OpenGL.cpp 34 KB

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  1. /**
  2. * Copyright (c) 2006-2016 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. // C++
  27. #include <algorithm>
  28. #include <limits>
  29. // C
  30. #include <cstring>
  31. #include <cstdio>
  32. // For SDL_GL_GetProcAddress.
  33. #include <SDL_video.h>
  34. #ifdef LOVE_IOS
  35. #include <SDL_syswm.h>
  36. #endif
  37. #ifdef LOVE_ANDROID
  38. #include <dlfcn.h>
  39. #endif
  40. namespace love
  41. {
  42. namespace graphics
  43. {
  44. namespace opengl
  45. {
  46. static void *LOVEGetProcAddress(const char *name)
  47. {
  48. #ifdef LOVE_ANDROID
  49. void *proc = dlsym(RTLD_DEFAULT, name);
  50. if (proc)
  51. return proc;
  52. #endif
  53. return SDL_GL_GetProcAddress(name);
  54. }
  55. OpenGL::OpenGL()
  56. : stats()
  57. , contextInitialized(false)
  58. , pixelShaderHighpSupported(false)
  59. , maxAnisotropy(1.0f)
  60. , maxTextureSize(0)
  61. , maxRenderTargets(1)
  62. , maxRenderbufferSamples(0)
  63. , maxTextureUnits(1)
  64. , vendor(VENDOR_UNKNOWN)
  65. , state()
  66. {
  67. state.constantColor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
  68. float nan = std::numeric_limits<float>::quiet_NaN();
  69. state.lastConstantColor = Colorf(nan, nan, nan, nan);
  70. }
  71. bool OpenGL::initContext()
  72. {
  73. if (contextInitialized)
  74. return true;
  75. if (!gladLoadGLLoader(LOVEGetProcAddress))
  76. return false;
  77. initOpenGLFunctions();
  78. initVendor();
  79. bugs = {};
  80. #if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
  81. // See the comments in OpenGL.h.
  82. if (getVendor() == VENDOR_AMD)
  83. {
  84. bugs.clearRequiresDriverTextureStateUpdate = true;
  85. bugs.generateMipmapsRequiresTexture2DEnable = true;
  86. }
  87. #endif
  88. contextInitialized = true;
  89. return true;
  90. }
  91. void OpenGL::setupContext()
  92. {
  93. if (!contextInitialized)
  94. return;
  95. initMaxValues();
  96. GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  97. glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
  98. glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
  99. GLint maxvertexattribs = 1;
  100. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
  101. state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
  102. useVertexAttribArrays(0);
  103. // Get the current viewport.
  104. glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
  105. // And the current scissor - but we need to compensate for GL scissors
  106. // starting at the bottom left instead of top left.
  107. glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
  108. state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
  109. if (GLAD_VERSION_1_0)
  110. glGetFloatv(GL_POINT_SIZE, &state.pointSize);
  111. else
  112. state.pointSize = 1.0f;
  113. for (int i = 0; i < 2; i++)
  114. state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
  115. bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
  116. if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
  117. || GLAD_EXT_sRGB_write_control)
  118. {
  119. state.framebufferSRGBEnabled = (glIsEnabled(GL_FRAMEBUFFER_SRGB) == GL_TRUE);
  120. }
  121. else
  122. state.framebufferSRGBEnabled = false;
  123. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  124. {
  125. state.boundBuffers[i] = 0;
  126. glBindBuffer(getGLBufferType((BufferType) i), 0);
  127. }
  128. // Initialize multiple texture unit support for shaders.
  129. state.boundTextures.clear();
  130. state.boundTextures.resize(maxTextureUnits, 0);
  131. for (int i = 0; i < (int) state.boundTextures.size(); i++)
  132. {
  133. glActiveTexture(GL_TEXTURE0 + i);
  134. glBindTexture(GL_TEXTURE_2D, 0);
  135. }
  136. glActiveTexture(GL_TEXTURE0);
  137. state.curTextureUnit = 0;
  138. createDefaultTexture();
  139. contextInitialized = true;
  140. }
  141. void OpenGL::deInitContext()
  142. {
  143. if (!contextInitialized)
  144. return;
  145. glDeleteTextures(1, &state.defaultTexture);
  146. state.defaultTexture = 0;
  147. contextInitialized = false;
  148. }
  149. void OpenGL::initVendor()
  150. {
  151. const char *vstr = (const char *) glGetString(GL_VENDOR);
  152. if (!vstr)
  153. {
  154. vendor = VENDOR_UNKNOWN;
  155. return;
  156. }
  157. // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
  158. // http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
  159. if (strstr(vstr, "ATI Technologies"))
  160. vendor = VENDOR_AMD;
  161. else if (strstr(vstr, "NVIDIA"))
  162. vendor = VENDOR_NVIDIA;
  163. else if (strstr(vstr, "Intel"))
  164. vendor = VENDOR_INTEL;
  165. else if (strstr(vstr, "Mesa"))
  166. vendor = VENDOR_MESA_SOFT;
  167. else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
  168. vendor = VENDOR_APPLE;
  169. else if (strstr(vstr, "Microsoft"))
  170. vendor = VENDOR_MICROSOFT;
  171. else if (strstr(vstr, "Imagination"))
  172. vendor = VENDOR_IMGTEC;
  173. else if (strstr(vstr, "ARM"))
  174. vendor = VENDOR_ARM;
  175. else if (strstr(vstr, "Qualcomm"))
  176. vendor = VENDOR_QUALCOMM;
  177. else if (strstr(vstr, "Broadcom"))
  178. vendor = VENDOR_BROADCOM;
  179. else if (strstr(vstr, "Vivante"))
  180. vendor = VENDOR_VIVANTE;
  181. else
  182. vendor = VENDOR_UNKNOWN;
  183. }
  184. void OpenGL::initOpenGLFunctions()
  185. {
  186. // Alias extension-suffixed framebuffer functions to core versions since
  187. // there are so many different-named extensions that do the same things...
