OpenGL.cpp 53 KB

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  1. /**
  2. * Copyright (c) 2006-2019 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 "Canvas.h"
  25. #include "common/Exception.h"
  26. #include "graphics/Graphics.h"
  27. #include "graphics/Buffer.h"
  28. // C++
  29. #include <algorithm>
  30. #include <limits>
  31. // C
  32. #include <cstring>
  33. #include <cstdio>
  34. // For SDL_GL_GetProcAddress.
  35. #include <SDL_video.h>
  36. #ifdef LOVE_IOS
  37. #include <SDL_syswm.h>
  38. #endif
  39. #ifdef LOVE_ANDROID
  40. #include <dlfcn.h>
  41. #endif
  42. namespace love
  43. {
  44. namespace graphics
  45. {
  46. namespace opengl
  47. {
  48. static void *LOVEGetProcAddress(const char *name)
  49. {
  50. #ifdef LOVE_ANDROID
  51. void *proc = dlsym(RTLD_DEFAULT, name);
  52. if (proc)
  53. return proc;
  54. #endif
  55. return SDL_GL_GetProcAddress(name);
  56. }
  57. OpenGL::TempDebugGroup::TempDebugGroup(const char *name)
  58. {
  59. if (isDebugEnabled())
  60. {
  61. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  62. glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  63. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  64. glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  65. else if (GLAD_EXT_debug_marker)
  66. glPushGroupMarkerEXT(0, (const GLchar *) name);
  67. }
  68. }
  69. OpenGL::TempDebugGroup::~TempDebugGroup()
  70. {
  71. if (isDebugEnabled())
  72. {
  73. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  74. glPopDebugGroup();
  75. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  76. glPopDebugGroupKHR();
  77. else if (GLAD_EXT_debug_marker)
  78. glPopGroupMarkerEXT();
  79. }
  80. }
  81. OpenGL::OpenGL()
  82. : stats()
  83. , contextInitialized(false)
  84. , pixelShaderHighpSupported(false)
  85. , baseVertexSupported(false)
  86. , maxAnisotropy(1.0f)
  87. , max2DTextureSize(0)
  88. , max3DTextureSize(0)
  89. , maxCubeTextureSize(0)
  90. , maxTextureArrayLayers(0)
  91. , maxRenderTargets(1)
  92. , maxRenderbufferSamples(0)
  93. , maxTextureUnits(1)
  94. , maxPointSize(1)
  95. , coreProfile(false)
  96. , vendor(VENDOR_UNKNOWN)
  97. , state()
  98. {
  99. state.constantColor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
  100. float nan = std::numeric_limits<float>::quiet_NaN();
  101. state.lastConstantColor = Colorf(nan, nan, nan, nan);
  102. }
  103. bool OpenGL::initContext()
  104. {
  105. if (contextInitialized)
  106. return true;
  107. if (!gladLoadGLLoader(LOVEGetProcAddress))
  108. return false;
  109. if (GLAD_VERSION_3_2)
  110. {
  111. GLint profileMask = 0;
  112. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
  113. coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
  114. }
  115. else
  116. coreProfile = false;
  117. initOpenGLFunctions();
  118. initVendor();
  119. bugs = {};
  120. #if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
  121. // See the comments in OpenGL.h.
  122. if (getVendor() == VENDOR_AMD)
  123. {
  124. bugs.clearRequiresDriverTextureStateUpdate = true;
  125. if (!gl.isCoreProfile())
  126. bugs.generateMipmapsRequiresTexture2DEnable = true;
  127. }
  128. #endif
  129. #ifdef LOVE_WINDOWS
  130. if (getVendor() == VENDOR_INTEL && gl.isCoreProfile())
  131. {
  132. const char *device = (const char *) glGetString(GL_RENDERER);
  133. if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
  134. bugs.clientWaitSyncStalls = true;
  135. }
  136. #endif
  137. #ifdef LOVE_WINDOWS
  138. if (getVendor() == VENDOR_AMD)
  139. {
  140. // Radeon HD drivers switched from "ATI Radeon" to "AMD Radeon" around
  141. // the 7000 series. We'll assume this bug doesn't affect those newer
  142. // GPUs / drivers.
  143. const char *device = (const char *) glGetString(GL_RENDERER);
  144. if (strstr(device, "ATI Radeon HD ") || strstr(device, "ATI Mobility Radeon HD"))
  145. bugs.texStorageBreaksSubImage = true;
  146. }
  147. #endif
  148. contextInitialized = true;
  149. return true;
  150. }
  151. void OpenGL::setupContext()
  152. {
  153. if (!contextInitialized)
  154. return;
  155. initMaxValues();
  156. GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  157. glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
  158. glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
  159. GLint maxvertexattribs = 1;
  160. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
  161. state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
  162. if (GLAD_ES_VERSION_3_0 || isCoreProfile())
  163. state.instancedAttribArrays = state.enabledAttribArrays;
  164. else
  165. state.instancedAttribArrays = 0;
  166. setVertexAttributes(vertex::Attributes(), vertex::Buffers());
  167. // Get the current viewport.
  168. glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
  169. // And the current scissor - but we need to compensate for GL scissors
  170. // starting at the bottom left instead of top left.
  171. glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
  172. state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
  173. if (GLAD_VERSION_1_0)
  174. glGetFloatv(GL_POINT_SIZE, &state.pointSize);
  175. else
  176. state.pointSize = 1.0f;
  177. for (int i = 0; i < 2; i++)
  178. state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
  179. bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
  180. setEnableState(ENABLE_DEPTH_TEST, state.enableState[ENABLE_DEPTH_TEST]);
  181. setEnableState(ENABLE_STENCIL_TEST, state.enableState[ENABLE_STENCIL_TEST]);
  182. setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
  183. setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
  184. if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
  185. || GLAD_EXT_sRGB_write_control)
  186. {
  187. setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
  188. }
  189. else
  190. state.enableState[ENABLE_FRAMEBUFFER_SRGB] = false;
  191. GLint faceCull = GL_BACK;
  192. glGetIntegerv(GL_CULL_FACE_MODE, &faceCull);
  193. state.faceCullMode = faceCull;
  194. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  195. {
  196. state.boundBuffers[i] = 0;
  197. glBindBuffer(getGLBufferType((BufferType) i), 0);
  198. }
  199. // Initialize multiple texture unit support for shaders.
  200. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  201. {
  202. state.boundTextures[i].clear();
  203. state.boundTextures[i].resize(maxTextureUnits, 0);
  204. }
  205. for (int i = 0; i < maxTextureUnits; i++)
  206. {
  207. glActiveTexture(GL_TEXTURE0 + i);
  208. for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
  209. {
  210. TextureType textype = (TextureType) j;
  211. if (isTextureTypeSupported(textype))
  212. glBindTexture(getGLTextureType(textype), 0);
  213. }
  214. }
  215. glActiveTexture(GL_TEXTURE0);
  216. state.curTextureUnit = 0;
  217. setDepthWrites(state.depthWritesEnabled);
  218. createDefaultTexture();
  219. contextInitialized = true;
  220. #ifdef LOVE_ANDROID
  221. // This can't be done in initContext with the rest of the bug checks because
  222. // Canvas::isFormatSupported relies on state initialized here / after init.
