OpenGL.cpp 52 KB

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  1. /**
  2. * Copyright (c) 2006-2018 LOVE Development Team
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. *
  8. * Permission is granted to anyone to use this software for any purpose,
  9. * including commercial applications, and to alter it and redistribute it
  10. * freely, subject to the following restrictions:
  11. *
  12. * 1. The origin of this software must not be misrepresented; you must not
  13. * claim that you wrote the original software. If you use this software
  14. * in a product, an acknowledgment in the product documentation would be
  15. * appreciated but is not required.
  16. * 2. Altered source versions must be plainly marked as such, and must not be
  17. * misrepresented as being the original software.
  18. * 3. This notice may not be removed or altered from any source distribution.
  19. **/
  20. // LOVE
  21. #include "common/config.h"
  22. #include "OpenGL.h"
  23. #include "Shader.h"
  24. #include "common/Exception.h"
  25. #include "graphics/Graphics.h"
  26. #include "graphics/Buffer.h"
  27. // C++
  28. #include <algorithm>
  29. #include <limits>
  30. // C
  31. #include <cstring>
  32. #include <cstdio>
  33. // For SDL_GL_GetProcAddress.
  34. #include <SDL_video.h>
  35. #ifdef LOVE_IOS
  36. #include <SDL_syswm.h>
  37. #endif
  38. #ifdef LOVE_ANDROID
  39. #include <dlfcn.h>
  40. #endif
  41. namespace love
  42. {
  43. namespace graphics
  44. {
  45. namespace opengl
  46. {
  47. static void *LOVEGetProcAddress(const char *name)
  48. {
  49. #ifdef LOVE_ANDROID
  50. void *proc = dlsym(RTLD_DEFAULT, name);
  51. if (proc)
  52. return proc;
  53. #endif
  54. return SDL_GL_GetProcAddress(name);
  55. }
  56. OpenGL::TempDebugGroup::TempDebugGroup(const char *name)
  57. {
  58. if (isDebugEnabled())
  59. {
  60. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  61. glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  62. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  63. glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  64. else if (GLAD_EXT_debug_marker)
  65. glPushGroupMarkerEXT(0, (const GLchar *) name);
  66. }
  67. }
  68. OpenGL::TempDebugGroup::~TempDebugGroup()
  69. {
  70. if (isDebugEnabled())
  71. {
  72. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  73. glPopDebugGroup();
  74. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  75. glPopDebugGroupKHR();
  76. else if (GLAD_EXT_debug_marker)
  77. glPopGroupMarkerEXT();
  78. }
  79. }
  80. OpenGL::OpenGL()
  81. : stats()
  82. , contextInitialized(false)
  83. , pixelShaderHighpSupported(false)
  84. , baseVertexSupported(false)
  85. , maxAnisotropy(1.0f)
  86. , max2DTextureSize(0)
  87. , max3DTextureSize(0)
  88. , maxCubeTextureSize(0)
  89. , maxTextureArrayLayers(0)
  90. , maxRenderTargets(1)
  91. , maxRenderbufferSamples(0)
  92. , maxTextureUnits(1)
  93. , maxPointSize(1)
  94. , coreProfile(false)
  95. , vendor(VENDOR_UNKNOWN)
  96. , state()
  97. {
  98. state.constantColor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
  99. float nan = std::numeric_limits<float>::quiet_NaN();
  100. state.lastConstantColor = Colorf(nan, nan, nan, nan);
  101. }
  102. bool OpenGL::initContext()
  103. {
  104. if (contextInitialized)
  105. return true;
  106. if (!gladLoadGLLoader(LOVEGetProcAddress))
  107. return false;
  108. if (GLAD_VERSION_3_2)
  109. {
  110. GLint profileMask = 0;
  111. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
  112. coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
  113. }
  114. else
  115. coreProfile = false;
  116. initOpenGLFunctions();
  117. initVendor();
  118. bugs = {};
  119. #if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
  120. // See the comments in OpenGL.h.
  121. if (getVendor() == VENDOR_AMD)
  122. {
  123. bugs.clearRequiresDriverTextureStateUpdate = true;
  124. if (!gl.isCoreProfile())
  125. bugs.generateMipmapsRequiresTexture2DEnable = true;
  126. }
  127. #endif
  128. #ifdef LOVE_WINDOWS
  129. if (getVendor() == VENDOR_INTEL && gl.isCoreProfile())
  130. {
  131. const char *device = (const char *) glGetString(GL_RENDERER);
  132. if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
  133. bugs.clientWaitSyncStalls = true;
  134. }
  135. #endif
  136. contextInitialized = true;
  137. return true;
  138. }
  139. void OpenGL::setupContext()
  140. {
  141. if (!contextInitialized)
  142. return;
  143. initMaxValues();
  144. GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  145. glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
  146. glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
  147. GLint maxvertexattribs = 1;
  148. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
  149. state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
  150. if (GLAD_ES_VERSION_3_0 || isCoreProfile())
  151. state.instancedAttribArrays = state.enabledAttribArrays;
  152. else
  153. state.instancedAttribArrays = 0;
  154. setVertexAttributes(vertex::Attributes(), vertex::Buffers());
  155. // Get the current viewport.
  156. glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
  157. // And the current scissor - but we need to compensate for GL scissors
  158. // starting at the bottom left instead of top left.
  159. glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
  160. state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
  161. if (GLAD_VERSION_1_0)
  162. glGetFloatv(GL_POINT_SIZE, &state.pointSize);
  163. else
  164. state.pointSize = 1.0f;
  165. for (int i = 0; i < 2; i++)
  166. state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
  167. bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
  168. setEnableState(ENABLE_DEPTH_TEST, state.enableState[ENABLE_DEPTH_TEST]);
  169. setEnableState(ENABLE_STENCIL_TEST, state.enableState[ENABLE_STENCIL_TEST]);
  170. setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
  171. setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
  172. if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
  173. || GLAD_EXT_sRGB_write_control)
  174. {
  175. setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
  176. }
  177. else
  178. state.enableState[ENABLE_FRAMEBUFFER_SRGB] = false;
  179. GLint faceCull = GL_BACK;
  180. glGetIntegerv(GL_CULL_FACE_MODE, &faceCull);
  181. state.faceCullMode = faceCull;
  182. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  183. {
  184. state.boundBuffers[i] = 0;
  185. glBindBuffer(getGLBufferType((BufferType) i), 0);
  186. }
  187. // Initialize multiple texture unit support for shaders.