  188. if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
  189. {
  190. if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
  191. {
  192. fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
  193. fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
  194. fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
  195. fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
  196. fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
  197. fp_glBindFramebuffer = fp_glBindFramebufferEXT;
  198. fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
  199. fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
  200. fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
  201. fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
  202. fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
  203. fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
  204. fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
  205. }
  206. if (GLAD_EXT_framebuffer_blit)
  207. fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
  208. else if (GLAD_ANGLE_framebuffer_blit)
  209. fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
  210. else if (GLAD_NV_framebuffer_blit)
  211. fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
  212. if (GLAD_EXT_framebuffer_multisample)
  213. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
  214. else if (GLAD_APPLE_framebuffer_multisample)
  215. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
  216. else if (GLAD_ANGLE_framebuffer_multisample)
  217. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
  218. else if (GLAD_NV_framebuffer_multisample)
  219. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
  220. }
  221. }
  222. void OpenGL::initMaxValues()
  223. {
  224. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  225. {
  226. GLint range = 0;
  227. GLint precision = 0;
  228. glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
  229. pixelShaderHighpSupported = range > 0;
  230. }
  231. else
  232. pixelShaderHighpSupported = true;
  233. // We'll need this value to clamp anisotropy.
  234. if (GLAD_EXT_texture_filter_anisotropic)
  235. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
  236. else
  237. maxAnisotropy = 1.0f;
  238. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
  239. int maxattachments = 1;
  240. int maxdrawbuffers = 1;
  241. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
  242. {
  243. glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
  244. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
  245. }
  246. maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
  247. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
  248. || GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
  249. || GLAD_ANGLE_framebuffer_multisample)
  250. {
  251. glGetIntegerv(GL_MAX_SAMPLES, &maxRenderbufferSamples);
  252. }
  253. else
  254. maxRenderbufferSamples = 0;
  255. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  256. GLfloat limits[2];
  257. glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
  258. maxPointSize = limits[1];
  259. }
  260. void OpenGL::createDefaultTexture()
  261. {
  262. // Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
  263. // texture2D calls inside a shader would return black when drawing graphics
  264. // primitives, which would create the need to use different "passthrough"
  265. // shaders for untextured primitives vs images.
  266. GLuint curtexture = state.boundTextures[state.curTextureUnit];
  267. glGenTextures(1, &state.defaultTexture);
  268. bindTextureToUnit(state.defaultTexture, 0, false);
  269. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
  270. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  271. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
  272. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  273. GLubyte pix[] = {255, 255, 255, 255};
  274. glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
  275. bindTextureToUnit(curtexture, 0, false);
  276. }
  277. void OpenGL::prepareDraw()
  278. {
  279. TempDebugGroup debuggroup("Prepare OpenGL draw");
  280. // Make sure the active shader's love-provided uniforms are up to date.