  223. if (GLAD_ES_VERSION_3_0 && !Canvas::isFormatSupported(PIXELFORMAT_R8))
  224. bugs.brokenR8PixelFormat = true;
  225. #endif
  226. }
  227. void OpenGL::deInitContext()
  228. {
  229. if (!contextInitialized)
  230. return;
  231. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  232. {
  233. if (state.defaultTexture[i] != 0)
  234. {
  235. gl.deleteTexture(state.defaultTexture[i]);
  236. state.defaultTexture[i] = 0;
  237. }
  238. }
  239. contextInitialized = false;
  240. }
  241. void OpenGL::initVendor()
  242. {
  243. const char *vstr = (const char *) glGetString(GL_VENDOR);
  244. if (!vstr)
  245. {
  246. vendor = VENDOR_UNKNOWN;
  247. return;
  248. }
  249. // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
  250. // http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
  251. // https://opengl.gpuinfo.org/displaycapability.php?name=GL_VENDOR
  252. if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
  253. vendor = VENDOR_AMD;
  254. else if (strstr(vstr, "NVIDIA"))
  255. vendor = VENDOR_NVIDIA;
  256. else if (strstr(vstr, "Intel"))
  257. vendor = VENDOR_INTEL;
  258. else if (strstr(vstr, "Mesa"))
  259. vendor = VENDOR_MESA_SOFT;
  260. else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
  261. vendor = VENDOR_APPLE;
  262. else if (strstr(vstr, "Microsoft"))
  263. vendor = VENDOR_MICROSOFT;
  264. else if (strstr(vstr, "Imagination"))
  265. vendor = VENDOR_IMGTEC;
  266. else if (strstr(vstr, "ARM"))
  267. vendor = VENDOR_ARM;
  268. else if (strstr(vstr, "Qualcomm"))
  269. vendor = VENDOR_QUALCOMM;
  270. else if (strstr(vstr, "Broadcom"))
  271. vendor = VENDOR_BROADCOM;
  272. else if (strstr(vstr, "Vivante"))
  273. vendor = VENDOR_VIVANTE;
  274. else
  275. vendor = VENDOR_UNKNOWN;
  276. }
  277. void OpenGL::initOpenGLFunctions()
  278. {
  279. // Alias extension-suffixed framebuffer functions to core versions since
  280. // there are so many different-named extensions that do the same things...
  281. if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
  282. {
  283. if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
  284. {
  285. fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
  286. fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
  287. fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
  288. fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
  289. fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
  290. fp_glBindFramebuffer = fp_glBindFramebufferEXT;
  291. fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
  292. fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
  293. fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
  294. fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
  295. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
  296. fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
  297. fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
  298. fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
  299. }
  300. if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
  301. fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
  302. if (GLAD_EXT_framebuffer_blit)
  303. fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
  304. else if (GLAD_ANGLE_framebuffer_blit)
  305. fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
  306. else if (GLAD_NV_framebuffer_blit)
  307. fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
  308. if (GLAD_EXT_framebuffer_multisample)
  309. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
  310. else if (GLAD_APPLE_framebuffer_multisample)
  311. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
  312. else if (GLAD_ANGLE_framebuffer_multisample)
  313. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
  314. else if (GLAD_NV_framebuffer_multisample)
  315. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
  316. }
  317. if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
  318. {
  319. if (GLAD_ARB_instanced_arrays)
  320. {
  321. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
  322. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
  323. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
  324. }
  325. else if (GLAD_EXT_instanced_arrays)
  326. {
  327. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
  328. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
  329. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
  330. }
  331. else if (GLAD_ANGLE_instanced_arrays)
  332. {
  333. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
  334. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
  335. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
  336. }
  337. }
  338. if (GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  339. {
  340. // Function signatures don't match, we'll have to conditionally call it
  341. //fp_glTexImage3D = fp_glTexImage3DOES;
  342. fp_glTexSubImage3D = fp_glTexSubImage3DOES;
  343. fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
  344. fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
  345. fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
  346. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
  347. }
  348. if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
  349. {
  350. if (GLAD_OES_draw_elements_base_vertex)
  351. {
  352. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexOES;
  353. if (GLAD_ES_VERSION_3_0)
  354. {
  355. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexOES;
  356. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexOES;
  357. }
  358. }
  359. else if (GLAD_EXT_draw_elements_base_vertex)
  360. {
  361. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexEXT;
  362. if (GLAD_ES_VERSION_3_0)
  363. {
  364. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexEXT;
  365. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexEXT;
  366. }
  367. }
  368. }
  369. }
  370. void OpenGL::initMaxValues()
  371. {
  372. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  373. {
  374. GLint range = 0;
  375. GLint precision = 0;
  376. glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
  377. pixelShaderHighpSupported = range > 0;
  378. }
  379. else
  380. pixelShaderHighpSupported = true;
  381. baseVertexSupported = GLAD_VERSION_3_2 || GLAD_ES_VERSION_3_2 || GLAD_ARB_draw_elements_base_vertex
  382. || GLAD_OES_draw_elements_base_vertex || GLAD_EXT_draw_elements_base_vertex;
  383. // We'll need this value to clamp anisotropy.
  384. if (GLAD_EXT_texture_filter_anisotropic)
  385. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
  386. else
  387. maxAnisotropy = 1.0f;
  388. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
  389. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
  390. if (isTextureTypeSupported(TEXTURE_VOLUME))
  391. glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
  392. else
  393. max3DTextureSize = 0;
  394. if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
  395. glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
  396. else
  397. maxTextureArrayLayers = 0;
  398. int maxattachments = 1;
  399. int maxdrawbuffers = 1;
  400. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
  401. {
  402. glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
  403. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
  404. }
  405. maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
  406. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
  407. || GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
  408. || GLAD_ANGLE_framebuffer_multisample)
  409. {
  410. glGetIntegerv(GL_MAX_SAMPLES, &maxRenderbufferSamples);
  411. }
  412. else
  413. maxRenderbufferSamples = 0;
  414. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  415. GLfloat limits[2];
  416. if (GLAD_VERSION_3_0)
  417. glGetFloatv(GL_POINT_SIZE_RANGE, limits);
  418. else
  419. glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
  420. maxPointSize = limits[1];
  421. if (isSamplerLODBiasSupported())
  422. glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxLODBias);
  423. else
  424. maxLODBias = 0.0f;
  425. }
  426. void OpenGL::createDefaultTexture()
  427. {
  428. // Set the 'default' texture as a repeating white pixel. Otherwise, texture
  429. // calls inside a shader would return black when drawing graphics primitives
  430. // which would create the need to use different "passthrough" shaders for
  431. // untextured primitives vs images.
  432. const GLubyte pix[] = {255, 255, 255, 255};
  433. Texture::Filter filter;
  434. filter.min = filter.mag = Texture::FILTER_NEAREST;
  435. Texture::Wrap wrap;
  436. wrap.s = wrap.t = wrap.r = Texture::WRAP_CLAMP;
  437. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  438. {
  439. state.defaultTexture[i] = 0;
  440. TextureType type = (TextureType) i;
  441. if (!isTextureTypeSupported(type))
  442. continue;
  443. GLuint curtexture = state.boundTextures[type][0];
  444. glGenTextures(1, &state.defaultTexture[type]);
  445. bindTextureToUnit(type, state.defaultTexture[type], 0, false);
  446. setTextureWrap(type, wrap);
  447. setTextureFilter(type, filter);
  448. bool isSRGB = false;
  449. rawTexStorage(type, 1, PIXELFORMAT_RGBA8, isSRGB, 1, 1);
  450. TextureFormat fmt = convertPixelFormat(PIXELFORMAT_RGBA8, false, isSRGB);
  451. int slices = type == TEXTURE_CUBE ? 6 : 1;
  452. for (int slice = 0; slice < slices; slice++)
  453. {
  454. GLenum gltarget = getGLTextureType(type);
  455. if (type == TEXTURE_CUBE)
  456. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
  457. if (type == TEXTURE_2D || type == TEXTURE_CUBE)
  458. glTexSubImage2D(gltarget, 0, 0, 0, 1, 1, fmt.externalformat, fmt.type, pix);
  459. else if (type == TEXTURE_2D_ARRAY || type == TEXTURE_VOLUME)
  460. glTexSubImage3D(gltarget, 0, 0, 0, slice, 1, 1, 1, fmt.externalformat, fmt.type, pix);
  461. }
  462. bindTextureToUnit(type, curtexture, 0, false);
  463. }
  464. }
  465. void OpenGL::prepareDraw()
  466. {
  467. TempDebugGroup debuggroup("Prepare OpenGL draw");
  468. // Make sure the active shader's love-provided uniforms are up to date.