  188. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  189. {
  190. state.boundTextures[i].clear();
  191. state.boundTextures[i].resize(maxTextureUnits, 0);
  192. }
  193. for (int i = 0; i < maxTextureUnits; i++)
  194. {
  195. glActiveTexture(GL_TEXTURE0 + i);
  196. for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
  197. {
  198. TextureType textype = (TextureType) j;
  199. if (isTextureTypeSupported(textype))
  200. glBindTexture(getGLTextureType(textype), 0);
  201. }
  202. }
  203. glActiveTexture(GL_TEXTURE0);
  204. state.curTextureUnit = 0;
  205. setDepthWrites(state.depthWritesEnabled);
  206. createDefaultTexture();
  207. contextInitialized = true;
  208. }
  209. void OpenGL::deInitContext()
  210. {
  211. if (!contextInitialized)
  212. return;
  213. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  214. {
  215. if (state.defaultTexture[i] != 0)
  216. {
  217. gl.deleteTexture(state.defaultTexture[i]);
  218. state.defaultTexture[i] = 0;
  219. }
  220. }
  221. contextInitialized = false;
  222. }
  223. void OpenGL::initVendor()
  224. {
  225. const char *vstr = (const char *) glGetString(GL_VENDOR);
  226. if (!vstr)
  227. {
  228. vendor = VENDOR_UNKNOWN;
  229. return;
  230. }
  231. // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
  232. // http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
  233. // http://opengl.gpuinfo.org/gl_stats_caps_single.php?listreportsbycap=GL_VENDOR
  234. if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
  235. vendor = VENDOR_AMD;
  236. else if (strstr(vstr, "NVIDIA"))
  237. vendor = VENDOR_NVIDIA;
  238. else if (strstr(vstr, "Intel"))
  239. vendor = VENDOR_INTEL;
  240. else if (strstr(vstr, "Mesa"))
  241. vendor = VENDOR_MESA_SOFT;
  242. else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
  243. vendor = VENDOR_APPLE;
  244. else if (strstr(vstr, "Microsoft"))
  245. vendor = VENDOR_MICROSOFT;
  246. else if (strstr(vstr, "Imagination"))
  247. vendor = VENDOR_IMGTEC;
  248. else if (strstr(vstr, "ARM"))
  249. vendor = VENDOR_ARM;
  250. else if (strstr(vstr, "Qualcomm"))
  251. vendor = VENDOR_QUALCOMM;
  252. else if (strstr(vstr, "Broadcom"))
  253. vendor = VENDOR_BROADCOM;
  254. else if (strstr(vstr, "Vivante"))
  255. vendor = VENDOR_VIVANTE;
  256. else
  257. vendor = VENDOR_UNKNOWN;
  258. }
  259. void OpenGL::initOpenGLFunctions()
  260. {
  261. // Alias extension-suffixed framebuffer functions to core versions since
  262. // there are so many different-named extensions that do the same things...
  263. if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
  264. {
  265. if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
  266. {
  267. fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
  268. fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
  269. fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
  270. fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
  271. fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
  272. fp_glBindFramebuffer = fp_glBindFramebufferEXT;
  273. fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
  274. fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
  275. fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
  276. fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
  277. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
  278. fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
  279. fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
  280. fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
  281. }
  282. if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
  283. fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
  284. if (GLAD_EXT_framebuffer_blit)
  285. fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
  286. else if (GLAD_ANGLE_framebuffer_blit)
  287. fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
  288. else if (GLAD_NV_framebuffer_blit)
  289. fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
  290. if (GLAD_EXT_framebuffer_multisample)
  291. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
  292. else if (GLAD_APPLE_framebuffer_multisample)
  293. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
  294. else if (GLAD_ANGLE_framebuffer_multisample)
  295. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
  296. else if (GLAD_NV_framebuffer_multisample)
  297. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
  298. }
  299. if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
  300. {
  301. if (GLAD_ARB_instanced_arrays)
  302. {
  303. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
  304. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
  305. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
  306. }
  307. else if (GLAD_EXT_instanced_arrays)
  308. {
  309. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
  310. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
  311. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
  312. }
  313. else if (GLAD_ANGLE_instanced_arrays)
  314. {
  315. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
  316. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
  317. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
  318. }
  319. }
  320. if (GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  321. {
  322. // Function signatures don't match, we'll have to conditionally call it
  323. //fp_glTexImage3D = fp_glTexImage3DOES;
  324. fp_glTexSubImage3D = fp_glTexSubImage3DOES;
  325. fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
  326. fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
  327. fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
  328. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
  329. }
  330. if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
  331. {
  332. if (GLAD_OES_draw_elements_base_vertex)
  333. {
  334. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexOES;
  335. if (GLAD_ES_VERSION_3_0)
  336. {
  337. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexOES;
  338. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexOES;
  339. }
  340. }
  341. else if (GLAD_EXT_draw_elements_base_vertex)
  342. {
  343. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexEXT;
  344. if (GLAD_ES_VERSION_3_0)
  345. {
  346. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexEXT;
  347. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexEXT;
  348. }
  349. }
  350. }
  351. }
  352. void OpenGL::initMaxValues()
  353. {
  354. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  355. {
  356. GLint range = 0;
  357. GLint precision = 0;
  358. glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
  359. pixelShaderHighpSupported = range > 0;
  360. }
  361. else
  362. pixelShaderHighpSupported = true;
  363. baseVertexSupported = GLAD_VERSION_3_2 || GLAD_ES_VERSION_3_2 || GLAD_ARB_draw_elements_base_vertex
  364. || GLAD_OES_draw_elements_base_vertex || GLAD_EXT_draw_elements_base_vertex;
  365. // We'll need this value to clamp anisotropy.
  366. if (GLAD_EXT_texture_filter_anisotropic)
  367. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
  368. else
  369. maxAnisotropy = 1.0f;
  370. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
  371. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
  372. if (isTextureTypeSupported(TEXTURE_VOLUME))
  373. glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
  374. else
  375. max3DTextureSize = 0;
  376. if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
  377. glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
  378. else
  379. maxTextureArrayLayers = 0;
  380. int maxattachments = 1;
  381. int maxdrawbuffers = 1;
  382. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
  383. {
  384. glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
  385. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
  386. }
  387. maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
  388. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
  389. || GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
  390. || GLAD_ANGLE_framebuffer_multisample)
  391. {
  392. glGetIntegerv(GL_MAX_SAMPLES, &maxRenderbufferSamples);
  393. }
  394. else
  395. maxRenderbufferSamples = 0;
  396. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  397. GLfloat limits[2];
  398. if (GLAD_VERSION_3_0)
  399. glGetFloatv(GL_POINT_SIZE_RANGE, limits);
  400. else
  401. glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
  402. maxPointSize = limits[1];
  403. if (isSamplerLODBiasSupported())
  404. glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxLODBias);
  405. else
  406. maxLODBias = 0.0f;
  407. }
  408. void OpenGL::createDefaultTexture()
  409. {
  410. // Set the 'default' texture as a repeating white pixel. Otherwise, texture
  411. // calls inside a shader would return black when drawing graphics primitives
  412. // which would create the need to use different "passthrough" shaders for
  413. // untextured primitives vs images.
  414. const GLubyte pix[] = {255, 255, 255, 255};
  415. Texture::Filter filter;
  416. filter.min = filter.mag = Texture::FILTER_NEAREST;
  417. Texture::Wrap wrap;
  418. wrap.s = wrap.t = wrap.r = Texture::WRAP_CLAMP;
  419. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  420. {
  421. state.defaultTexture[i] = 0;
  422. TextureType type = (TextureType) i;
  423. if (!isTextureTypeSupported(type))
  424. continue;
  425. GLuint curtexture = state.boundTextures[type][0];
  426. glGenTextures(1, &state.defaultTexture[type]);
  427. bindTextureToUnit(type, state.defaultTexture[type], 0, false);
  428. setTextureWrap(type, wrap);
  429. setTextureFilter(type, filter);
  430. bool isSRGB = false;
  431. rawTexStorage(type, 1, PIXELFORMAT_RGBA8, isSRGB, 1, 1);
  432. TextureFormat fmt = convertPixelFormat(PIXELFORMAT_RGBA8, false, isSRGB);
  433. int slices = type == TEXTURE_CUBE ? 6 : 1;
  434. for (int slice = 0; slice < slices; slice++)
  435. {
  436. GLenum gltarget = getGLTextureType(type);
  437. if (type == TEXTURE_CUBE)
  438. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
  439. if (type == TEXTURE_2D || type == TEXTURE_CUBE)
  440. glTexSubImage2D(gltarget, 0, 0, 0, 1, 1, fmt.externalformat, fmt.type, pix);
  441. else if (type == TEXTURE_2D_ARRAY || type == TEXTURE_VOLUME)
  442. glTexSubImage3D(gltarget, 0, 0, 0, slice, 1, 1, 1, fmt.externalformat, fmt.type, pix);
  443. }
  444. bindTextureToUnit(type, curtexture, 0, false);
  445. }
  446. }
  447. void OpenGL::prepareDraw()
  448. {
  449. TempDebugGroup debuggroup("Prepare OpenGL draw");
  450. // Make sure the active shader's love-provided uniforms are up to date.