  281. if (Shader::current != nullptr)
  282. ((Shader *)Shader::current)->checkSetBuiltinUniforms();
  283. if (state.constantColor != state.lastConstantColor)
  284. {
  285. const Colorf &c = state.constantColor;
  286. glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, c.r, c.g, c.b, c.a);
  287. state.lastConstantColor = c;
  288. }
  289. }
  290. GLenum OpenGL::getGLBufferType(BufferType type)
  291. {
  292. switch (type)
  293. {
  294. case BUFFER_VERTEX:
  295. return GL_ARRAY_BUFFER;
  296. case BUFFER_INDEX:
  297. return GL_ELEMENT_ARRAY_BUFFER;
  298. case BUFFER_MAX_ENUM:
  299. return GL_ZERO;
  300. }
  301. }
  302. GLenum OpenGL::getGLBufferUsage(vertex::Usage usage)
  303. {
  304. switch (usage)
  305. {
  306. case vertex::USAGE_STREAM:
  307. return GL_STREAM_DRAW;
  308. case vertex::USAGE_DYNAMIC:
  309. return GL_DYNAMIC_DRAW;
  310. case vertex::USAGE_STATIC:
  311. return GL_STATIC_DRAW;
  312. default:
  313. return 0;
  314. }
  315. }
  316. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  317. {
  318. if (state.boundBuffers[type] != buffer)
  319. {
  320. glBindBuffer(getGLBufferType(type), buffer);
  321. state.boundBuffers[type] = buffer;
  322. }
  323. }
  324. void OpenGL::deleteBuffer(GLuint buffer)
  325. {
  326. glDeleteBuffers(1, &buffer);
  327. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  328. {
  329. if (state.boundBuffers[i] == buffer)
  330. state.boundBuffers[i] = 0;
  331. }
  332. }
  333. void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count)
  334. {
  335. glDrawArrays(mode, first, count);
  336. ++stats.drawCalls;
  337. }
  338. void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
  339. {
  340. glDrawElements(mode, count, type, indices);
  341. ++stats.drawCalls;
  342. }
  343. void OpenGL::useVertexAttribArrays(uint32 arraybits)
  344. {
  345. uint32 diff = arraybits ^ state.enabledAttribArrays;
  346. if (diff == 0)
  347. return;
  348. // Max 32 attributes. As of when this was written, no GL driver exposes more
  349. // than 32. Lets hope that doesn't change...
  350. for (uint32 i = 0; i < 32; i++)
  351. {
  352. uint32 bit = 1u << i;
  353. if (diff & bit)
  354. {
  355. if (arraybits & bit)
  356. glEnableVertexAttribArray(i);
  357. else
  358. glDisableVertexAttribArray(i);
  359. }
  360. }
  361. state.enabledAttribArrays = arraybits;
  362. // glDisableVertexAttribArray will make the constant value for a vertex
  363. // attribute undefined. We rely on the per-vertex color attribute being
  364. // white when no per-vertex color is used, so we set it here.
  365. // FIXME: Is there a better place to do this?
  366. if ((diff & ATTRIBFLAG_COLOR) && !(arraybits & ATTRIBFLAG_COLOR))
  367. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  368. }
  369. void OpenGL::setViewport(const Rect &v)
  370. {
  371. glViewport(v.x, v.y, v.w, v.h);
  372. state.viewport = v;
  373. }
  374. Rect OpenGL::getViewport() const
  375. {
  376. return state.viewport;
  377. }
  378. void OpenGL::setScissor(const Rect &v, bool canvasActive)
  379. {
  380. if (canvasActive)
  381. glScissor(v.x, v.y, v.w, v.h);
  382. else
  383. {
  384. // With no Canvas active, we need to compensate for glScissor starting
  385. // from the lower left of the viewport instead of the top left.
  386. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  387. }
  388. state.scissor = v;
  389. }
  390. void OpenGL::setConstantColor(const Colorf &color)
  391. {
  392. state.constantColor = color;
  393. }
  394. const Colorf &OpenGL::getConstantColor() const
  395. {
  396. return state.constantColor;
  397. }
  398. void OpenGL::setPointSize(float size)
  399. {
  400. if (GLAD_VERSION_1_0)
  401. glPointSize(size);
  402. state.pointSize = size;
  403. }
  404. float OpenGL::getPointSize() const
  405. {
  406. return state.pointSize;
  407. }
  408. void OpenGL::setFramebufferSRGB(bool enable)
  409. {
  410. if (enable)
  411. glEnable(GL_FRAMEBUFFER_SRGB);
  412. else
  413. glDisable(GL_FRAMEBUFFER_SRGB);
  414. state.framebufferSRGBEnabled = enable;
  415. }
  416. bool OpenGL::hasFramebufferSRGB() const
  417. {
  418. return state.framebufferSRGBEnabled;
  419. }
  420. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  421. {
  422. bool bindingmodified = false;
  423. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  424. {
  425. bindingmodified = true;
  426. state.boundFramebuffers[0] = framebuffer;
  427. }
  428. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  429. {
  430. bindingmodified = true;
  431. state.boundFramebuffers[1] = framebuffer;
  432. }
  433. if (bindingmodified)
  434. {
  435. GLenum gltarget = GL_FRAMEBUFFER;
  436. if (target == FRAMEBUFFER_DRAW)
  437. gltarget = GL_DRAW_FRAMEBUFFER;
  438. else if (target == FRAMEBUFFER_READ)
  439. gltarget = GL_READ_FRAMEBUFFER;
  440. glBindFramebuffer(gltarget, framebuffer);
  441. }
  442. }
  443. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  444. {
  445. if (target & FRAMEBUFFER_DRAW)
  446. return state.boundFramebuffers[0];
  447. else if (target & FRAMEBUFFER_READ)
  448. return state.boundFramebuffers[1];
  449. else
  450. return 0;
  451. }
  452. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  453. {
  454. glDeleteFramebuffers(1, &framebuffer);
  455. for (int i = 0; i < 2; i++)
  456. {
  457. if (state.boundFramebuffers[i] == framebuffer)
  458. state.boundFramebuffers[i] = 0;
  459. }
  460. }
  461. void OpenGL::useProgram(GLuint program)
  462. {
  463. glUseProgram(program);
  464. ++stats.shaderSwitches;
  465. }
  466. GLuint OpenGL::getDefaultFBO() const
  467. {
  468. #ifdef LOVE_IOS
  469. // Hack: iOS uses a custom FBO.