  469. if (Shader::current != nullptr)
  470. ((Shader *)Shader::current)->updateBuiltinUniforms();
  471. if (state.constantColor != state.lastConstantColor)
  472. {
  473. state.lastConstantColor = state.constantColor;
  474. Colorf c = state.constantColor;
  475. gammaCorrectColor(c);
  476. glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, c.r, c.g, c.b, c.a);
  477. }
  478. }
  479. GLenum OpenGL::getGLPrimitiveType(PrimitiveType type)
  480. {
  481. switch (type)
  482. {
  483. case PRIMITIVE_TRIANGLES:
  484. return GL_TRIANGLES;
  485. case PRIMITIVE_TRIANGLE_STRIP:
  486. return GL_TRIANGLE_STRIP;
  487. case PRIMITIVE_TRIANGLE_FAN:
  488. return GL_TRIANGLE_FAN;
  489. case PRIMITIVE_POINTS:
  490. return GL_POINTS;
  491. case PRIMITIVE_MAX_ENUM:
  492. return GL_ZERO;
  493. }
  494. return GL_ZERO;
  495. }
  496. GLenum OpenGL::getGLBufferType(BufferType type)
  497. {
  498. switch (type)
  499. {
  500. case BUFFER_VERTEX:
  501. return GL_ARRAY_BUFFER;
  502. case BUFFER_INDEX:
  503. return GL_ELEMENT_ARRAY_BUFFER;
  504. case BUFFER_MAX_ENUM:
  505. return GL_ZERO;
  506. }
  507. return GL_ZERO;
  508. }
  509. GLenum OpenGL::getGLTextureType(TextureType type)
  510. {
  511. switch (type)
  512. {
  513. case TEXTURE_2D:
  514. return GL_TEXTURE_2D;
  515. case TEXTURE_VOLUME:
  516. return GL_TEXTURE_3D;
  517. case TEXTURE_2D_ARRAY:
  518. return GL_TEXTURE_2D_ARRAY;
  519. case TEXTURE_CUBE:
  520. return GL_TEXTURE_CUBE_MAP;
  521. case TEXTURE_MAX_ENUM:
  522. return GL_ZERO;
  523. }
  524. return GL_ZERO;
  525. }
  526. GLenum OpenGL::getGLIndexDataType(IndexDataType type)
  527. {
  528. switch (type)
  529. {
  530. case INDEX_UINT16:
  531. return GL_UNSIGNED_SHORT;
  532. case INDEX_UINT32:
  533. return GL_UNSIGNED_INT;
  534. default:
  535. return GL_ZERO;
  536. }
  537. }
  538. GLenum OpenGL::getGLVertexDataType(vertex::DataType type, GLboolean &normalized)
  539. {
  540. normalized = GL_FALSE;
  541. switch (type)
  542. {
  543. case vertex::DATA_UNORM8:
  544. normalized = GL_TRUE;
  545. return GL_UNSIGNED_BYTE;
  546. case vertex::DATA_UNORM16:
  547. normalized = GL_TRUE;
  548. return GL_UNSIGNED_SHORT;
  549. case vertex::DATA_FLOAT:
  550. normalized = GL_FALSE;
  551. return GL_FLOAT;
  552. case vertex::DATA_MAX_ENUM:
  553. return GL_ZERO;
  554. }
  555. return GL_ZERO;
  556. }
  557. GLenum OpenGL::getGLBufferUsage(vertex::Usage usage)
  558. {
  559. switch (usage)
  560. {
  561. case vertex::USAGE_STREAM:
  562. return GL_STREAM_DRAW;
  563. case vertex::USAGE_DYNAMIC:
  564. return GL_DYNAMIC_DRAW;
  565. case vertex::USAGE_STATIC:
  566. return GL_STATIC_DRAW;
  567. default:
  568. return 0;
  569. }
  570. }
  571. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  572. {
  573. if (state.boundBuffers[type] != buffer)
  574. {
  575. glBindBuffer(getGLBufferType(type), buffer);
  576. state.boundBuffers[type] = buffer;
  577. }
  578. }
  579. void OpenGL::deleteBuffer(GLuint buffer)
  580. {
  581. glDeleteBuffers(1, &buffer);
  582. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  583. {
  584. if (state.boundBuffers[i] == buffer)
  585. state.boundBuffers[i] = 0;
  586. }
  587. }
  588. void OpenGL::setVertexAttributes(const vertex::Attributes &attributes, const vertex::Buffers &buffers)
  589. {
  590. uint32 enablediff = attributes.enablebits ^ state.enabledAttribArrays;
  591. uint32 instancediff = attributes.instancebits ^ state.instancedAttribArrays;
  592. for (uint32 i = 0; i < vertex::Attributes::MAX; i++)
  593. {
  594. uint32 bit = 1u << i;
  595. if (enablediff & bit)
  596. {
  597. if (attributes.enablebits & bit)
  598. glEnableVertexAttribArray(i);
  599. else
  600. glDisableVertexAttribArray(i);
  601. }
  602. if (instancediff & bit)
  603. glVertexAttribDivisor(i, (attributes.instancebits & bit) != 0 ? 1 : 0);
  604. if (attributes.enablebits & bit)
  605. {
  606. const auto &attrib = attributes.attribs[i];
  607. const auto &bufferinfo = buffers.info[attrib.bufferindex];
  608. GLboolean normalized = GL_FALSE;
  609. GLenum gltype = getGLVertexDataType(attrib.type, normalized);
  610. const void *offsetpointer = reinterpret_cast<void*>(bufferinfo.offset + attrib.offsetfromvertex);
  611. bindBuffer(BUFFER_VERTEX, (GLuint) bufferinfo.buffer->getHandle());
  612. glVertexAttribPointer(i, attrib.components, gltype, normalized, attrib.stride, offsetpointer);
  613. }
  614. }
  615. state.enabledAttribArrays = attributes.enablebits;
  616. state.instancedAttribArrays = attributes.instancebits;
  617. // glDisableVertexAttribArray will make the constant value for a vertex
  618. // attribute undefined. We rely on the per-vertex color attribute being
  619. // white when no per-vertex color is used, so we set it here.
  620. // FIXME: Is there a better place to do this?