  451. if (Shader::current != nullptr)
  452. ((Shader *)Shader::current)->updateBuiltinUniforms();
  453. if (state.constantColor != state.lastConstantColor)
  454. {
  455. state.lastConstantColor = state.constantColor;
  456. Colorf c = state.constantColor;
  457. gammaCorrectColor(c);
  458. glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, c.r, c.g, c.b, c.a);
  459. }
  460. }
  461. GLenum OpenGL::getGLPrimitiveType(PrimitiveType type)
  462. {
  463. switch (type)
  464. {
  465. case PRIMITIVE_TRIANGLES:
  466. return GL_TRIANGLES;
  467. case PRIMITIVE_TRIANGLE_STRIP:
  468. return GL_TRIANGLE_STRIP;
  469. case PRIMITIVE_TRIANGLE_FAN:
  470. return GL_TRIANGLE_FAN;
  471. case PRIMITIVE_POINTS:
  472. return GL_POINTS;
  473. case PRIMITIVE_MAX_ENUM:
  474. return GL_ZERO;
  475. }
  476. return GL_ZERO;
  477. }
  478. GLenum OpenGL::getGLBufferType(BufferType type)
  479. {
  480. switch (type)
  481. {
  482. case BUFFER_VERTEX:
  483. return GL_ARRAY_BUFFER;
  484. case BUFFER_INDEX:
  485. return GL_ELEMENT_ARRAY_BUFFER;
  486. case BUFFER_MAX_ENUM:
  487. return GL_ZERO;
  488. }
  489. return GL_ZERO;
  490. }
  491. GLenum OpenGL::getGLTextureType(TextureType type)
  492. {
  493. switch (type)
  494. {
  495. case TEXTURE_2D:
  496. return GL_TEXTURE_2D;
  497. case TEXTURE_VOLUME:
  498. return GL_TEXTURE_3D;
  499. case TEXTURE_2D_ARRAY:
  500. return GL_TEXTURE_2D_ARRAY;
  501. case TEXTURE_CUBE:
  502. return GL_TEXTURE_CUBE_MAP;
  503. case TEXTURE_MAX_ENUM:
  504. return GL_ZERO;
  505. }
  506. return GL_ZERO;
  507. }
  508. GLenum OpenGL::getGLIndexDataType(IndexDataType type)
  509. {
  510. switch (type)
  511. {
  512. case INDEX_UINT16:
  513. return GL_UNSIGNED_SHORT;
  514. case INDEX_UINT32:
  515. return GL_UNSIGNED_INT;
  516. default:
  517. return GL_ZERO;
  518. }
  519. }
  520. GLenum OpenGL::getGLVertexDataType(vertex::DataType type, GLboolean &normalized)
  521. {
  522. normalized = GL_FALSE;
  523. switch (type)
  524. {
  525. case vertex::DATA_UNORM8:
  526. normalized = GL_TRUE;
  527. return GL_UNSIGNED_BYTE;
  528. case vertex::DATA_UNORM16:
  529. normalized = GL_TRUE;
  530. return GL_UNSIGNED_SHORT;
  531. case vertex::DATA_FLOAT:
  532. normalized = GL_FALSE;
  533. return GL_FLOAT;
  534. case vertex::DATA_MAX_ENUM:
  535. return GL_ZERO;
  536. }
  537. return GL_ZERO;
  538. }
  539. GLenum OpenGL::getGLBufferUsage(vertex::Usage usage)
  540. {
  541. switch (usage)
  542. {
  543. case vertex::USAGE_STREAM:
  544. return GL_STREAM_DRAW;
  545. case vertex::USAGE_DYNAMIC:
  546. return GL_DYNAMIC_DRAW;
  547. case vertex::USAGE_STATIC:
  548. return GL_STATIC_DRAW;
  549. default:
  550. return 0;
  551. }
  552. }
  553. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  554. {
  555. if (state.boundBuffers[type] != buffer)
  556. {
  557. glBindBuffer(getGLBufferType(type), buffer);
  558. state.boundBuffers[type] = buffer;
  559. }
  560. }
  561. void OpenGL::deleteBuffer(GLuint buffer)
  562. {
  563. glDeleteBuffers(1, &buffer);
  564. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  565. {
  566. if (state.boundBuffers[i] == buffer)
  567. state.boundBuffers[i] = 0;
  568. }
  569. }
  570. void OpenGL::setVertexAttributes(const vertex::Attributes &attributes, const vertex::Buffers &buffers)
  571. {
  572. uint32 enablediff = attributes.enablebits ^ state.enabledAttribArrays;
  573. uint32 instancediff = attributes.instancebits ^ state.instancedAttribArrays;
  574. for (uint32 i = 0; i < vertex::Attributes::MAX; i++)
  575. {
  576. uint32 bit = 1u << i;
  577. if (enablediff & bit)
  578. {
  579. if (attributes.enablebits & bit)
  580. glEnableVertexAttribArray(i);
  581. else
  582. glDisableVertexAttribArray(i);
  583. }
  584. if (instancediff & bit)
  585. glVertexAttribDivisor(i, (attributes.instancebits & bit) != 0 ? 1 : 0);
  586. if (attributes.enablebits & bit)
  587. {
  588. const auto &attrib = attributes.attribs[i];
  589. const auto &bufferinfo = buffers.info[attrib.bufferindex];
  590. GLboolean normalized = GL_FALSE;
  591. GLenum gltype = getGLVertexDataType(attrib.type, normalized);
  592. const void *offsetpointer = reinterpret_cast<void*>(bufferinfo.offset + attrib.offsetfromvertex);
  593. bindBuffer(BUFFER_VERTEX, (GLuint) bufferinfo.buffer->getHandle());
  594. glVertexAttribPointer(i, attrib.components, gltype, normalized, attrib.stride, offsetpointer);
  595. }
  596. }
  597. state.enabledAttribArrays = attributes.enablebits;
  598. state.instancedAttribArrays = attributes.instancebits;
  599. // glDisableVertexAttribArray will make the constant value for a vertex
  600. // attribute undefined. We rely on the per-vertex color attribute being
  601. // white when no per-vertex color is used, so we set it here.
  602. // FIXME: Is there a better place to do this?
