. else if (pixelformat == PIXELFORMAT_R8_UNORM && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  1603. return true; // We'll use OpenGL's luminance format internally.
  1604. else
  1605. return false;
  1606. case PIXELFORMAT_RGBA8_UNORM:
  1607. if (rendertarget)
  1608. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  1609. else
  1610. return true;
  1611. case PIXELFORMAT_sRGBA8_UNORM:
  1612. if (rendertarget)
  1613. {
  1614. if (GLAD_VERSION_1_0)
  1615. {
  1616. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  1617. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  1618. }
  1619. else
  1620. return GLAD_ES_VERSION_3_0;
  1621. }
  1622. else
  1623. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  1624. case PIXELFORMAT_R16_UNORM:
  1625. case PIXELFORMAT_RG16_UNORM:
  1626. return GLAD_VERSION_3_0
  1627. || (GLAD_VERSION_1_1 && GLAD_ARB_texture_rg)
  1628. || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  1629. case PIXELFORMAT_RGBA16_UNORM:
  1630. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  1631. case PIXELFORMAT_R16_FLOAT:
  1632. case PIXELFORMAT_RG16_FLOAT:
  1633. if (GLAD_VERSION_1_0)
  1634. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  1635. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1636. return false;
  1637. else
  1638. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  1639. case PIXELFORMAT_RGBA16_FLOAT:
  1640. if (GLAD_VERSION_1_0)
  1641. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  1642. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1643. return false;
  1644. else
  1645. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  1646. case PIXELFORMAT_R32_FLOAT:
  1647. case PIXELFORMAT_RG32_FLOAT:
  1648. if (GLAD_VERSION_1_0)
  1649. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  1650. else if (!rendertarget)
  1651. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  1652. else
  1653. return false;
  1654. case PIXELFORMAT_RGBA32_FLOAT:
  1655. if (GLAD_VERSION_1_0)
  1656. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  1657. else if (!rendertarget)
  1658. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  1659. else
  1660. return false;
  1661. case PIXELFORMAT_LA8_UNORM:
  1662. return !rendertarget;
  1663. case PIXELFORMAT_RGBA4_UNORM:
  1664. case PIXELFORMAT_RGB5A1_UNORM:
  1665. return true;
  1666. case PIXELFORMAT_RGB565_UNORM:
  1667. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  1668. case PIXELFORMAT_RGB10A2_UNORM:
  1669. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  1670. case PIXELFORMAT_RG11B10_FLOAT:
  1671. if (rendertarget)
  1672. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  1673. else
  1674. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  1675. case PIXELFORMAT_STENCIL8:
  1676. return rendertarget && !readable;
  1677. case PIXELFORMAT_DEPTH16_UNORM:
  1678. if (!rendertarget)
  1679. return false;
  1680. else if (readable)
  1681. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
  1682. else
  1683. return true;
  1684. case PIXELFORMAT_DEPTH24_UNORM:
  1685. if (!rendertarget)
  1686. return false;
  1687. else if (readable)
  1688. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
  1689. else
  1690. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
  1691. case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
  1692. if (!rendertarget)
  1693. return false;
  1694. else if (readable)
  1695. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
  1696. else
  1697. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
  1698. case PIXELFORMAT_DEPTH32_FLOAT:
  1699. case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
  1700. return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
  1701. case PIXELFORMAT_DXT1_UNORM:
  1702. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  1703. case PIXELFORMAT_DXT3_UNORM:
  1704. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  1705. case PIXELFORMAT_DXT5_UNORM:
  1706. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  1707. case PIXELFORMAT_BC4_UNORM:
  1708. case PIXELFORMAT_BC4_SNORM:
  1709. case PIXELFORMAT_BC5_UNORM:
  1710. case PIXELFORMAT_BC5_SNORM:
  1711. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  1712. case PIXELFORMAT_BC6H_UFLOAT:
  1713. case PIXELFORMAT_BC6H_FLOAT:
  1714. case PIXELFORMAT_BC7_UNORM:
  1715. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  1716. case PIXELFORMAT_PVR1_RGB2_UNORM:
  1717. case PIXELFORMAT_PVR1_RGB4_UNORM:
  1718. case PIXELFORMAT_PVR1_RGBA2_UNORM:
  1719. case PIXELFORMAT_PVR1_RGBA4_UNORM:
  1720. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  1721. case PIXELFORMAT_ETC1_UNORM:
  1722. // ETC2 support guarantees ETC1 support as well.