  621. if ((enablediff & ATTRIBFLAG_COLOR) && !(attributes.enablebits & ATTRIBFLAG_COLOR))
  622. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  623. }
  624. void OpenGL::setCullMode(CullMode mode)
  625. {
  626. bool enabled = mode != CULL_NONE;
  627. if (enabled != isStateEnabled(ENABLE_FACE_CULL))
  628. setEnableState(ENABLE_FACE_CULL, enabled);
  629. if (enabled)
  630. {
  631. GLenum glmode = mode == CULL_BACK ? GL_BACK : GL_FRONT;
  632. if (glmode != state.faceCullMode)
  633. {
  634. glCullFace(glmode);
  635. state.faceCullMode = glmode;
  636. }
  637. }
  638. }
  639. void OpenGL::clearDepth(double value)
  640. {
  641. if (GLAD_ES_VERSION_2_0)
  642. glClearDepthf((GLfloat) value);
  643. else
  644. glClearDepth(value);
  645. }
  646. void OpenGL::setViewport(const Rect &v)
  647. {
  648. glViewport(v.x, v.y, v.w, v.h);
  649. state.viewport = v;
  650. }
  651. Rect OpenGL::getViewport() const
  652. {
  653. return state.viewport;
  654. }
  655. void OpenGL::setScissor(const Rect &v, bool canvasActive)
  656. {
  657. if (canvasActive)
  658. glScissor(v.x, v.y, v.w, v.h);
  659. else
  660. {
  661. // With no Canvas active, we need to compensate for glScissor starting
  662. // from the lower left of the viewport instead of the top left.
  663. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  664. }
  665. state.scissor = v;
  666. }
  667. void OpenGL::setConstantColor(const Colorf &color)
  668. {
  669. state.constantColor = color;
  670. }
  671. const Colorf &OpenGL::getConstantColor() const
  672. {
  673. return state.constantColor;
  674. }
  675. void OpenGL::setPointSize(float size)
  676. {
  677. if (GLAD_VERSION_1_0)
  678. glPointSize(size);
  679. state.pointSize = size;
  680. }
  681. float OpenGL::getPointSize() const
  682. {
  683. return state.pointSize;
  684. }
  685. void OpenGL::setEnableState(EnableState enablestate, bool enable)
  686. {
  687. GLenum glstate = GL_NONE;
  688. switch (enablestate)
  689. {
  690. case ENABLE_DEPTH_TEST:
  691. glstate = GL_DEPTH_TEST;
  692. break;
  693. case ENABLE_STENCIL_TEST:
  694. glstate = GL_STENCIL_TEST;
  695. break;
  696. case ENABLE_SCISSOR_TEST:
  697. glstate = GL_SCISSOR_TEST;
  698. break;
  699. case ENABLE_FACE_CULL:
  700. glstate = GL_CULL_FACE;
  701. break;
  702. case ENABLE_FRAMEBUFFER_SRGB:
  703. glstate = GL_FRAMEBUFFER_SRGB;
  704. break;
  705. case ENABLE_MAX_ENUM:
  706. break;
  707. }
  708. if (enable)
  709. glEnable(glstate);
  710. else
  711. glDisable(glstate);
  712. state.enableState[enablestate] = enable;
  713. }
  714. bool OpenGL::isStateEnabled(EnableState enablestate) const
  715. {
  716. return state.enableState[enablestate];
  717. }
  718. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  719. {
  720. bool bindingmodified = false;
  721. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  722. {
  723. bindingmodified = true;
  724. state.boundFramebuffers[0] = framebuffer;
  725. }
  726. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  727. {
  728. bindingmodified = true;
  729. state.boundFramebuffers[1] = framebuffer;
  730. }
  731. if (bindingmodified)
  732. {
  733. GLenum gltarget = GL_FRAMEBUFFER;
  734. if (target == FRAMEBUFFER_DRAW)
  735. gltarget = GL_DRAW_FRAMEBUFFER;
  736. else if (target == FRAMEBUFFER_READ)
  737. gltarget = GL_READ_FRAMEBUFFER;
  738. glBindFramebuffer(gltarget, framebuffer);
  739. }
  740. }
  741. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  742. {
  743. if (target & FRAMEBUFFER_DRAW)
  744. return state.boundFramebuffers[0];
  745. else if (target & FRAMEBUFFER_READ)
  746. return state.boundFramebuffers[1];
  747. else
  748. return 0;
  749. }
  750. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  751. {
  752. glDeleteFramebuffers(1, &framebuffer);
  753. for (int i = 0; i < 2; i++)
  754. {
  755. if (state.boundFramebuffers[i] == framebuffer)
  756. state.boundFramebuffers[i] = 0;
  757. }
  758. }
  759. void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
  760. {
  761. GLenum textarget = getGLTextureType(texType);
  762. switch (texType)
  763. {
  764. case TEXTURE_2D:
  765. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
  766. break;
  767. case TEXTURE_VOLUME:
  768. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
  769. break;
  770. case TEXTURE_2D_ARRAY:
  771. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
  772. break;
  773. case TEXTURE_CUBE:
  774. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
  775. break;
  776. default:
  777. break;
  778. }
  779. }
  780. void OpenGL::setDepthWrites(bool enable)
  781. {
  782. glDepthMask(enable ? GL_TRUE : GL_FALSE);
  783. state.depthWritesEnabled = enable;
  784. }
  785. bool OpenGL::hasDepthWrites() const
  786. {
  787. return state.depthWritesEnabled;
  788. }
  789. void OpenGL::useProgram(GLuint program)
  790. {
  791. glUseProgram(program);
  792. ++stats.shaderSwitches;
  793. }
  794. GLuint OpenGL::getDefaultFBO() const
  795. {
  796. #ifdef LOVE_IOS
  797. // Hack: iOS uses a custom FBO.
  798. SDL_SysWMinfo info = {};
  799. SDL_VERSION(&info.version);
  800. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  801. return info.info.uikit.framebuffer;
  802. #else
  803. return 0;
  804. #endif
  805. }
  806. GLuint OpenGL::getDefaultTexture(TextureType type) const
  807. {
  808. return state.defaultTexture[type];
  809. }
  810. void OpenGL::setTextureUnit(int textureunit)
  811. {
  812. if (textureunit != state.curTextureUnit)
  813. glActiveTexture(GL_TEXTURE0 + textureunit);
  814. state.curTextureUnit = textureunit;
  815. }
  816. void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev)
  817. {
  818. if (texture != state.boundTextures[target][textureunit])
  819. {
  820. int oldtextureunit = state.curTextureUnit;
  821. if (oldtextureunit != textureunit)
  822. glActiveTexture(GL_TEXTURE0 + textureunit);
  823. state.boundTextures[target][textureunit] = texture;
  824. glBindTexture(getGLTextureType(target), texture);
  825. if (restoreprev && oldtextureunit != textureunit)
  826. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  827. else
  828. state.curTextureUnit = textureunit;
  829. }
  830. }
  831. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
  832. {
  833. TextureType textype = TEXTURE_2D;
  834. GLuint handle = 0;
  835. if (texture != nullptr)
  836. {
  837. textype = texture->getTextureType();
  838. handle = (GLuint) texture->getHandle();
  839. }
  840. else
  841. {
  842. if (textureunit == 0 && Shader::current != nullptr)
  843. {
  844. TextureType shadertex = Shader::current->getMainTextureType();
  845. if (shadertex != TEXTURE_MAX_ENUM)
  846. textype = shadertex;
  847. }
  848. handle = getDefaultTexture(textype);
  849. }
  850. bindTextureToUnit(textype, handle, textureunit, restoreprev);
  851. }
  852. void OpenGL::deleteTexture(GLuint texture)
  853. {
  854. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  855. // was bound to before deletion.