  603. if ((enablediff & ATTRIBFLAG_COLOR) && !(attributes.enablebits & ATTRIBFLAG_COLOR))
  604. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  605. }
  606. void OpenGL::setCullMode(CullMode mode)
  607. {
  608. bool enabled = mode != CULL_NONE;
  609. if (enabled != isStateEnabled(ENABLE_FACE_CULL))
  610. setEnableState(ENABLE_FACE_CULL, enabled);
  611. if (enabled)
  612. {
  613. GLenum glmode = mode == CULL_BACK ? GL_BACK : GL_FRONT;
  614. if (glmode != state.faceCullMode)
  615. {
  616. glCullFace(glmode);
  617. state.faceCullMode = glmode;
  618. }
  619. }
  620. }
  621. void OpenGL::clearDepth(double value)
  622. {
  623. if (GLAD_ES_VERSION_2_0)
  624. glClearDepthf((GLfloat) value);
  625. else
  626. glClearDepth(value);
  627. }
  628. void OpenGL::setViewport(const Rect &v)
  629. {
  630. glViewport(v.x, v.y, v.w, v.h);
  631. state.viewport = v;
  632. }
  633. Rect OpenGL::getViewport() const
  634. {
  635. return state.viewport;
  636. }
  637. void OpenGL::setScissor(const Rect &v, bool canvasActive)
  638. {
  639. if (canvasActive)
  640. glScissor(v.x, v.y, v.w, v.h);
  641. else
  642. {
  643. // With no Canvas active, we need to compensate for glScissor starting
  644. // from the lower left of the viewport instead of the top left.
  645. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  646. }
  647. state.scissor = v;
  648. }
  649. void OpenGL::setConstantColor(const Colorf &color)
  650. {
  651. state.constantColor = color;
  652. }
  653. const Colorf &OpenGL::getConstantColor() const
  654. {
  655. return state.constantColor;
  656. }
  657. void OpenGL::setPointSize(float size)
  658. {
  659. if (GLAD_VERSION_1_0)
  660. glPointSize(size);
  661. state.pointSize = size;
  662. }
  663. float OpenGL::getPointSize() const
  664. {
  665. return state.pointSize;
  666. }
  667. void OpenGL::setEnableState(EnableState enablestate, bool enable)
  668. {
  669. GLenum glstate = GL_NONE;
  670. switch (enablestate)
  671. {
  672. case ENABLE_DEPTH_TEST:
  673. glstate = GL_DEPTH_TEST;
  674. break;
  675. case ENABLE_STENCIL_TEST:
  676. glstate = GL_STENCIL_TEST;
  677. break;
  678. case ENABLE_SCISSOR_TEST:
  679. glstate = GL_SCISSOR_TEST;
  680. break;
  681. case ENABLE_FACE_CULL:
  682. glstate = GL_CULL_FACE;
  683. break;
  684. case ENABLE_FRAMEBUFFER_SRGB:
  685. glstate = GL_FRAMEBUFFER_SRGB;
  686. break;
  687. case ENABLE_MAX_ENUM:
  688. break;
  689. }
  690. if (enable)
  691. glEnable(glstate);
  692. else
  693. glDisable(glstate);
  694. state.enableState[enablestate] = enable;
  695. }
  696. bool OpenGL::isStateEnabled(EnableState enablestate) const
  697. {
  698. return state.enableState[enablestate];
  699. }
  700. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  701. {
  702. bool bindingmodified = false;
  703. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  704. {
  705. bindingmodified = true;
  706. state.boundFramebuffers[0] = framebuffer;
  707. }
  708. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  709. {
  710. bindingmodified = true;
  711. state.boundFramebuffers[1] = framebuffer;
  712. }
  713. if (bindingmodified)
  714. {
  715. GLenum gltarget = GL_FRAMEBUFFER;
  716. if (target == FRAMEBUFFER_DRAW)
  717. gltarget = GL_DRAW_FRAMEBUFFER;
  718. else if (target == FRAMEBUFFER_READ)
  719. gltarget = GL_READ_FRAMEBUFFER;
  720. glBindFramebuffer(gltarget, framebuffer);
  721. }
  722. }
  723. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  724. {
  725. if (target & FRAMEBUFFER_DRAW)
  726. return state.boundFramebuffers[0];
  727. else if (target & FRAMEBUFFER_READ)
  728. return state.boundFramebuffers[1];
  729. else
  730. return 0;
  731. }
  732. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  733. {
  734. glDeleteFramebuffers(1, &framebuffer);
  735. for (int i = 0; i < 2; i++)
  736. {
  737. if (state.boundFramebuffers[i] == framebuffer)
  738. state.boundFramebuffers[i] = 0;
  739. }
  740. }
  741. void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
  742. {
  743. GLenum textarget = getGLTextureType(texType);
  744. switch (texType)
  745. {
  746. case TEXTURE_2D:
  747. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
  748. break;
  749. case TEXTURE_VOLUME:
  750. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
  751. break;
  752. case TEXTURE_2D_ARRAY:
  753. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
  754. break;
  755. case TEXTURE_CUBE:
  756. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
  757. break;
  758. default:
  759. break;
  760. }
  761. }
  762. void OpenGL::setDepthWrites(bool enable)
  763. {
  764. glDepthMask(enable ? GL_TRUE : GL_FALSE);
  765. state.depthWritesEnabled = enable;
  766. }
  767. bool OpenGL::hasDepthWrites() const
  768. {
  769. return state.depthWritesEnabled;
  770. }
  771. void OpenGL::useProgram(GLuint program)
  772. {
  773. glUseProgram(program);
  774. ++stats.shaderSwitches;
  775. }
  776. GLuint OpenGL::getDefaultFBO() const
  777. {
  778. #ifdef LOVE_IOS
  779. // Hack: iOS uses a custom FBO.
  780. SDL_SysWMinfo info = {};
  781. SDL_VERSION(&info.version);
  782. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  783. return info.info.uikit.framebuffer;
  784. #else
  785. return 0;
  786. #endif
  787. }
  788. GLuint OpenGL::getDefaultTexture(TextureType type) const
  789. {
  790. return state.defaultTexture[type];
  791. }
  792. void OpenGL::setTextureUnit(int textureunit)
  793. {
  794. if (textureunit != state.curTextureUnit)
  795. glActiveTexture(GL_TEXTURE0 + textureunit);
  796. state.curTextureUnit = textureunit;
  797. }
  798. void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev)
  799. {
  800. if (texture != state.boundTextures[target][textureunit])
  801. {
  802. int oldtextureunit = state.curTextureUnit;
  803. if (oldtextureunit != textureunit)
  804. glActiveTexture(GL_TEXTURE0 + textureunit);
  805. state.boundTextures[target][textureunit] = texture;
  806. glBindTexture(getGLTextureType(target), texture);
  807. if (restoreprev && oldtextureunit != textureunit)
  808. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  809. else
  810. state.curTextureUnit = textureunit;
  811. }
  812. }
  813. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
  814. {
  815. TextureType textype = TEXTURE_2D;
  816. GLuint handle = 0;
  817. if (texture != nullptr)
  818. {
  819. textype = texture->getTextureType();
  820. handle = (GLuint) texture->getHandle();
  821. }
  822. else
  823. {
  824. if (textureunit == 0 && Shader::current != nullptr)
  825. {
  826. TextureType shadertex = Shader::current->getMainTextureType();
  827. if (shadertex != TEXTURE_MAX_ENUM)
  828. textype = shadertex;
  829. }
  830. handle = getDefaultTexture(textype);
  831. }
  832. bindTextureToUnit(textype, handle, textureunit, restoreprev);
  833. }
  834. void OpenGL::deleteTexture(GLuint texture)
  835. {
  836. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  837. // was bound to before deletion.