  470. SDL_SysWMinfo info = {};
  471. SDL_VERSION(&info.version);
  472. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  473. return info.info.uikit.framebuffer;
  474. #else
  475. return 0;
  476. #endif
  477. }
  478. GLuint OpenGL::getDefaultTexture() const
  479. {
  480. return state.defaultTexture;
  481. }
  482. void OpenGL::setTextureUnit(int textureunit)
  483. {
  484. if (textureunit != state.curTextureUnit)
  485. glActiveTexture(GL_TEXTURE0 + textureunit);
  486. state.curTextureUnit = textureunit;
  487. }
  488. void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
  489. {
  490. if (texture != state.boundTextures[textureunit])
  491. {
  492. int oldtextureunit = state.curTextureUnit;
  493. if (oldtextureunit != textureunit)
  494. glActiveTexture(GL_TEXTURE0 + textureunit);
  495. state.boundTextures[textureunit] = texture;
  496. glBindTexture(GL_TEXTURE_2D, texture);
  497. if (restoreprev && oldtextureunit != textureunit)
  498. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  499. else
  500. state.curTextureUnit = textureunit;
  501. }
  502. }
  503. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
  504. {
  505. GLuint handle = texture != nullptr ? (GLuint) texture->getHandle() : getDefaultTexture();
  506. bindTextureToUnit(handle, textureunit, restoreprev);
  507. }
  508. void OpenGL::deleteTexture(GLuint texture)
  509. {
  510. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  511. // was bound to before deletion.
  512. for (GLuint &texid : state.boundTextures)
  513. {
  514. if (texid == texture)
  515. texid = 0;
  516. }
  517. glDeleteTextures(1, &texture);
  518. }
  519. void OpenGL::setTextureFilter(graphics::Texture::Filter &f)
  520. {
  521. GLint gmin, gmag;
  522. if (f.mipmap == Texture::FILTER_NONE)
  523. {
  524. if (f.min == Texture::FILTER_NEAREST)
  525. gmin = GL_NEAREST;
  526. else // f.min == Texture::FILTER_LINEAR
  527. gmin = GL_LINEAR;
  528. }
  529. else
  530. {
  531. if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
  532. gmin = GL_NEAREST_MIPMAP_NEAREST;
  533. else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
  534. gmin = GL_NEAREST_MIPMAP_LINEAR;
  535. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
  536. gmin = GL_LINEAR_MIPMAP_NEAREST;
  537. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
  538. gmin = GL_LINEAR_MIPMAP_LINEAR;
  539. else
  540. gmin = GL_LINEAR;
  541. }
  542. switch (f.mag)
  543. {
  544. case Texture::FILTER_NEAREST:
  545. gmag = GL_NEAREST;
  546. break;
  547. case Texture::FILTER_LINEAR:
  548. default:
  549. gmag = GL_LINEAR;
  550. break;
  551. }
  552. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
  553. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
  554. if (GLAD_EXT_texture_filter_anisotropic)
  555. {
  556. f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
  557. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
  558. }
  559. else
  560. f.anisotropy = 1.0f;
  561. }
  562. GLint OpenGL::getGLWrapMode(Texture::WrapMode wmode)
  563. {
  564. switch (wmode)
  565. {
  566. case Texture::WRAP_CLAMP:
  567. default:
  568. return GL_CLAMP_TO_EDGE;
  569. case Texture::WRAP_CLAMP_ZERO:
  570. return GL_CLAMP_TO_BORDER;
  571. case Texture::WRAP_REPEAT:
  572. return GL_REPEAT;
  573. case Texture::WRAP_MIRRORED_REPEAT:
  574. return GL_MIRRORED_REPEAT;
  575. }
  576. }
  577. void OpenGL::setTextureWrap(const graphics::Texture::Wrap &w)
  578. {
  579. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, getGLWrapMode(w.s));
  580. glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, getGLWrapMode(w.t));
  581. }
  582. bool OpenGL::isClampZeroTextureWrapSupported() const
  583. {
  584. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  585. }
  586. bool OpenGL::isPixelShaderHighpSupported() const
  587. {
  588. return pixelShaderHighpSupported;
  589. }
  590. int OpenGL::getMaxTextureSize() const
  591. {
  592. return maxTextureSize;
  593. }
  594. int OpenGL::getMaxRenderTargets() const
  595. {
  596. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  597. }
  598. int OpenGL::getMaxRenderbufferSamples() const
  599. {
  600. return maxRenderbufferSamples;
  601. }
  602. int OpenGL::getMaxTextureUnits() const
  603. {
  604. return maxTextureUnits;
  605. }
  606. float OpenGL::getMaxPointSize() const
  607. {
  608. return maxPointSize;
  609. }
  610. float OpenGL::getMaxAnisotropy() const
  611. {
  612. return maxAnisotropy;
  613. }
  614. void OpenGL::updateTextureMemorySize(size_t oldsize, size_t newsize)
  615. {
