OpenGL.cpp 55 KB

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  1. /**
  2. * Copyright (c) 2006-2023 LOVE Development Team
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. *
  8. * Permission is granted to anyone to use this software for any purpose,
  9. * including commercial applications, and to alter it and redistribute it
  10. * freely, subject to the following restrictions:
  11. *
  12. * 1. The origin of this software must not be misrepresented; you must not
  13. * claim that you wrote the original software. If you use this software
  14. * in a product, an acknowledgment in the product documentation would be
  15. * appreciated but is not required.
  16. * 2. Altered source versions must be plainly marked as such, and must not be
  17. * misrepresented as being the original software.
  18. * 3. This notice may not be removed or altered from any source distribution.
  19. **/
  20. // LOVE
  21. #include "common/config.h"
  22. #include "OpenGL.h"
  23. #include "Shader.h"
  24. #include "Canvas.h"
  25. #include "common/Exception.h"
  26. #include "graphics/Graphics.h"
  27. #include "graphics/Buffer.h"
  28. // C++
  29. #include <algorithm>
  30. #include <limits>
  31. // C
  32. #include <cstring>
  33. #include <cstdio>
  34. // For SDL_GL_GetProcAddress.
  35. #include <SDL_video.h>
  36. #ifdef LOVE_IOS
  37. #include <SDL_syswm.h>
  38. #endif
  39. #ifdef LOVE_ANDROID
  40. #include <dlfcn.h>
  41. #endif
  42. namespace love
  43. {
  44. namespace graphics
  45. {
  46. namespace opengl
  47. {
  48. static void *LOVEGetProcAddress(const char *name)
  49. {
  50. #ifdef LOVE_ANDROID
  51. void *proc = dlsym(RTLD_DEFAULT, name);
  52. if (proc)
  53. return proc;
  54. #endif
  55. return SDL_GL_GetProcAddress(name);
  56. }
  57. OpenGL::TempDebugGroup::TempDebugGroup(const char *name)
  58. {
  59. if (isDebugEnabled())
  60. {
  61. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  62. glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  63. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  64. glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  65. else if (GLAD_EXT_debug_marker)
  66. glPushGroupMarkerEXT(0, (const GLchar *) name);
  67. }
  68. }
  69. OpenGL::TempDebugGroup::~TempDebugGroup()
  70. {
  71. if (isDebugEnabled())
  72. {
  73. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  74. glPopDebugGroup();
  75. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  76. glPopDebugGroupKHR();
  77. else if (GLAD_EXT_debug_marker)
  78. glPopGroupMarkerEXT();
  79. }
  80. }
  81. OpenGL::OpenGL()
  82. : stats()
  83. , contextInitialized(false)
  84. , pixelShaderHighpSupported(false)
  85. , baseVertexSupported(false)
  86. , maxAnisotropy(1.0f)
  87. , max2DTextureSize(0)
  88. , max3DTextureSize(0)
  89. , maxCubeTextureSize(0)
  90. , maxTextureArrayLayers(0)
  91. , maxRenderTargets(1)
  92. , maxRenderbufferSamples(0)
  93. , maxTextureUnits(1)
  94. , maxPointSize(1)
  95. , coreProfile(false)
  96. , vendor(VENDOR_UNKNOWN)
  97. , state()
  98. {
  99. state.constantColor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
  100. float nan = std::numeric_limits<float>::quiet_NaN();
  101. state.lastConstantColor = Colorf(nan, nan, nan, nan);
  102. }
  103. bool OpenGL::initContext()
  104. {
  105. if (contextInitialized)
  106. return true;
  107. if (!gladLoadGLLoader(LOVEGetProcAddress))
  108. return false;
  109. initVendor();
  110. bugs = {};
  111. if (GLAD_ES_VERSION_3_0 && !GLAD_ES_VERSION_3_1)
  112. {
  113. const char *device = (const char *) glGetString(GL_RENDERER);
  114. if (getVendor() == VENDOR_VIVANTE && strstr(device, "Vivante GC7000UL"))
  115. bugs.brokenGLES3 = true;
  116. }
  117. if (bugs.brokenGLES3)
  118. GLAD_ES_VERSION_3_0 = false;
  119. if (GLAD_VERSION_3_2)
  120. {
  121. GLint profileMask = 0;
  122. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
  123. coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
  124. }
  125. else
  126. coreProfile = false;
  127. initOpenGLFunctions();
  128. #if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
  129. // See the comments in OpenGL.h.