  1723. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  1724. case PIXELFORMAT_ETC2_RGB_UNORM:
  1725. case PIXELFORMAT_ETC2_RGBA_UNORM:
  1726. case PIXELFORMAT_ETC2_RGBA1_UNORM:
  1727. case PIXELFORMAT_EAC_R_UNORM:
  1728. case PIXELFORMAT_EAC_R_SNORM:
  1729. case PIXELFORMAT_EAC_RG_UNORM:
  1730. case PIXELFORMAT_EAC_RG_SNORM:
  1731. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1732. case PIXELFORMAT_ASTC_4x4:
  1733. case PIXELFORMAT_ASTC_5x4:
  1734. case PIXELFORMAT_ASTC_5x5:
  1735. case PIXELFORMAT_ASTC_6x5:
  1736. case PIXELFORMAT_ASTC_6x6:
  1737. case PIXELFORMAT_ASTC_8x5:
  1738. case PIXELFORMAT_ASTC_8x6:
  1739. case PIXELFORMAT_ASTC_8x8:
  1740. case PIXELFORMAT_ASTC_10x5:
  1741. case PIXELFORMAT_ASTC_10x6:
  1742. case PIXELFORMAT_ASTC_10x8:
  1743. case PIXELFORMAT_ASTC_10x10:
  1744. case PIXELFORMAT_ASTC_12x10:
  1745. case PIXELFORMAT_ASTC_12x12:
  1746. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1747. default:
  1748. return false;
  1749. }
  1750. }
  1751. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1752. {
  1753. switch (pixelformat)
  1754. {
  1755. case PIXELFORMAT_R16_FLOAT:
  1756. case PIXELFORMAT_RG16_FLOAT:
  1757. case PIXELFORMAT_RGBA16_FLOAT:
  1758. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1759. case PIXELFORMAT_R32_FLOAT:
  1760. case PIXELFORMAT_RG32_FLOAT:
  1761. case PIXELFORMAT_RGBA32_FLOAT:
  1762. return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
  1763. default:
  1764. return true;
  1765. }
  1766. }
  1767. const char *OpenGL::errorString(GLenum errorcode)
  1768. {
  1769. switch (errorcode)
  1770. {
  1771. case GL_NO_ERROR:
  1772. return "no error";
  1773. case GL_INVALID_ENUM:
  1774. return "invalid enum";
  1775. case GL_INVALID_VALUE:
  1776. return "invalid value";
  1777. case GL_INVALID_OPERATION:
  1778. return "invalid operation";
  1779. case GL_OUT_OF_MEMORY:
  1780. return "out of memory";
  1781. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1782. return "invalid framebuffer operation";
  1783. case GL_CONTEXT_LOST:
  1784. return "OpenGL context has been lost";
  1785. default:
  1786. break;
  1787. }
  1788. static char text[64] = {};
  1789. memset(text, 0, sizeof(text));
  1790. sprintf(text, "0x%x", errorcode);
  1791. return text;
  1792. }
  1793. const char *OpenGL::framebufferStatusString(GLenum status)
  1794. {
  1795. switch (status)
  1796. {
  1797. case GL_FRAMEBUFFER_COMPLETE:
  1798. return "complete (success)";
  1799. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1800. return "Texture format cannot be rendered to on this system.";
  1801. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1802. return "Error in graphics driver (missing render texture attachment)";
  1803. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1804. return "Error in graphics driver (incomplete draw buffer)";
  1805. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1806. return "Error in graphics driver (incomplete read buffer)";
  1807. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1808. return "Texture with the specified MSAA count cannot be rendered to on this system.";
  1809. case GL_FRAMEBUFFER_UNSUPPORTED:
  1810. return "Renderable textures are unsupported";
  1811. default:
  1812. break;
  1813. }
  1814. static char text[64] = {};
  1815. memset(text, 0, sizeof(text));
  1816. sprintf(text, "0x%x", status);
  1817. return text;
  1818. }
  1819. const char *OpenGL::debugSeverityString(GLenum severity)
  1820. {
  1821. switch (severity)
  1822. {
  1823. case GL_DEBUG_SEVERITY_HIGH:
  1824. return "high";
  1825. case GL_DEBUG_SEVERITY_MEDIUM:
  1826. return "medium";
  1827. case GL_DEBUG_SEVERITY_LOW:
  1828. return "low";
  1829. default:
  1830. return "unknown";
  1831. }
  1832. }
  1833. const char *OpenGL::debugSourceString(GLenum source)
  1834. {
  1835. switch (source)
  1836. {
  1837. case GL_DEBUG_SOURCE_API:
  1838. return "API";
  1839. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1840. return "window";
  1841. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1842. return "shader";
  1843. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1844. return "external";
  1845. case GL_DEBUG_SOURCE_APPLICATION:
  1846. return "LOVE";
  1847. case GL_DEBUG_SOURCE_OTHER:
  1848. return "other";
  1849. default:
  1850. return "unknown";
  1851. }
  1852. }
  1853. const char *OpenGL::debugTypeString(GLenum type)
  1854. {
  1855. switch (type)
  1856. {
  1857. case GL_DEBUG_TYPE_ERROR:
  1858. return "error";
  1859. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1860. return "deprecated behavior";
  1861. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1862. return "undefined behavior";
  1863. case GL_DEBUG_TYPE_PERFORMANCE:
  1864. return "performance";
  1865. case GL_DEBUG_TYPE_PORTABILITY:
  1866. return "portability";
  1867. case GL_DEBUG_TYPE_OTHER:
  1868. return "other";
  1869. default:
  1870. return "unknown";
  1871. }
  1872. }
  1873. // OpenGL class instance singleton.
  1874. OpenGL gl;
  1875. } // opengl
  1876. } // graphics
  1877. } // love