  838. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  839. {
  840. for (GLuint &texid : state.boundTextures[i])
  841. {
  842. if (texid == texture)
  843. texid = 0;
  844. }
  845. }
  846. glDeleteTextures(1, &texture);
  847. }
  848. void OpenGL::setTextureFilter(TextureType target, graphics::Texture::Filter &f)
  849. {
  850. GLint gmin = f.min == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  851. GLint gmag = f.mag == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  852. if (f.mipmap != Texture::FILTER_NONE)
  853. {
  854. if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
  855. gmin = GL_NEAREST_MIPMAP_NEAREST;
  856. else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
  857. gmin = GL_NEAREST_MIPMAP_LINEAR;
  858. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
  859. gmin = GL_LINEAR_MIPMAP_NEAREST;
  860. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
  861. gmin = GL_LINEAR_MIPMAP_LINEAR;
  862. else
  863. gmin = GL_LINEAR;
  864. }
  865. GLenum gltarget = getGLTextureType(target);
  866. glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
  867. glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
  868. if (GLAD_EXT_texture_filter_anisotropic)
  869. {
  870. f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
  871. glTexParameterf(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
  872. }
  873. else
  874. f.anisotropy = 1.0f;
  875. }
  876. GLint OpenGL::getGLWrapMode(Texture::WrapMode wmode)
  877. {
  878. switch (wmode)
  879. {
  880. case Texture::WRAP_CLAMP:
  881. default:
  882. return GL_CLAMP_TO_EDGE;
  883. case Texture::WRAP_CLAMP_ZERO:
  884. return GL_CLAMP_TO_BORDER;
  885. case Texture::WRAP_REPEAT:
  886. return GL_REPEAT;
  887. case Texture::WRAP_MIRRORED_REPEAT:
  888. return GL_MIRRORED_REPEAT;
  889. }
  890. }
  891. GLint OpenGL::getGLCompareMode(CompareMode mode)
  892. {
  893. switch (mode)
  894. {
  895. case COMPARE_LESS:
  896. return GL_LESS;
  897. case COMPARE_LEQUAL:
  898. return GL_LEQUAL;
  899. case COMPARE_EQUAL:
  900. return GL_EQUAL;
  901. case COMPARE_GEQUAL:
  902. return GL_GEQUAL;
  903. case COMPARE_GREATER:
  904. return GL_GREATER;
  905. case COMPARE_NOTEQUAL:
  906. return GL_NOTEQUAL;
  907. case COMPARE_ALWAYS:
  908. return GL_ALWAYS;
  909. case COMPARE_NEVER:
  910. return GL_NEVER;
  911. default:
  912. return GL_NEVER;
  913. }
  914. }
  915. void OpenGL::setTextureWrap(TextureType target, const graphics::Texture::Wrap &w)
  916. {
  917. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_S, getGLWrapMode(w.s));
  918. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_T, getGLWrapMode(w.t));
  919. if (target == TEXTURE_VOLUME)
  920. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_R, getGLWrapMode(w.r));
  921. }
  922. bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
  923. {
  924. GLenum gltarget = getGLTextureType(target);
  925. TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
  926. if (fmt.swizzled)
  927. {
  928. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
  929. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
  930. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
  931. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
  932. }
  933. if (isTexStorageSupported())
  934. {
  935. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  936. glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
  937. else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
  938. glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
  939. }
  940. else
  941. {
  942. int w = width;
  943. int h = height;
  944. int d = depth;
  945. for (int level = 0; level < levels; level++)
  946. {
  947. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  948. {
  949. int faces = target == TEXTURE_CUBE ? 6 : 1;
  950. for (int face = 0; face < faces; face++)
  951. {
  952. if (target == TEXTURE_CUBE)
  953. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  954. glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
  955. fmt.externalformat, fmt.type, nullptr);
  956. }
  957. }
  958. else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
  959. {
  960. if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  961. {
  962. glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
  963. d, 0, fmt.externalformat, fmt.type, nullptr);
  964. }
  965. else
  966. {
  967. glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
  968. 0, fmt.externalformat, fmt.type, nullptr);
  969. }
  970. }
  971. w = std::max(w / 2, 1);
  972. h = std::max(h / 2, 1);
  973. if (target == TEXTURE_VOLUME)
  974. d = std::max(d / 2, 1);
  975. }
  976. }
  977. return gltarget != GL_ZERO;
  978. }
  979. bool OpenGL::isTexStorageSupported()
  980. {
  981. bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
  982. // Apparently there are bugs with glTexStorage on some Android drivers. I'd
  983. // rather not find out the hard way, so we'll avoid it for now...
  984. #ifndef LOVE_ANDROID
  985. if (GLAD_ES_VERSION_3_0)
  986. supportsTexStorage = true;
  987. #endif
  988. return supportsTexStorage;
  989. }
  990. bool OpenGL::isTextureTypeSupported(TextureType type) const
  991. {
  992. switch (type)
  993. {
  994. case TEXTURE_2D:
  995. return true;
  996. case TEXTURE_VOLUME:
  997. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
  998. case TEXTURE_2D_ARRAY:
  999. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
  1000. case TEXTURE_CUBE:
  1001. return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
  1002. default:
  1003. return false;
  1004. }
  1005. }
  1006. bool OpenGL::isClampZeroTextureWrapSupported() const
  1007. {
  1008. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  1009. }
  1010. bool OpenGL::isPixelShaderHighpSupported() const
  1011. {
  1012. return pixelShaderHighpSupported;
  1013. }
  1014. bool OpenGL::isInstancingSupported() const
  1015. {
  1016. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
  1017. || GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
  1018. }
  1019. bool OpenGL::isDepthCompareSampleSupported() const
  1020. {
  1021. // Our official API only supports this in GLSL3 shaders, but unofficially
  1022. // the requirements are more lax.
  1023. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
  1024. }
  1025. bool OpenGL::isSamplerLODBiasSupported() const
  1026. {
  1027. return GLAD_VERSION_1_4;
  1028. }
  1029. bool OpenGL::isBaseVertexSupported() const
  1030. {
  1031. return baseVertexSupported;
  1032. }
  1033. int OpenGL::getMax2DTextureSize() const
  1034. {
  1035. return std::max(max2DTextureSize, 1);
  1036. }
  1037. int OpenGL::getMax3DTextureSize() const
  1038. {
  1039. return std::max(max3DTextureSize, 1);
  1040. }
  1041. int OpenGL::getMaxCubeTextureSize() const
  1042. {
  1043. return std::max(maxCubeTextureSize, 1);
  1044. }
  1045. int OpenGL::getMaxTextureLayers() const
  1046. {
  1047. return std::max(maxTextureArrayLayers, 1);
  1048. }
  1049. int OpenGL::getMaxRenderTargets() const
  1050. {
  1051. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  1052. }
  1053. int OpenGL::getMaxRenderbufferSamples() const
  1054. {
  1055. return maxRenderbufferSamples;
  1056. }
  1057. int OpenGL::getMaxTextureUnits() const
  1058. {
  1059. return maxTextureUnits;
  1060. }
  1061. float OpenGL::getMaxPointSize() const
  1062. {
  1063. return maxPointSize;
  1064. }
  1065. float OpenGL::getMaxAnisotropy() const
  1066. {
  1067. return maxAnisotropy;
  1068. }
  1069. float OpenGL::getMaxLODBias() const
  1070. {
  1071. return maxLODBias;
  1072. }
  1073. bool OpenGL::isCoreProfile() const
  1074. {
  1075. return coreProfile;
  1076. }
  1077. OpenGL::Vendor OpenGL::getVendor() const
  1078. {
  1079. return vendor;
  1080. }
  1081. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  1082. {
  1083. TextureFormat f;
  1084. f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
  1085. f.framebufferAttachments[1] = GL_NONE;
  1086. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1087. pixelformat = PIXELFORMAT_sRGBA8;
  1088. else if (pixelformat == PIXELFORMAT_ETC1)
  1089. {
  1090. // The ETC2 format can load ETC1 textures.