  856. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  857. {
  858. for (GLuint &texid : state.boundTextures[i])
  859. {
  860. if (texid == texture)
  861. texid = 0;
  862. }
  863. }
  864. glDeleteTextures(1, &texture);
  865. }
  866. void OpenGL::setTextureFilter(TextureType target, graphics::Texture::Filter &f)
  867. {
  868. GLint gmin = f.min == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  869. GLint gmag = f.mag == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  870. if (f.mipmap != Texture::FILTER_NONE)
  871. {
  872. if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
  873. gmin = GL_NEAREST_MIPMAP_NEAREST;
  874. else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
  875. gmin = GL_NEAREST_MIPMAP_LINEAR;
  876. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
  877. gmin = GL_LINEAR_MIPMAP_NEAREST;
  878. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
  879. gmin = GL_LINEAR_MIPMAP_LINEAR;
  880. else
  881. gmin = GL_LINEAR;
  882. }
  883. GLenum gltarget = getGLTextureType(target);
  884. glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
  885. glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
  886. if (GLAD_EXT_texture_filter_anisotropic)
  887. {
  888. f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
  889. glTexParameterf(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
  890. }
  891. else
  892. f.anisotropy = 1.0f;
  893. }
  894. GLint OpenGL::getGLWrapMode(Texture::WrapMode wmode)
  895. {
  896. switch (wmode)
  897. {
  898. case Texture::WRAP_CLAMP:
  899. default:
  900. return GL_CLAMP_TO_EDGE;
  901. case Texture::WRAP_CLAMP_ZERO:
  902. return GL_CLAMP_TO_BORDER;
  903. case Texture::WRAP_REPEAT:
  904. return GL_REPEAT;
  905. case Texture::WRAP_MIRRORED_REPEAT:
  906. return GL_MIRRORED_REPEAT;
  907. }
  908. }
  909. GLint OpenGL::getGLCompareMode(CompareMode mode)
  910. {
  911. switch (mode)
  912. {
  913. case COMPARE_LESS:
  914. return GL_LESS;
  915. case COMPARE_LEQUAL:
  916. return GL_LEQUAL;
  917. case COMPARE_EQUAL:
  918. return GL_EQUAL;
  919. case COMPARE_GEQUAL:
  920. return GL_GEQUAL;
  921. case COMPARE_GREATER:
  922. return GL_GREATER;
  923. case COMPARE_NOTEQUAL:
  924. return GL_NOTEQUAL;
  925. case COMPARE_ALWAYS:
  926. return GL_ALWAYS;
  927. case COMPARE_NEVER:
  928. return GL_NEVER;
  929. default:
  930. return GL_NEVER;
  931. }
  932. }
  933. void OpenGL::setTextureWrap(TextureType target, const graphics::Texture::Wrap &w)
  934. {
  935. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_S, getGLWrapMode(w.s));
  936. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_T, getGLWrapMode(w.t));
  937. if (target == TEXTURE_VOLUME)
  938. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_R, getGLWrapMode(w.r));
  939. }
  940. bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
  941. {
  942. GLenum gltarget = getGLTextureType(target);
  943. TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
  944. if (fmt.swizzled)
  945. {
  946. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
  947. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
  948. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
  949. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
  950. }
  951. if (isTexStorageSupported())
  952. {
  953. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  954. glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
  955. else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
  956. glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
  957. }
  958. else
  959. {
  960. int w = width;
  961. int h = height;
  962. int d = depth;
  963. for (int level = 0; level < levels; level++)
  964. {
  965. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  966. {
  967. int faces = target == TEXTURE_CUBE ? 6 : 1;
  968. for (int face = 0; face < faces; face++)
  969. {
  970. if (target == TEXTURE_CUBE)
  971. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  972. glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
  973. fmt.externalformat, fmt.type, nullptr);
  974. }
  975. }
  976. else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
  977. {
  978. if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  979. {
  980. glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
  981. d, 0, fmt.externalformat, fmt.type, nullptr);
  982. }
  983. else
  984. {
  985. glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
  986. 0, fmt.externalformat, fmt.type, nullptr);
  987. }
  988. }
  989. w = std::max(w / 2, 1);
  990. h = std::max(h / 2, 1);
  991. if (target == TEXTURE_VOLUME)
  992. d = std::max(d / 2, 1);
  993. }
  994. }
  995. return gltarget != GL_ZERO;
  996. }
  997. bool OpenGL::isTexStorageSupported()
  998. {
  999. bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
  1000. // Apparently there are bugs with glTexStorage on some Android drivers. I'd
  1001. // rather not find out the hard way, so we'll avoid it for now...
  1002. #ifndef LOVE_ANDROID
  1003. if (GLAD_ES_VERSION_3_0)
  1004. supportsTexStorage = true;
  1005. #endif
  1006. if (gl.bugs.texStorageBreaksSubImage)
  1007. supportsTexStorage = false;
  1008. return supportsTexStorage;
  1009. }
  1010. bool OpenGL::isTextureTypeSupported(TextureType type) const
  1011. {
  1012. switch (type)
  1013. {
  1014. case TEXTURE_2D:
  1015. return true;
  1016. case TEXTURE_VOLUME:
  1017. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
  1018. case TEXTURE_2D_ARRAY:
  1019. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
  1020. case TEXTURE_CUBE:
  1021. return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
  1022. default:
  1023. return false;
  1024. }
  1025. }
  1026. bool OpenGL::isClampZeroTextureWrapSupported() const
  1027. {
  1028. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  1029. }
  1030. bool OpenGL::isPixelShaderHighpSupported() const
  1031. {
  1032. return pixelShaderHighpSupported;
  1033. }
  1034. bool OpenGL::isInstancingSupported() const
  1035. {
  1036. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
  1037. || GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
  1038. }
  1039. bool OpenGL::isDepthCompareSampleSupported() const
  1040. {
  1041. // Our official API only supports this in GLSL3 shaders, but unofficially
  1042. // the requirements are more lax.
  1043. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
  1044. }
  1045. bool OpenGL::isSamplerLODBiasSupported() const
  1046. {
  1047. return GLAD_VERSION_1_4;
  1048. }
  1049. bool OpenGL::isBaseVertexSupported() const
  1050. {
  1051. return baseVertexSupported;
  1052. }
  1053. int OpenGL::getMax2DTextureSize() const
  1054. {
  1055. return std::max(max2DTextureSize, 1);
  1056. }
  1057. int OpenGL::getMax3DTextureSize() const
  1058. {
  1059. return std::max(max3DTextureSize, 1);
  1060. }
  1061. int OpenGL::getMaxCubeTextureSize() const
  1062. {
  1063. return std::max(maxCubeTextureSize, 1);
  1064. }
  1065. int OpenGL::getMaxTextureLayers() const
  1066. {
  1067. return std::max(maxTextureArrayLayers, 1);
  1068. }
  1069. int OpenGL::getMaxRenderTargets() const
  1070. {
  1071. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  1072. }
  1073. int OpenGL::getMaxRenderbufferSamples() const
  1074. {
  1075. return maxRenderbufferSamples;
  1076. }
  1077. int OpenGL::getMaxTextureUnits() const
  1078. {
  1079. return maxTextureUnits;
  1080. }
  1081. float OpenGL::getMaxPointSize() const
  1082. {
  1083. return maxPointSize;
  1084. }
  1085. float OpenGL::getMaxAnisotropy() const
  1086. {
  1087. return maxAnisotropy;
  1088. }
  1089. float OpenGL::getMaxLODBias() const
  1090. {
  1091. return maxLODBias;
  1092. }
  1093. bool OpenGL::isCoreProfile() const
  1094. {
  1095. return coreProfile;
  1096. }
  1097. OpenGL::Vendor OpenGL::getVendor() const
  1098. {
  1099. return vendor;
  1100. }
  1101. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  1102. {
  1103. TextureFormat f;
  1104. f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
  1105. f.framebufferAttachments[1] = GL_NONE;
  1106. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1107. pixelformat = PIXELFORMAT_sRGBA8;
  1108. else if (pixelformat == PIXELFORMAT_ETC1)
  1109. {
  1110. // The ETC2 format can load ETC1 textures.