  130. if (getVendor() == VENDOR_AMD)
  131. {
  132. bugs.clearRequiresDriverTextureStateUpdate = true;
  133. if (!gl.isCoreProfile() && !GLAD_ES_VERSION_2_0)
  134. bugs.generateMipmapsRequiresTexture2DEnable = true;
  135. }
  136. #endif
  137. #ifdef LOVE_WINDOWS
  138. if (getVendor() == VENDOR_INTEL && gl.isCoreProfile())
  139. {
  140. const char *device = (const char *) glGetString(GL_RENDERER);
  141. if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
  142. bugs.clientWaitSyncStalls = true;
  143. }
  144. if (getVendor() == VENDOR_INTEL)
  145. {
  146. const char *device = (const char *) glGetString(GL_RENDERER);
  147. if (strstr(device, "HD Graphics 3000") || strstr(device, "HD Graphics 2000")
  148. || !strcmp(device, "Intel(R) HD Graphics") || !strcmp(device, "Intel(R) HD Graphics Family"))
  149. {
  150. bugs.brokenSRGB = true;
  151. }
  152. }
  153. #endif
  154. #ifdef LOVE_WINDOWS
  155. if (getVendor() == VENDOR_AMD)
  156. {
  157. // Radeon drivers switched from "ATI Radeon" to "AMD Radeon" around
  158. // the 7000 series. We'll assume this bug doesn't affect those newer
  159. // GPUs / drivers.
  160. const char *device = (const char *) glGetString(GL_RENDERER);
  161. if (strstr(device, "ATI Radeon") || strstr(device, "ATI Mobility Radeon"))
  162. bugs.texStorageBreaksSubImage = true;
  163. }
  164. #endif
  165. contextInitialized = true;
  166. return true;
  167. }
  168. void OpenGL::setupContext()
  169. {
  170. if (!contextInitialized)
  171. return;
  172. initMaxValues();
  173. GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  174. glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
  175. glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
  176. GLint maxvertexattribs = 1;
  177. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
  178. state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
  179. state.instancedAttribArrays = 0;
  180. setVertexAttributes(vertex::Attributes(), vertex::BufferBindings());
  181. // Get the current viewport.
  182. glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
  183. // And the current scissor - but we need to compensate for GL scissors
  184. // starting at the bottom left instead of top left.
  185. glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
  186. state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
  187. if (GLAD_VERSION_1_0)
  188. glGetFloatv(GL_POINT_SIZE, &state.pointSize);
  189. else
  190. state.pointSize = 1.0f;
  191. for (int i = 0; i < 2; i++)
  192. state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
  193. bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
  194. setEnableState(ENABLE_DEPTH_TEST, state.enableState[ENABLE_DEPTH_TEST]);
  195. setEnableState(ENABLE_STENCIL_TEST, state.enableState[ENABLE_STENCIL_TEST]);
  196. setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
  197. setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
  198. if (!bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB
  199. || GLAD_EXT_framebuffer_sRGB || GLAD_EXT_sRGB_write_control))
  200. {
  201. setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
  202. }
  203. else
  204. state.enableState[ENABLE_FRAMEBUFFER_SRGB] = false;
  205. GLint faceCull = GL_BACK;
  206. glGetIntegerv(GL_CULL_FACE_MODE, &faceCull);
  207. state.faceCullMode = faceCull;
  208. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  209. {
  210. state.boundBuffers[i] = 0;
  211. glBindBuffer(getGLBufferType((BufferType) i), 0);
  212. }
  213. // Initialize multiple texture unit support for shaders.
  214. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  215. {
  216. state.boundTextures[i].clear();
  217. state.boundTextures[i].resize(maxTextureUnits, 0);
  218. }
  219. for (int i = 0; i < maxTextureUnits; i++)
  220. {
  221. glActiveTexture(GL_TEXTURE0 + i);
  222. for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
  223. {
  224. TextureType textype = (TextureType) j;
  225. if (isTextureTypeSupported(textype))
  226. glBindTexture(getGLTextureType(textype), 0);
  227. }
  228. }
  229. glActiveTexture(GL_TEXTURE0);
  230. state.curTextureUnit = 0;
  231. setDepthWrites(state.depthWritesEnabled);
  232. createDefaultTexture();
  233. contextInitialized = true;
  234. #ifdef LOVE_ANDROID
  235. // This can't be done in initContext with the rest of the bug checks because
  236. // Canvas::isFormatSupported relies on state initialized here / after init.