  1091. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  1092. pixelformat = PIXELFORMAT_ETC2_RGB;
  1093. }
  1094. switch (pixelformat)
  1095. {
  1096. case PIXELFORMAT_R8:
  1097. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1098. {
  1099. f.internalformat = GL_R8;
  1100. f.externalformat = GL_RED;
  1101. }
  1102. else
  1103. {
  1104. f.internalformat = GL_LUMINANCE8;
  1105. f.externalformat = GL_LUMINANCE;
  1106. }
  1107. f.type = GL_UNSIGNED_BYTE;
  1108. break;
  1109. case PIXELFORMAT_RG8:
  1110. f.internalformat = GL_RG8;
  1111. f.externalformat = GL_RG;
  1112. f.type = GL_UNSIGNED_BYTE;
  1113. break;
  1114. case PIXELFORMAT_RGBA8:
  1115. f.internalformat = GL_RGBA8;
  1116. f.externalformat = GL_RGBA;
  1117. f.type = GL_UNSIGNED_BYTE;
  1118. break;
  1119. case PIXELFORMAT_sRGBA8:
  1120. f.internalformat = GL_SRGB8_ALPHA8;
  1121. f.type = GL_UNSIGNED_BYTE;
  1122. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  1123. f.externalformat = GL_SRGB_ALPHA;
  1124. else
  1125. f.externalformat = GL_RGBA;
  1126. break;
  1127. case PIXELFORMAT_R16:
  1128. f.internalformat = GL_R16;
  1129. f.externalformat = GL_RED;
  1130. f.type = GL_UNSIGNED_SHORT;
  1131. break;
  1132. case PIXELFORMAT_RG16:
  1133. f.internalformat = GL_RG16;
  1134. f.externalformat = GL_RG;
  1135. f.type = GL_UNSIGNED_SHORT;
  1136. break;
  1137. case PIXELFORMAT_RGBA16:
  1138. f.internalformat = GL_RGBA16;
  1139. f.externalformat = GL_RGBA;
  1140. f.type = GL_UNSIGNED_SHORT;
  1141. break;
  1142. case PIXELFORMAT_R16F:
  1143. f.internalformat = GL_R16F;
  1144. f.externalformat = GL_RED;
  1145. if (GLAD_OES_texture_half_float)
  1146. f.type = GL_HALF_FLOAT_OES;
  1147. else
  1148. f.type = GL_HALF_FLOAT;
  1149. break;
  1150. case PIXELFORMAT_RG16F:
  1151. f.internalformat = GL_RG16F;
  1152. f.externalformat = GL_RG;
  1153. if (GLAD_OES_texture_half_float)
  1154. f.type = GL_HALF_FLOAT_OES;
  1155. else
  1156. f.type = GL_HALF_FLOAT;
  1157. break;
  1158. case PIXELFORMAT_RGBA16F:
  1159. f.internalformat = GL_RGBA16F;
  1160. f.externalformat = GL_RGBA;
  1161. if (GLAD_OES_texture_half_float)
  1162. f.type = GL_HALF_FLOAT_OES;
  1163. else
  1164. f.type = GL_HALF_FLOAT;
  1165. break;
  1166. case PIXELFORMAT_R32F:
  1167. f.internalformat = GL_R32F;
  1168. f.externalformat = GL_RED;
  1169. f.type = GL_FLOAT;
  1170. break;
  1171. case PIXELFORMAT_RG32F:
  1172. f.internalformat = GL_RG32F;
  1173. f.externalformat = GL_RG;
  1174. f.type = GL_FLOAT;
  1175. break;
  1176. case PIXELFORMAT_RGBA32F:
  1177. f.internalformat = GL_RGBA32F;
  1178. f.externalformat = GL_RGBA;
  1179. f.type = GL_FLOAT;
  1180. break;
  1181. case PIXELFORMAT_LA8:
  1182. if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
  1183. {
  1184. f.internalformat = GL_RG8;
  1185. f.externalformat = GL_RG;
  1186. f.type = GL_UNSIGNED_BYTE;
  1187. f.swizzled = true;
  1188. f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
  1189. f.swizzle[3] = GL_GREEN;
  1190. }
  1191. else
  1192. {
  1193. f.internalformat = GL_LUMINANCE8_ALPHA8;
  1194. f.externalformat = GL_LUMINANCE_ALPHA;
  1195. f.type = GL_UNSIGNED_BYTE;
  1196. }
  1197. break;
  1198. case PIXELFORMAT_RGBA4:
  1199. f.internalformat = GL_RGBA4;
  1200. f.externalformat = GL_RGBA;
  1201. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  1202. break;
  1203. case PIXELFORMAT_RGB5A1:
  1204. f.internalformat = GL_RGB5_A1;
  1205. f.externalformat = GL_RGBA;
  1206. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  1207. break;
  1208. case PIXELFORMAT_RGB565:
  1209. f.internalformat = GL_RGB565;
  1210. f.externalformat = GL_RGB;
  1211. f.type = GL_UNSIGNED_SHORT_5_6_5;
  1212. break;
  1213. case PIXELFORMAT_RGB10A2:
  1214. f.internalformat = GL_RGB10_A2;
  1215. f.externalformat = GL_RGBA;
  1216. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1217. break;
  1218. case PIXELFORMAT_RG11B10F:
  1219. f.internalformat = GL_R11F_G11F_B10F;
  1220. f.externalformat = GL_RGB;
  1221. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  1222. break;
  1223. case PIXELFORMAT_STENCIL8:
  1224. // Prefer a combined depth/stencil buffer due to driver issues.