  1111. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  1112. pixelformat = PIXELFORMAT_ETC2_RGB;
  1113. }
  1114. switch (pixelformat)
  1115. {
  1116. case PIXELFORMAT_R8:
  1117. if ((GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1118. && !gl.bugs.brokenR8PixelFormat)
  1119. {
  1120. f.internalformat = GL_R8;
  1121. f.externalformat = GL_RED;
  1122. }
  1123. else
  1124. {
  1125. f.internalformat = GL_LUMINANCE8;
  1126. f.externalformat = GL_LUMINANCE;
  1127. }
  1128. f.type = GL_UNSIGNED_BYTE;
  1129. break;
  1130. case PIXELFORMAT_RG8:
  1131. f.internalformat = GL_RG8;
  1132. f.externalformat = GL_RG;
  1133. f.type = GL_UNSIGNED_BYTE;
  1134. break;
  1135. case PIXELFORMAT_RGBA8:
  1136. f.internalformat = GL_RGBA8;
  1137. f.externalformat = GL_RGBA;
  1138. f.type = GL_UNSIGNED_BYTE;
  1139. break;
  1140. case PIXELFORMAT_sRGBA8:
  1141. f.internalformat = GL_SRGB8_ALPHA8;
  1142. f.type = GL_UNSIGNED_BYTE;
  1143. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  1144. f.externalformat = GL_SRGB_ALPHA;
  1145. else
  1146. f.externalformat = GL_RGBA;
  1147. break;
  1148. case PIXELFORMAT_R16:
  1149. f.internalformat = GL_R16;
  1150. f.externalformat = GL_RED;
  1151. f.type = GL_UNSIGNED_SHORT;
  1152. break;
  1153. case PIXELFORMAT_RG16:
  1154. f.internalformat = GL_RG16;
  1155. f.externalformat = GL_RG;
  1156. f.type = GL_UNSIGNED_SHORT;
  1157. break;
  1158. case PIXELFORMAT_RGBA16:
  1159. f.internalformat = GL_RGBA16;
  1160. f.externalformat = GL_RGBA;
  1161. f.type = GL_UNSIGNED_SHORT;
  1162. break;
  1163. case PIXELFORMAT_R16F:
  1164. f.internalformat = GL_R16F;
  1165. f.externalformat = GL_RED;
  1166. if (GLAD_OES_texture_half_float)
  1167. f.type = GL_HALF_FLOAT_OES;
  1168. else
  1169. f.type = GL_HALF_FLOAT;
  1170. break;
  1171. case PIXELFORMAT_RG16F:
  1172. f.internalformat = GL_RG16F;
  1173. f.externalformat = GL_RG;
  1174. if (GLAD_OES_texture_half_float)
  1175. f.type = GL_HALF_FLOAT_OES;
  1176. else
  1177. f.type = GL_HALF_FLOAT;
  1178. break;
  1179. case PIXELFORMAT_RGBA16F:
  1180. f.internalformat = GL_RGBA16F;
  1181. f.externalformat = GL_RGBA;
  1182. if (GLAD_OES_texture_half_float)
  1183. f.type = GL_HALF_FLOAT_OES;
  1184. else
  1185. f.type = GL_HALF_FLOAT;
  1186. break;
  1187. case PIXELFORMAT_R32F:
  1188. f.internalformat = GL_R32F;
  1189. f.externalformat = GL_RED;
  1190. f.type = GL_FLOAT;
  1191. break;
  1192. case PIXELFORMAT_RG32F:
  1193. f.internalformat = GL_RG32F;
  1194. f.externalformat = GL_RG;
  1195. f.type = GL_FLOAT;
  1196. break;
  1197. case PIXELFORMAT_RGBA32F:
  1198. f.internalformat = GL_RGBA32F;
  1199. f.externalformat = GL_RGBA;
  1200. f.type = GL_FLOAT;
  1201. break;
  1202. case PIXELFORMAT_LA8:
  1203. if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
  1204. {
  1205. f.internalformat = GL_RG8;
  1206. f.externalformat = GL_RG;
  1207. f.type = GL_UNSIGNED_BYTE;
  1208. f.swizzled = true;
  1209. f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
  1210. f.swizzle[3] = GL_GREEN;
  1211. }
  1212. else
  1213. {
  1214. f.internalformat = GL_LUMINANCE8_ALPHA8;
  1215. f.externalformat = GL_LUMINANCE_ALPHA;
  1216. f.type = GL_UNSIGNED_BYTE;
  1217. }
  1218. break;
  1219. case PIXELFORMAT_RGBA4:
  1220. f.internalformat = GL_RGBA4;
  1221. f.externalformat = GL_RGBA;
  1222. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  1223. break;
  1224. case PIXELFORMAT_RGB5A1:
  1225. f.internalformat = GL_RGB5_A1;
  1226. f.externalformat = GL_RGBA;
  1227. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  1228. break;
  1229. case PIXELFORMAT_RGB565:
  1230. f.internalformat = GL_RGB565;
  1231. f.externalformat = GL_RGB;
  1232. f.type = GL_UNSIGNED_SHORT_5_6_5;
  1233. break;
  1234. case PIXELFORMAT_RGB10A2:
  1235. f.internalformat = GL_RGB10_A2;
  1236. f.externalformat = GL_RGBA;
  1237. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1238. break;
  1239. case PIXELFORMAT_RG11B10F:
  1240. f.internalformat = GL_R11F_G11F_B10F;
  1241. f.externalformat = GL_RGB;
  1242. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  1243. break;
  1244. case PIXELFORMAT_STENCIL8:
  1245. // Prefer a combined depth/stencil buffer due to driver issues.