  616. int64 memsize = (int64) stats.textureMemory + ((int64) newsize - (int64) oldsize);
  617. stats.textureMemory = (size_t) std::max(memsize, (int64) 0);
  618. }
  619. OpenGL::Vendor OpenGL::getVendor() const
  620. {
  621. return vendor;
  622. }
  623. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  624. {
  625. TextureFormat f;
  626. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  627. pixelformat = PIXELFORMAT_sRGBA8;
  628. else if (pixelformat == PIXELFORMAT_ETC1)
  629. {
  630. // The ETC2 format can load ETC1 textures.
  631. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  632. pixelformat = PIXELFORMAT_ETC2_RGB;
  633. }
  634. switch (pixelformat)
  635. {
  636. case PIXELFORMAT_R8:
  637. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  638. {
  639. f.internalformat = GL_R8;
  640. f.externalformat = GL_RED;
  641. }
  642. else
  643. {
  644. f.internalformat = GL_LUMINANCE8;
  645. f.externalformat = GL_LUMINANCE;
  646. }
  647. f.type = GL_UNSIGNED_BYTE;
  648. break;
  649. case PIXELFORMAT_RG8:
  650. f.internalformat = GL_RG8;
  651. f.externalformat = GL_RG;
  652. f.type = GL_UNSIGNED_BYTE;
  653. break;
  654. case PIXELFORMAT_RGBA8:
  655. f.internalformat = GL_RGBA8;
  656. f.externalformat = GL_RGBA;
  657. f.type = GL_UNSIGNED_BYTE;
  658. break;
  659. case PIXELFORMAT_sRGBA8:
  660. f.internalformat = GL_SRGB8_ALPHA8;
  661. f.type = GL_UNSIGNED_BYTE;
  662. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  663. f.externalformat = GL_SRGB_ALPHA;
  664. else
  665. f.externalformat = GL_RGBA;
  666. break;
  667. case PIXELFORMAT_R16:
  668. f.internalformat = GL_R16;
  669. f.externalformat = GL_RED;
  670. f.type = GL_UNSIGNED_SHORT;
  671. break;
  672. case PIXELFORMAT_RG16:
  673. f.internalformat = GL_RG16;
  674. f.externalformat = GL_RG;
  675. f.type = GL_UNSIGNED_SHORT;
  676. break;
  677. case PIXELFORMAT_RGBA16:
  678. f.internalformat = GL_RGBA16;
  679. f.externalformat = GL_RGBA;
  680. f.type = GL_UNSIGNED_SHORT;
  681. break;
  682. case PIXELFORMAT_R16F:
  683. f.internalformat = GL_R16F;
  684. f.externalformat = GL_RED;
  685. if (GLAD_OES_texture_half_float)
  686. f.type = GL_HALF_FLOAT_OES;
  687. else
  688. f.type = GL_HALF_FLOAT;
  689. break;
  690. case PIXELFORMAT_RG16F:
  691. f.internalformat = GL_RG16F;
  692. f.externalformat = GL_RG;
  693. if (GLAD_OES_texture_half_float)
  694. f.type = GL_HALF_FLOAT_OES;
  695. else
  696. f.type = GL_HALF_FLOAT;
  697. break;
  698. case PIXELFORMAT_RGBA16F:
  699. f.internalformat = GL_RGBA16F;
  700. f.externalformat = GL_RGBA;
  701. if (GLAD_OES_texture_half_float)
  702. f.type = GL_HALF_FLOAT_OES;
  703. else
  704. f.type = GL_HALF_FLOAT;
  705. break;
  706. case PIXELFORMAT_R32F:
  707. f.internalformat = GL_R32F;
  708. f.externalformat = GL_RED;
  709. f.type = GL_FLOAT;
  710. break;
  711. case PIXELFORMAT_RG32F:
  712. f.internalformat = GL_RG32F;
  713. f.externalformat = GL_RG;
  714. f.type = GL_FLOAT;
  715. break;
  716. case PIXELFORMAT_RGBA32F:
  717. f.internalformat = GL_RGBA32F;
  718. f.externalformat = GL_RGBA;
  719. f.type = GL_FLOAT;
  720. break;
  721. case PIXELFORMAT_LA8:
  722. f.internalformat = GL_LUMINANCE8_ALPHA8;
  723. f.externalformat = GL_LUMINANCE_ALPHA;
  724. f.type = GL_UNSIGNED_BYTE;
  725. break;
  726. case PIXELFORMAT_RGBA4:
  727. f.internalformat = GL_RGBA4;
  728. f.externalformat = GL_RGBA;
  729. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  730. break;
  731. case PIXELFORMAT_RGB5A1:
  732. f.internalformat = GL_RGB5_A1;
  733. f.externalformat = GL_RGBA;
  734. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  735. break;
  736. case PIXELFORMAT_RGB565:
  737. f.internalformat = GL_RGB565;
  738. f.externalformat = GL_RGB;
  739. f.type = GL_UNSIGNED_SHORT_5_6_5;
  740. break;
  741. case PIXELFORMAT_RGB10A2:
  742. f.internalformat = GL_RGB10_A2;
  743. f.externalformat = GL_RGBA;
  744. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  745. break;
  746. case PIXELFORMAT_RG11B10F:
  747. f.internalformat = GL_R11F_G11F_B10F;
  748. f.externalformat = GL_RGB;
  749. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  750. break;
  751. case PIXELFORMAT_DXT1:
  752. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  753. break;
  754. case PIXELFORMAT_DXT3:
  755. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  756. break;
  757. case PIXELFORMAT_DXT5:
  758. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  759. break;
  760. case PIXELFORMAT_BC4:
  761. isSRGB = false;
  762. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  763. break;
  764. case PIXELFORMAT_BC4s:
  765. isSRGB = false;
  766. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  767. break;
  768. case PIXELFORMAT_BC5:
  769. isSRGB = false;
  770. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  771. break;
  772. case PIXELFORMAT_BC5s:
  773. isSRGB = false;
  774. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  775. break;
  776. case PIXELFORMAT_BC6H:
  777. isSRGB = false;
  778. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  779. break;
  780. case PIXELFORMAT_BC6Hs:
  781. isSRGB = false;
  782. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  783. break;
  784. case PIXELFORMAT_BC7:
  785. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  786. break;
  787. case PIXELFORMAT_PVR1_RGB2:
  788. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  789. break;
  790. case PIXELFORMAT_PVR1_RGB4:
  791. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  792. break;
  793. case PIXELFORMAT_PVR1_RGBA2:
  794. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  795. break;
  796. case PIXELFORMAT_PVR1_RGBA4:
  797. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  798. break;
  799. case PIXELFORMAT_ETC1:
  800. isSRGB = false;
  801. f.internalformat = GL_ETC1_RGB8_OES;
  802. break;
  803. case PIXELFORMAT_ETC2_RGB:
  804. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  805. break;
  806. case PIXELFORMAT_ETC2_RGBA:
  807. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  808. break;
  809. case PIXELFORMAT_ETC2_RGBA1:
  810. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  811. break;
  812. case PIXELFORMAT_EAC_R:
  813. isSRGB = false;
  814. f.internalformat = GL_COMPRESSED_R11_EAC;
  815. break;
  816. case PIXELFORMAT_EAC_Rs:
  817. isSRGB = false;
  818. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  819. break;
  820. case PIXELFORMAT_EAC_RG:
  821. isSRGB = false;
  822. f.internalformat = GL_COMPRESSED_RG11_EAC;
  823. break;
  824. case PIXELFORMAT_EAC_RGs:
  825. isSRGB = false;
  826. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  827. break;
  828. case PIXELFORMAT_ASTC_4x4:
  829. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  830. break;
  831. case PIXELFORMAT_ASTC_5x4:
  832. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  833. break;
  834. case PIXELFORMAT_ASTC_5x5:
  835. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  836. break;
  837. case PIXELFORMAT_ASTC_6x5:
  838. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  839. break;
  840. case PIXELFORMAT_ASTC_6x6:
  841. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  842. break;
  843. case PIXELFORMAT_ASTC_8x5:
  844. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  845. break;
  846. case PIXELFORMAT_ASTC_8x6:
  847. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  848. break;
  849. case PIXELFORMAT_ASTC_8x8:
  850. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  851. break;
  852. case PIXELFORMAT_ASTC_10x5:
  853. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  854. break;
  855. case PIXELFORMAT_ASTC_10x6:
  856. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  857. break;
  858. case PIXELFORMAT_ASTC_10x8:
  859. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  860. break;
  861. case PIXELFORMAT_ASTC_10x10:
  862. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  863. break;
  864. case PIXELFORMAT_ASTC_12x10:
  865. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  866. break;
  867. case PIXELFORMAT_ASTC_12x12:
  868. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  869. break;
  870. default:
  871. printf("Unhandled pixel format when converting to OpenGL enums!");
  872. break;
  873. }
  874. if (!isPixelFormatCompressed(pixelformat))
  875. {
  876. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat != PIXELFORMAT_LA8)
  877. && !renderbuffer)
  878. {
  879. f.internalformat = f.externalformat;
  880. }
  881. if (pixelformat != PIXELFORMAT_sRGBA8)
  882. isSRGB = false;
  883. }
  884. return f;
  885. }
  886. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool isSRGB)
  887. {
  888. if (rendertarget && isPixelFormatCompressed(pixelformat))
  889. return false;
  890. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  891. pixelformat = PIXELFORMAT_sRGBA8;
  892. switch (pixelformat)
  893. {
  894. case PIXELFORMAT_R8:
  895. case PIXELFORMAT_RG8:
  896. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  897. return true;
  898. else if (pixelformat == PIXELFORMAT_R8 && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  899. return true; // We'll use OpenGL's luminance format internally.