  1225. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1226. {
  1227. f.internalformat = GL_DEPTH24_STENCIL8;
  1228. f.externalformat = GL_DEPTH_STENCIL;
  1229. f.type = GL_UNSIGNED_INT_24_8;
  1230. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1231. }
  1232. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1233. {
  1234. f.internalformat = GL_DEPTH24_STENCIL8;
  1235. f.externalformat = GL_DEPTH_STENCIL;
  1236. f.type = GL_UNSIGNED_INT_24_8;
  1237. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1238. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1239. }
  1240. else
  1241. {
  1242. f.internalformat = GL_STENCIL_INDEX8;
  1243. f.externalformat = GL_STENCIL;
  1244. f.type = GL_UNSIGNED_BYTE;
  1245. f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
  1246. }
  1247. break;
  1248. case PIXELFORMAT_DEPTH16:
  1249. f.internalformat = GL_DEPTH_COMPONENT16;
  1250. f.externalformat = GL_DEPTH_COMPONENT;
  1251. f.type = GL_UNSIGNED_SHORT;
  1252. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1253. break;
  1254. case PIXELFORMAT_DEPTH24:
  1255. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
  1256. {
  1257. f.internalformat = GL_DEPTH24_STENCIL8;
  1258. f.externalformat = GL_DEPTH_STENCIL;
  1259. f.type = GL_UNSIGNED_INT_24_8;
  1260. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1261. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1262. }
  1263. else
  1264. {
  1265. f.internalformat = GL_DEPTH_COMPONENT24;
  1266. f.externalformat = GL_DEPTH_COMPONENT;
  1267. f.type = GL_UNSIGNED_INT;
  1268. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1269. }
  1270. break;
  1271. case PIXELFORMAT_DEPTH32F:
  1272. f.internalformat = GL_DEPTH_COMPONENT32F;
  1273. f.externalformat = GL_DEPTH_COMPONENT;
  1274. f.type = GL_FLOAT;
  1275. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1276. break;
  1277. case PIXELFORMAT_DEPTH24_STENCIL8:
  1278. f.internalformat = GL_DEPTH24_STENCIL8;
  1279. f.externalformat = GL_DEPTH_STENCIL;
  1280. f.type = GL_UNSIGNED_INT_24_8;
  1281. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1282. {
  1283. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1284. }
  1285. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1286. {
  1287. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1288. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1289. }
  1290. break;
  1291. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1292. f.internalformat = GL_DEPTH32F_STENCIL8;
  1293. f.externalformat = GL_DEPTH_STENCIL;
  1294. f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  1295. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1296. break;
  1297. case PIXELFORMAT_DXT1:
  1298. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1299. break;
  1300. case PIXELFORMAT_DXT3:
  1301. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1302. break;
  1303. case PIXELFORMAT_DXT5:
  1304. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1305. break;
  1306. case PIXELFORMAT_BC4:
  1307. isSRGB = false;
  1308. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  1309. break;
  1310. case PIXELFORMAT_BC4s:
  1311. isSRGB = false;
  1312. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  1313. break;
  1314. case PIXELFORMAT_BC5:
  1315. isSRGB = false;
  1316. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  1317. break;
  1318. case PIXELFORMAT_BC5s:
  1319. isSRGB = false;
  1320. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  1321. break;
  1322. case PIXELFORMAT_BC6H:
  1323. isSRGB = false;
  1324. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  1325. break;
  1326. case PIXELFORMAT_BC6Hs:
  1327. isSRGB = false;
  1328. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  1329. break;
  1330. case PIXELFORMAT_BC7:
  1331. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  1332. break;
  1333. case PIXELFORMAT_PVR1_RGB2:
  1334. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1335. break;
  1336. case PIXELFORMAT_PVR1_RGB4:
  1337. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1338. break;
  1339. case PIXELFORMAT_PVR1_RGBA2:
  1340. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1341. break;
  1342. case PIXELFORMAT_PVR1_RGBA4:
  1343. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1344. break;
  1345. case PIXELFORMAT_ETC1:
  1346. isSRGB = false;
  1347. f.internalformat = GL_ETC1_RGB8_OES;
  1348. break;
  1349. case PIXELFORMAT_ETC2_RGB:
  1350. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  1351. break;
  1352. case PIXELFORMAT_ETC2_RGBA:
  1353. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  1354. break;
  1355. case PIXELFORMAT_ETC2_RGBA1:
  1356. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  1357. break;
  1358. case PIXELFORMAT_EAC_R:
  1359. isSRGB = false;
  1360. f.internalformat = GL_COMPRESSED_R11_EAC;
  1361. break;
  1362. case PIXELFORMAT_EAC_Rs:
  1363. isSRGB = false;
  1364. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  1365. break;
  1366. case PIXELFORMAT_EAC_RG:
  1367. isSRGB = false;
  1368. f.internalformat = GL_COMPRESSED_RG11_EAC;
  1369. break;
  1370. case PIXELFORMAT_EAC_RGs:
  1371. isSRGB = false;
  1372. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  1373. break;
  1374. case PIXELFORMAT_ASTC_4x4:
  1375. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  1376. break;
  1377. case PIXELFORMAT_ASTC_5x4:
  1378. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  1379. break;
  1380. case PIXELFORMAT_ASTC_5x5:
  1381. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  1382. break;
  1383. case PIXELFORMAT_ASTC_6x5:
  1384. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  1385. break;
  1386. case PIXELFORMAT_ASTC_6x6:
  1387. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  1388. break;
  1389. case PIXELFORMAT_ASTC_8x5:
  1390. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  1391. break;
  1392. case PIXELFORMAT_ASTC_8x6:
  1393. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  1394. break;
  1395. case PIXELFORMAT_ASTC_8x8:
  1396. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  1397. break;
  1398. case PIXELFORMAT_ASTC_10x5:
  1399. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  1400. break;
  1401. case PIXELFORMAT_ASTC_10x6:
  1402. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  1403. break;
  1404. case PIXELFORMAT_ASTC_10x8:
  1405. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  1406. break;
  1407. case PIXELFORMAT_ASTC_10x10:
  1408. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  1409. break;
  1410. case PIXELFORMAT_ASTC_12x10:
  1411. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  1412. break;
  1413. case PIXELFORMAT_ASTC_12x12:
  1414. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  1415. break;
  1416. default:
  1417. printf("Unhandled pixel format when converting to OpenGL enums!");
  1418. break;
  1419. }
  1420. if (!isPixelFormatCompressed(pixelformat))
  1421. {
  1422. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat == PIXELFORMAT_LA8)
  1423. && !renderbuffer && !isTexStorageSupported())
  1424. {
  1425. f.internalformat = f.externalformat;
  1426. }
  1427. if (pixelformat != PIXELFORMAT_sRGBA8)
  1428. isSRGB = false;
  1429. }
  1430. return f;
  1431. }
  1432. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
  1433. {
  1434. if (rendertarget && isPixelFormatCompressed(pixelformat))
  1435. return false;
  1436. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1437. pixelformat = PIXELFORMAT_sRGBA8;
  1438. switch (pixelformat)
  1439. {
  1440. case PIXELFORMAT_R8:
  1441. case PIXELFORMAT_RG8:
  1442. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1443. return true;
  1444. else if (pixelformat == PIXELFORMAT_R8 && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  1445. return true; // We'll use OpenGL's luminance format internally.
  1446. else
  1447. return false;
  1448. case PIXELFORMAT_RGBA8:
  1449. if (rendertarget)
  1450. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  1451. else
  1452. return true;
  1453. case PIXELFORMAT_sRGBA8:
  1454. if (rendertarget)
  1455. {
  1456. if (GLAD_VERSION_1_0)
  1457. {
  1458. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  1459. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  1460. }
  1461. else
  1462. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB;
  1463. }
  1464. else
  1465. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  1466. case PIXELFORMAT_R16:
  1467. case PIXELFORMAT_RG16:
  1468. if (rendertarget)
  1469. return false;
  1470. else
  1471. return (GLAD_VERSION_1_1 && GLAD_EXT_texture_rg) || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  1472. case PIXELFORMAT_RGBA16:
  1473. if (rendertarget)
  1474. return false;
  1475. else
  1476. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  1477. case PIXELFORMAT_R16F:
  1478. case PIXELFORMAT_RG16F:
  1479. if (GLAD_VERSION_1_0)
  1480. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  1481. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1482. return false;
  1483. else
  1484. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  1485. case PIXELFORMAT_RGBA16F:
  1486. if (GLAD_VERSION_1_0)
  1487. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  1488. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1489. return false;
  1490. else
  1491. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  1492. case PIXELFORMAT_R32F:
  1493. case PIXELFORMAT_RG32F:
  1494. if (GLAD_VERSION_1_0)
  1495. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  1496. else if (!rendertarget)
  1497. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  1498. else
  1499. return false;
  1500. case PIXELFORMAT_RGBA32F:
  1501. if (GLAD_VERSION_1_0)
  1502. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  1503. else if (!rendertarget)
  1504. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  1505. else
  1506. return false;
  1507. case PIXELFORMAT_LA8:
  1508. return !rendertarget;
  1509. case PIXELFORMAT_RGBA4:
  1510. case PIXELFORMAT_RGB5A1:
  1511. return true;
  1512. case PIXELFORMAT_RGB565:
  1513. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  1514. case PIXELFORMAT_RGB10A2:
  1515. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  1516. case PIXELFORMAT_RG11B10F:
  1517. if (rendertarget)
  1518. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  1519. else
  1520. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  1521. case PIXELFORMAT_STENCIL8:
  1522. return rendertarget && !readable;
  1523. case PIXELFORMAT_DEPTH16:
  1524. if (!rendertarget)
  1525. return false;
  1526. else if (readable)
  1527. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
  1528. else
  1529. return true;
  1530. case PIXELFORMAT_DEPTH24:
  1531. if (!rendertarget)
  1532. return false;
  1533. else if (readable)
  1534. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
  1535. else
  1536. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
  1537. case PIXELFORMAT_DEPTH24_STENCIL8:
  1538. if (!rendertarget)
  1539. return false;
  1540. else if (readable)
  1541. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
  1542. else
  1543. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
  1544. case PIXELFORMAT_DEPTH32F:
  1545. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1546. return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
  1547. case PIXELFORMAT_DXT1:
  1548. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  1549. case PIXELFORMAT_DXT3:
  1550. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  1551. case PIXELFORMAT_DXT5:
  1552. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  1553. case PIXELFORMAT_BC4:
  1554. case PIXELFORMAT_BC4s:
  1555. case PIXELFORMAT_BC5:
  1556. case PIXELFORMAT_BC5s:
  1557. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  1558. case PIXELFORMAT_BC6H:
  1559. case PIXELFORMAT_BC6Hs:
  1560. case PIXELFORMAT_BC7:
  1561. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  1562. case PIXELFORMAT_PVR1_RGB2:
  1563. case PIXELFORMAT_PVR1_RGB4:
  1564. case PIXELFORMAT_PVR1_RGBA2:
  1565. case PIXELFORMAT_PVR1_RGBA4:
  1566. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  1567. case PIXELFORMAT_ETC1:
  1568. // ETC2 support guarantees ETC1 support as well.