  1246. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1247. {
  1248. f.internalformat = GL_DEPTH24_STENCIL8;
  1249. f.externalformat = GL_DEPTH_STENCIL;
  1250. f.type = GL_UNSIGNED_INT_24_8;
  1251. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1252. }
  1253. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1254. {
  1255. f.internalformat = GL_DEPTH24_STENCIL8;
  1256. f.externalformat = GL_DEPTH_STENCIL;
  1257. f.type = GL_UNSIGNED_INT_24_8;
  1258. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1259. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1260. }
  1261. else
  1262. {
  1263. f.internalformat = GL_STENCIL_INDEX8;
  1264. f.externalformat = GL_STENCIL;
  1265. f.type = GL_UNSIGNED_BYTE;
  1266. f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
  1267. }
  1268. break;
  1269. case PIXELFORMAT_DEPTH16:
  1270. f.internalformat = GL_DEPTH_COMPONENT16;
  1271. f.externalformat = GL_DEPTH_COMPONENT;
  1272. f.type = GL_UNSIGNED_SHORT;
  1273. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1274. break;
  1275. case PIXELFORMAT_DEPTH24:
  1276. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
  1277. {
  1278. f.internalformat = GL_DEPTH24_STENCIL8;
  1279. f.externalformat = GL_DEPTH_STENCIL;
  1280. f.type = GL_UNSIGNED_INT_24_8;
  1281. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1282. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1283. }
  1284. else
  1285. {
  1286. f.internalformat = GL_DEPTH_COMPONENT24;
  1287. f.externalformat = GL_DEPTH_COMPONENT;
  1288. f.type = GL_UNSIGNED_INT;
  1289. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1290. }
  1291. break;
  1292. case PIXELFORMAT_DEPTH32F:
  1293. f.internalformat = GL_DEPTH_COMPONENT32F;
  1294. f.externalformat = GL_DEPTH_COMPONENT;
  1295. f.type = GL_FLOAT;
  1296. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1297. break;
  1298. case PIXELFORMAT_DEPTH24_STENCIL8:
  1299. f.internalformat = GL_DEPTH24_STENCIL8;
  1300. f.externalformat = GL_DEPTH_STENCIL;
  1301. f.type = GL_UNSIGNED_INT_24_8;
  1302. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1303. {
  1304. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1305. }
  1306. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1307. {
  1308. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1309. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1310. }
  1311. break;
  1312. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1313. f.internalformat = GL_DEPTH32F_STENCIL8;
  1314. f.externalformat = GL_DEPTH_STENCIL;
  1315. f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  1316. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1317. break;
  1318. case PIXELFORMAT_DXT1:
  1319. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1320. break;
  1321. case PIXELFORMAT_DXT3:
  1322. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1323. break;
  1324. case PIXELFORMAT_DXT5:
  1325. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1326. break;
  1327. case PIXELFORMAT_BC4:
  1328. isSRGB = false;
  1329. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  1330. break;
  1331. case PIXELFORMAT_BC4s:
  1332. isSRGB = false;
  1333. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  1334. break;
  1335. case PIXELFORMAT_BC5:
  1336. isSRGB = false;
  1337. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  1338. break;
  1339. case PIXELFORMAT_BC5s:
  1340. isSRGB = false;
  1341. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  1342. break;
  1343. case PIXELFORMAT_BC6H:
  1344. isSRGB = false;
  1345. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  1346. break;
  1347. case PIXELFORMAT_BC6Hs:
  1348. isSRGB = false;
  1349. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  1350. break;
  1351. case PIXELFORMAT_BC7:
  1352. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  1353. break;
  1354. case PIXELFORMAT_PVR1_RGB2:
  1355. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1356. break;
  1357. case PIXELFORMAT_PVR1_RGB4:
  1358. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1359. break;
  1360. case PIXELFORMAT_PVR1_RGBA2:
  1361. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1362. break;
  1363. case PIXELFORMAT_PVR1_RGBA4:
  1364. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1365. break;
  1366. case PIXELFORMAT_ETC1:
  1367. isSRGB = false;
  1368. f.internalformat = GL_ETC1_RGB8_OES;
  1369. break;
  1370. case PIXELFORMAT_ETC2_RGB:
  1371. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  1372. break;
  1373. case PIXELFORMAT_ETC2_RGBA:
  1374. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  1375. break;
  1376. case PIXELFORMAT_ETC2_RGBA1:
  1377. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  1378. break;
  1379. case PIXELFORMAT_EAC_R:
  1380. isSRGB = false;
  1381. f.internalformat = GL_COMPRESSED_R11_EAC;
  1382. break;
  1383. case PIXELFORMAT_EAC_Rs:
  1384. isSRGB = false;
  1385. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  1386. break;
  1387. case PIXELFORMAT_EAC_RG:
  1388. isSRGB = false;
  1389. f.internalformat = GL_COMPRESSED_RG11_EAC;
  1390. break;
  1391. case PIXELFORMAT_EAC_RGs:
  1392. isSRGB = false;
  1393. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  1394. break;
  1395. case PIXELFORMAT_ASTC_4x4:
  1396. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  1397. break;
  1398. case PIXELFORMAT_ASTC_5x4:
  1399. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  1400. break;
  1401. case PIXELFORMAT_ASTC_5x5:
  1402. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  1403. break;
  1404. case PIXELFORMAT_ASTC_6x5:
  1405. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  1406. break;
  1407. case PIXELFORMAT_ASTC_6x6:
  1408. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  1409. break;
  1410. case PIXELFORMAT_ASTC_8x5:
  1411. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  1412. break;
  1413. case PIXELFORMAT_ASTC_8x6:
  1414. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  1415. break;
  1416. case PIXELFORMAT_ASTC_8x8:
  1417. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  1418. break;
  1419. case PIXELFORMAT_ASTC_10x5:
  1420. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  1421. break;
  1422. case PIXELFORMAT_ASTC_10x6:
  1423. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  1424. break;
  1425. case PIXELFORMAT_ASTC_10x8:
  1426. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  1427. break;
  1428. case PIXELFORMAT_ASTC_10x10:
  1429. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  1430. break;
  1431. case PIXELFORMAT_ASTC_12x10:
  1432. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  1433. break;
  1434. case PIXELFORMAT_ASTC_12x12:
  1435. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  1436. break;
  1437. default:
  1438. printf("Unhandled pixel format %d when converting to OpenGL enums!", pixelformat);
  1439. break;
  1440. }
  1441. if (!isPixelFormatCompressed(pixelformat))
  1442. {
  1443. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat == PIXELFORMAT_LA8)
  1444. && !renderbuffer && !isTexStorageSupported())
  1445. {
  1446. f.internalformat = f.externalformat;
  1447. }
  1448. if (pixelformat != PIXELFORMAT_sRGBA8)
  1449. isSRGB = false;
  1450. }
  1451. return f;
  1452. }
  1453. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
  1454. {
  1455. if (rendertarget && isPixelFormatCompressed(pixelformat))
  1456. return false;
  1457. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1458. pixelformat = PIXELFORMAT_sRGBA8;
  1459. switch (pixelformat)
  1460. {
  1461. case PIXELFORMAT_R8:
  1462. case PIXELFORMAT_RG8:
  1463. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1464. return true;
  1465. else if (pixelformat == PIXELFORMAT_R8 && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  1466. return true; // We'll use OpenGL's luminance format internally.