  900. else
  901. return false;
  902. case PIXELFORMAT_RGBA8:
  903. if (rendertarget)
  904. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  905. else
  906. return true;
  907. case PIXELFORMAT_sRGBA8:
  908. if (rendertarget)
  909. {
  910. if (GLAD_VERSION_1_0)
  911. {
  912. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  913. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  914. }
  915. else
  916. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB;
  917. }
  918. else
  919. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  920. case PIXELFORMAT_R16:
  921. case PIXELFORMAT_RG16:
  922. if (rendertarget)
  923. return false;
  924. else
  925. return (GLAD_VERSION_1_1 && GLAD_EXT_texture_rg) || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  926. case PIXELFORMAT_RGBA16:
  927. if (rendertarget)
  928. return false;
  929. else
  930. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  931. case PIXELFORMAT_R16F:
  932. case PIXELFORMAT_RG16F:
  933. if (GLAD_VERSION_1_0)
  934. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  935. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  936. return false;
  937. else
  938. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  939. case PIXELFORMAT_RGBA16F:
  940. if (GLAD_VERSION_1_0)
  941. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  942. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  943. return false;
  944. else
  945. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  946. case PIXELFORMAT_R32F:
  947. case PIXELFORMAT_RG32F:
  948. if (GLAD_VERSION_1_0)
  949. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  950. else if (!rendertarget)
  951. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  952. else
  953. return false;
  954. case PIXELFORMAT_RGBA32F:
  955. if (GLAD_VERSION_1_0)
  956. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  957. else if (!rendertarget)
  958. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  959. else
  960. return false;
  961. case PIXELFORMAT_LA8:
  962. return !rendertarget;
  963. case PIXELFORMAT_RGBA4:
  964. case PIXELFORMAT_RGB5A1:
  965. return true;
  966. case PIXELFORMAT_RGB565:
  967. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  968. case PIXELFORMAT_RGB10A2:
  969. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  970. case PIXELFORMAT_RG11B10F:
  971. if (rendertarget)
  972. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  973. else
  974. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  975. case PIXELFORMAT_DXT1:
  976. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  977. case PIXELFORMAT_DXT3:
  978. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  979. case PIXELFORMAT_DXT5:
  980. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  981. case PIXELFORMAT_BC4:
  982. case PIXELFORMAT_BC4s:
  983. case PIXELFORMAT_BC5:
  984. case PIXELFORMAT_BC5s:
  985. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  986. case PIXELFORMAT_BC6H:
  987. case PIXELFORMAT_BC6Hs:
  988. case PIXELFORMAT_BC7:
  989. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  990. case PIXELFORMAT_PVR1_RGB2:
  991. case PIXELFORMAT_PVR1_RGB4:
  992. case PIXELFORMAT_PVR1_RGBA2:
  993. case PIXELFORMAT_PVR1_RGBA4:
  994. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  995. case PIXELFORMAT_ETC1:
  996. // ETC2 support guarantees ETC1 support as well.