  1569. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  1570. case PIXELFORMAT_ETC2_RGB:
  1571. case PIXELFORMAT_ETC2_RGBA:
  1572. case PIXELFORMAT_ETC2_RGBA1:
  1573. case PIXELFORMAT_EAC_R:
  1574. case PIXELFORMAT_EAC_Rs:
  1575. case PIXELFORMAT_EAC_RG:
  1576. case PIXELFORMAT_EAC_RGs:
  1577. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1578. case PIXELFORMAT_ASTC_4x4:
  1579. case PIXELFORMAT_ASTC_5x4:
  1580. case PIXELFORMAT_ASTC_5x5:
  1581. case PIXELFORMAT_ASTC_6x5:
  1582. case PIXELFORMAT_ASTC_6x6:
  1583. case PIXELFORMAT_ASTC_8x5:
  1584. case PIXELFORMAT_ASTC_8x6:
  1585. case PIXELFORMAT_ASTC_8x8:
  1586. case PIXELFORMAT_ASTC_10x5:
  1587. case PIXELFORMAT_ASTC_10x6:
  1588. case PIXELFORMAT_ASTC_10x8:
  1589. case PIXELFORMAT_ASTC_10x10:
  1590. case PIXELFORMAT_ASTC_12x10:
  1591. case PIXELFORMAT_ASTC_12x12:
  1592. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1593. default:
  1594. return false;
  1595. }
  1596. }
  1597. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1598. {
  1599. switch (pixelformat)
  1600. {
  1601. case PIXELFORMAT_R16F:
  1602. case PIXELFORMAT_RG16F:
  1603. case PIXELFORMAT_RGBA16F:
  1604. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1605. case PIXELFORMAT_R32F:
  1606. case PIXELFORMAT_RG32F:
  1607. case PIXELFORMAT_RGBA32F:
  1608. return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
  1609. default:
  1610. return true;
  1611. }
  1612. }
  1613. const char *OpenGL::errorString(GLenum errorcode)
  1614. {
  1615. switch (errorcode)
  1616. {
  1617. case GL_NO_ERROR:
  1618. return "no error";
  1619. case GL_INVALID_ENUM:
  1620. return "invalid enum";
  1621. case GL_INVALID_VALUE:
  1622. return "invalid value";
  1623. case GL_INVALID_OPERATION:
  1624. return "invalid operation";
  1625. case GL_OUT_OF_MEMORY:
  1626. return "out of memory";
  1627. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1628. return "invalid framebuffer operation";
  1629. case GL_CONTEXT_LOST:
  1630. return "OpenGL context has been lost";
  1631. default:
  1632. break;
  1633. }
  1634. static char text[64] = {};
  1635. memset(text, 0, sizeof(text));
  1636. sprintf(text, "0x%x", errorcode);
  1637. return text;
  1638. }
  1639. const char *OpenGL::framebufferStatusString(GLenum status)
  1640. {
  1641. switch (status)
  1642. {
  1643. case GL_FRAMEBUFFER_COMPLETE:
  1644. return "complete (success)";
  1645. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1646. return "Texture format cannot be rendered to on this system.";
  1647. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1648. return "Error in graphics driver (missing render texture attachment)";
  1649. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1650. return "Error in graphics driver (incomplete draw buffer)";
  1651. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1652. return "Error in graphics driver (incomplete read buffer)";
  1653. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1654. return "Canvas with the specified MSAA count cannot be rendered to on this system.";
  1655. case GL_FRAMEBUFFER_UNSUPPORTED:
  1656. return "Renderable textures are unsupported";
  1657. default:
  1658. break;
  1659. }
  1660. static char text[64] = {};
  1661. memset(text, 0, sizeof(text));
  1662. sprintf(text, "0x%x", status);
  1663. return text;
  1664. }
  1665. const char *OpenGL::debugSeverityString(GLenum severity)
  1666. {
  1667. switch (severity)
  1668. {
  1669. case GL_DEBUG_SEVERITY_HIGH:
  1670. return "high";
  1671. case GL_DEBUG_SEVERITY_MEDIUM:
  1672. return "medium";
  1673. case GL_DEBUG_SEVERITY_LOW:
  1674. return "low";
  1675. default:
  1676. return "unknown";
  1677. }
  1678. }
  1679. const char *OpenGL::debugSourceString(GLenum source)
  1680. {
  1681. switch (source)
  1682. {
  1683. case GL_DEBUG_SOURCE_API:
  1684. return "API";
  1685. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1686. return "window";
  1687. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1688. return "shader";
  1689. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1690. return "external";
  1691. case GL_DEBUG_SOURCE_APPLICATION:
  1692. return "LOVE";
  1693. case GL_DEBUG_SOURCE_OTHER:
  1694. return "other";
  1695. default:
  1696. return "unknown";
  1697. }
  1698. }
  1699. const char *OpenGL::debugTypeString(GLenum type)
  1700. {
  1701. switch (type)
  1702. {
  1703. case GL_DEBUG_TYPE_ERROR:
  1704. return "error";
  1705. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1706. return "deprecated behavior";
  1707. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1708. return "undefined behavior";
  1709. case GL_DEBUG_TYPE_PERFORMANCE:
  1710. return "performance";
  1711. case GL_DEBUG_TYPE_PORTABILITY:
  1712. return "portability";
  1713. case GL_DEBUG_TYPE_OTHER:
  1714. return "other";
  1715. default:
  1716. return "unknown";
  1717. }
  1718. }
  1719. // OpenGL class instance singleton.
  1720. OpenGL gl;
  1721. } // opengl
  1722. } // graphics
  1723. } // love