  1467. else
  1468. return false;
  1469. case PIXELFORMAT_RGBA8:
  1470. if (rendertarget)
  1471. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  1472. else
  1473. return true;
  1474. case PIXELFORMAT_sRGBA8:
  1475. if (rendertarget)
  1476. {
  1477. if (GLAD_VERSION_1_0)
  1478. {
  1479. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  1480. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  1481. }
  1482. else
  1483. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB;
  1484. }
  1485. else
  1486. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  1487. case PIXELFORMAT_R16:
  1488. case PIXELFORMAT_RG16:
  1489. if (rendertarget)
  1490. return false;
  1491. else
  1492. return (GLAD_VERSION_1_1 && GLAD_EXT_texture_rg) || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  1493. case PIXELFORMAT_RGBA16:
  1494. if (rendertarget)
  1495. return false;
  1496. else
  1497. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  1498. case PIXELFORMAT_R16F:
  1499. case PIXELFORMAT_RG16F:
  1500. if (GLAD_VERSION_1_0)
  1501. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  1502. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1503. return false;
  1504. else
  1505. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  1506. case PIXELFORMAT_RGBA16F:
  1507. if (GLAD_VERSION_1_0)
  1508. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  1509. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1510. return false;
  1511. else
  1512. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  1513. case PIXELFORMAT_R32F:
  1514. case PIXELFORMAT_RG32F:
  1515. if (GLAD_VERSION_1_0)
  1516. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  1517. else if (!rendertarget)
  1518. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  1519. else
  1520. return false;
  1521. case PIXELFORMAT_RGBA32F:
  1522. if (GLAD_VERSION_1_0)
  1523. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  1524. else if (!rendertarget)
  1525. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  1526. else
  1527. return false;
  1528. case PIXELFORMAT_LA8:
  1529. return !rendertarget;
  1530. case PIXELFORMAT_RGBA4:
  1531. case PIXELFORMAT_RGB5A1:
  1532. return true;
  1533. case PIXELFORMAT_RGB565:
  1534. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  1535. case PIXELFORMAT_RGB10A2:
  1536. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  1537. case PIXELFORMAT_RG11B10F:
  1538. if (rendertarget)
  1539. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  1540. else
  1541. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  1542. case PIXELFORMAT_STENCIL8:
  1543. return rendertarget && !readable;
  1544. case PIXELFORMAT_DEPTH16:
  1545. if (!rendertarget)
  1546. return false;
  1547. else if (readable)
  1548. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
  1549. else
  1550. return true;
  1551. case PIXELFORMAT_DEPTH24:
  1552. if (!rendertarget)
  1553. return false;
  1554. else if (readable)
  1555. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
  1556. else
  1557. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
  1558. case PIXELFORMAT_DEPTH24_STENCIL8:
  1559. if (!rendertarget)
  1560. return false;
  1561. else if (readable)
  1562. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
  1563. else
  1564. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
  1565. case PIXELFORMAT_DEPTH32F:
  1566. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1567. return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
  1568. case PIXELFORMAT_DXT1:
  1569. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  1570. case PIXELFORMAT_DXT3:
  1571. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  1572. case PIXELFORMAT_DXT5:
  1573. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  1574. case PIXELFORMAT_BC4:
  1575. case PIXELFORMAT_BC4s:
  1576. case PIXELFORMAT_BC5:
  1577. case PIXELFORMAT_BC5s:
  1578. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  1579. case PIXELFORMAT_BC6H:
  1580. case PIXELFORMAT_BC6Hs:
  1581. case PIXELFORMAT_BC7:
  1582. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  1583. case PIXELFORMAT_PVR1_RGB2:
  1584. case PIXELFORMAT_PVR1_RGB4:
  1585. case PIXELFORMAT_PVR1_RGBA2:
  1586. case PIXELFORMAT_PVR1_RGBA4:
  1587. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  1588. case PIXELFORMAT_ETC1:
  1589. // ETC2 support guarantees ETC1 support as well.
  1590. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  1591. case PIXELFORMAT_ETC2_RGB:
  1592. case PIXELFORMAT_ETC2_RGBA:
  1593. case PIXELFORMAT_ETC2_RGBA1:
  1594. case PIXELFORMAT_EAC_R:
  1595. case PIXELFORMAT_EAC_Rs:
  1596. case PIXELFORMAT_EAC_RG:
  1597. case PIXELFORMAT_EAC_RGs:
  1598. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1599. case PIXELFORMAT_ASTC_4x4:
  1600. case PIXELFORMAT_ASTC_5x4:
  1601. case PIXELFORMAT_ASTC_5x5:
  1602. case PIXELFORMAT_ASTC_6x5:
  1603. case PIXELFORMAT_ASTC_6x6:
  1604. case PIXELFORMAT_ASTC_8x5:
  1605. case PIXELFORMAT_ASTC_8x6:
  1606. case PIXELFORMAT_ASTC_8x8:
  1607. case PIXELFORMAT_ASTC_10x5:
  1608. case PIXELFORMAT_ASTC_10x6:
  1609. case PIXELFORMAT_ASTC_10x8:
  1610. case PIXELFORMAT_ASTC_10x10:
  1611. case PIXELFORMAT_ASTC_12x10:
  1612. case PIXELFORMAT_ASTC_12x12:
  1613. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1614. default:
  1615. return false;
  1616. }
  1617. }
  1618. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1619. {
  1620. switch (pixelformat)
  1621. {
  1622. case PIXELFORMAT_R16F:
  1623. case PIXELFORMAT_RG16F:
  1624. case PIXELFORMAT_RGBA16F:
  1625. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1626. case PIXELFORMAT_R32F:
  1627. case PIXELFORMAT_RG32F:
  1628. case PIXELFORMAT_RGBA32F:
  1629. return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
  1630. default:
  1631. return true;
  1632. }
  1633. }
  1634. const char *OpenGL::errorString(GLenum errorcode)
  1635. {
  1636. switch (errorcode)
  1637. {
  1638. case GL_NO_ERROR:
  1639. return "no error";
  1640. case GL_INVALID_ENUM:
  1641. return "invalid enum";
  1642. case GL_INVALID_VALUE:
  1643. return "invalid value";
  1644. case GL_INVALID_OPERATION:
  1645. return "invalid operation";
  1646. case GL_OUT_OF_MEMORY:
  1647. return "out of memory";
  1648. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1649. return "invalid framebuffer operation";
  1650. case GL_CONTEXT_LOST:
  1651. return "OpenGL context has been lost";
  1652. default:
  1653. break;
  1654. }
  1655. static char text[64] = {};
  1656. memset(text, 0, sizeof(text));
  1657. sprintf(text, "0x%x", errorcode);
  1658. return text;
  1659. }
  1660. const char *OpenGL::framebufferStatusString(GLenum status)
  1661. {
  1662. switch (status)
  1663. {
  1664. case GL_FRAMEBUFFER_COMPLETE:
  1665. return "complete (success)";
  1666. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1667. return "Texture format cannot be rendered to on this system.";
  1668. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1669. return "Error in graphics driver (missing render texture attachment)";
  1670. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1671. return "Error in graphics driver (incomplete draw buffer)";
  1672. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1673. return "Error in graphics driver (incomplete read buffer)";
  1674. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1675. return "Canvas with the specified MSAA count cannot be rendered to on this system.";
  1676. case GL_FRAMEBUFFER_UNSUPPORTED:
  1677. return "Renderable textures are unsupported";
  1678. default:
  1679. break;
  1680. }
  1681. static char text[64] = {};
  1682. memset(text, 0, sizeof(text));
  1683. sprintf(text, "0x%x", status);
  1684. return text;
  1685. }
  1686. const char *OpenGL::debugSeverityString(GLenum severity)
  1687. {
  1688. switch (severity)
  1689. {
  1690. case GL_DEBUG_SEVERITY_HIGH:
  1691. return "high";
  1692. case GL_DEBUG_SEVERITY_MEDIUM:
  1693. return "medium";
  1694. case GL_DEBUG_SEVERITY_LOW:
  1695. return "low";
  1696. default:
  1697. return "unknown";
  1698. }
  1699. }
  1700. const char *OpenGL::debugSourceString(GLenum source)
  1701. {
  1702. switch (source)
  1703. {
  1704. case GL_DEBUG_SOURCE_API:
  1705. return "API";
  1706. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1707. return "window";
  1708. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1709. return "shader";
  1710. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1711. return "external";
  1712. case GL_DEBUG_SOURCE_APPLICATION:
  1713. return "LOVE";
  1714. case GL_DEBUG_SOURCE_OTHER:
  1715. return "other";
  1716. default:
  1717. return "unknown";
  1718. }
  1719. }
  1720. const char *OpenGL::debugTypeString(GLenum type)
  1721. {
  1722. switch (type)
  1723. {
  1724. case GL_DEBUG_TYPE_ERROR:
  1725. return "error";
  1726. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1727. return "deprecated behavior";
  1728. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1729. return "undefined behavior";
  1730. case GL_DEBUG_TYPE_PERFORMANCE:
  1731. return "performance";
  1732. case GL_DEBUG_TYPE_PORTABILITY:
  1733. return "portability";
  1734. case GL_DEBUG_TYPE_OTHER:
  1735. return "other";
  1736. default:
  1737. return "unknown";
  1738. }
  1739. }
  1740. // OpenGL class instance singleton.
  1741. OpenGL gl;
  1742. } // opengl
  1743. } // graphics
  1744. } // love