  997. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  998. case PIXELFORMAT_ETC2_RGB:
  999. case PIXELFORMAT_ETC2_RGBA:
  1000. case PIXELFORMAT_ETC2_RGBA1:
  1001. case PIXELFORMAT_EAC_R:
  1002. case PIXELFORMAT_EAC_Rs:
  1003. case PIXELFORMAT_EAC_RG:
  1004. case PIXELFORMAT_EAC_RGs:
  1005. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1006. case PIXELFORMAT_ASTC_4x4:
  1007. case PIXELFORMAT_ASTC_5x4:
  1008. case PIXELFORMAT_ASTC_5x5:
  1009. case PIXELFORMAT_ASTC_6x5:
  1010. case PIXELFORMAT_ASTC_6x6:
  1011. case PIXELFORMAT_ASTC_8x5:
  1012. case PIXELFORMAT_ASTC_8x6:
  1013. case PIXELFORMAT_ASTC_8x8:
  1014. case PIXELFORMAT_ASTC_10x5:
  1015. case PIXELFORMAT_ASTC_10x6:
  1016. case PIXELFORMAT_ASTC_10x8:
  1017. case PIXELFORMAT_ASTC_10x10:
  1018. case PIXELFORMAT_ASTC_12x10:
  1019. case PIXELFORMAT_ASTC_12x12:
  1020. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1021. default:
  1022. return false;
  1023. }
  1024. }
  1025. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1026. {
  1027. switch (pixelformat)
  1028. {
  1029. case PIXELFORMAT_RGBA16F:
  1030. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1031. case PIXELFORMAT_RGBA32F:
  1032. return GLAD_VERSION_1_1;
  1033. default:
  1034. return true;
  1035. }
  1036. }
  1037. const char *OpenGL::errorString(GLenum errorcode)
  1038. {
  1039. switch (errorcode)
  1040. {
  1041. case GL_NO_ERROR:
  1042. return "no error";
  1043. case GL_INVALID_ENUM:
  1044. return "invalid enum";
  1045. case GL_INVALID_VALUE:
  1046. return "invalid value";
  1047. case GL_INVALID_OPERATION:
  1048. return "invalid operation";
  1049. case GL_OUT_OF_MEMORY:
  1050. return "out of memory";
  1051. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1052. return "invalid framebuffer operation";
  1053. case GL_CONTEXT_LOST:
  1054. return "OpenGL context has been lost";
  1055. default:
  1056. break;
  1057. }
  1058. static char text[64] = {};
  1059. memset(text, 0, sizeof(text));
  1060. sprintf(text, "0x%x", errorcode);
  1061. return text;
  1062. }
  1063. const char *OpenGL::framebufferStatusString(GLenum status)
  1064. {
  1065. switch (status)
  1066. {
  1067. case GL_FRAMEBUFFER_COMPLETE:
  1068. return "complete (success)";
  1069. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1070. return "Texture format cannot be rendered to on this system.";
  1071. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1072. return "Error in graphics driver (missing render texture attachment)";
  1073. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1074. return "Error in graphics driver (incomplete draw buffer)";
  1075. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1076. return "Error in graphics driver (incomplete read buffer)";
  1077. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1078. return "Canvas with the specified MSAA count cannot be rendered to on this system.";
  1079. case GL_FRAMEBUFFER_UNSUPPORTED:
  1080. return "Renderable textures are unsupported";
  1081. default:
  1082. break;
  1083. }
  1084. static char text[64] = {};
  1085. memset(text, 0, sizeof(text));
  1086. sprintf(text, "0x%x", status);
  1087. return text;
  1088. }
  1089. const char *OpenGL::debugSeverityString(GLenum severity)
  1090. {
  1091. switch (severity)
  1092. {
  1093. case GL_DEBUG_SEVERITY_HIGH:
  1094. return "high";
  1095. case GL_DEBUG_SEVERITY_MEDIUM:
  1096. return "medium";
  1097. case GL_DEBUG_SEVERITY_LOW:
  1098. return "low";
  1099. default:
  1100. return "unknown";
  1101. }
  1102. }
  1103. const char *OpenGL::debugSourceString(GLenum source)
  1104. {
  1105. switch (source)
  1106. {
  1107. case GL_DEBUG_SOURCE_API:
  1108. return "API";
  1109. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1110. return "window";
  1111. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1112. return "shader";
  1113. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1114. return "external";
  1115. case GL_DEBUG_SOURCE_APPLICATION:
  1116. return "LOVE";
  1117. case GL_DEBUG_SOURCE_OTHER:
  1118. return "other";
  1119. default:
  1120. return "unknown";
  1121. }
  1122. }
  1123. const char *OpenGL::debugTypeString(GLenum type)
  1124. {
  1125. switch (type)
  1126. {
  1127. case GL_DEBUG_TYPE_ERROR:
  1128. return "error";
  1129. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1130. return "deprecated behavior";
  1131. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1132. return "undefined behavior";
  1133. case GL_DEBUG_TYPE_PERFORMANCE:
  1134. return "performance";
  1135. case GL_DEBUG_TYPE_PORTABILITY:
  1136. return "portability";
  1137. case GL_DEBUG_TYPE_OTHER:
  1138. return "other";
  1139. default:
  1140. return "unknown";
  1141. }
  1142. }
  1143. // OpenGL class instance singleton.
  1144. OpenGL gl;
  1145. } // opengl
  1146. } // graphics
  1147. } // love