  237. if (GLAD_ES_VERSION_3_0 && !Canvas::isFormatSupported(PIXELFORMAT_R8))
  238. bugs.brokenR8PixelFormat = true;
  239. #endif
  240. }
  241. void OpenGL::deInitContext()
  242. {
  243. if (!contextInitialized)
  244. return;
  245. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  246. {
  247. if (state.defaultTexture[i] != 0)
  248. {
  249. gl.deleteTexture(state.defaultTexture[i]);
  250. state.defaultTexture[i] = 0;
  251. }
  252. }
  253. contextInitialized = false;
  254. }
  255. void OpenGL::initVendor()
  256. {
  257. const char *vstr = (const char *) glGetString(GL_VENDOR);
  258. if (!vstr)
  259. {
  260. vendor = VENDOR_UNKNOWN;
  261. return;
  262. }
  263. // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
  264. // http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
  265. // https://opengl.gpuinfo.org/displaycapability.php?name=GL_VENDOR
  266. if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
  267. vendor = VENDOR_AMD;
  268. else if (strstr(vstr, "NVIDIA"))
  269. vendor = VENDOR_NVIDIA;
  270. else if (strstr(vstr, "Intel"))
  271. vendor = VENDOR_INTEL;
  272. else if (strstr(vstr, "Mesa"))
  273. vendor = VENDOR_MESA_SOFT;
  274. else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
  275. vendor = VENDOR_APPLE;
  276. else if (strstr(vstr, "Microsoft"))
  277. vendor = VENDOR_MICROSOFT;
  278. else if (strstr(vstr, "Imagination"))
  279. vendor = VENDOR_IMGTEC;
  280. else if (strstr(vstr, "ARM"))
  281. vendor = VENDOR_ARM;
  282. else if (strstr(vstr, "Qualcomm"))
  283. vendor = VENDOR_QUALCOMM;
  284. else if (strstr(vstr, "Broadcom"))
  285. vendor = VENDOR_BROADCOM;
  286. else if (strstr(vstr, "Vivante"))
  287. vendor = VENDOR_VIVANTE;
  288. else
  289. vendor = VENDOR_UNKNOWN;
  290. }
  291. void OpenGL::initOpenGLFunctions()
  292. {
  293. // Alias extension-suffixed framebuffer functions to core versions since
  294. // there are so many different-named extensions that do the same things...
  295. if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
  296. {
  297. if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
  298. {
  299. fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
  300. fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
  301. fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
  302. fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
  303. fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
  304. fp_glBindFramebuffer = fp_glBindFramebufferEXT;
  305. fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
  306. fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
  307. fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
  308. fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
  309. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
  310. fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
  311. fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
  312. fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
  313. }
  314. if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
  315. fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
  316. if (GLAD_EXT_framebuffer_blit)
  317. fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
  318. else if (GLAD_ANGLE_framebuffer_blit)
  319. fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
  320. else if (GLAD_NV_framebuffer_blit)
  321. fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
  322. if (GLAD_EXT_framebuffer_multisample)
  323. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
  324. else if (GLAD_APPLE_framebuffer_multisample)
  325. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
  326. else if (GLAD_ANGLE_framebuffer_multisample)
  327. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
  328. else if (GLAD_NV_framebuffer_multisample)
  329. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
  330. }
  331. if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
  332. {
  333. if (GLAD_ARB_instanced_arrays)
  334. {
  335. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
  336. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
  337. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
  338. }
  339. else if (GLAD_EXT_instanced_arrays)
  340. {
  341. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
  342. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
  343. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
  344. }
  345. else if (GLAD_ANGLE_instanced_arrays)
  346. {
  347. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
  348. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
  349. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
  350. }
  351. }
  352. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  353. {
  354. // The Nvidia Tegra 3 driver (used by Ouya) claims to support GL_EXT_texture_array but
  355. // segfaults if you actually try to use it. OpenGL ES 2.0 devices should use OES_texture_3D.
  356. // GL_EXT_texture_array is for desktops.
  357. GLAD_EXT_texture_array = false;
  358. if (GLAD_OES_texture_3D)
  359. {
  360. // Function signatures don't match, we'll have to conditionally call it
  361. //fp_glTexImage3D = fp_glTexImage3DOES;
  362. fp_glTexSubImage3D = fp_glTexSubImage3DOES;
  363. fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
  364. fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
  365. fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
  366. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
  367. }
  368. }
  369. if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
  370. {
  371. if (GLAD_OES_draw_elements_base_vertex)
  372. {
  373. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexOES;
  374. if (GLAD_ES_VERSION_3_0)
  375. {
  376. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexOES;
  377. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexOES;
  378. }
  379. }
  380. else if (GLAD_EXT_draw_elements_base_vertex)
  381. {
  382. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexEXT;
  383. if (GLAD_ES_VERSION_3_0)
  384. {
  385. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexEXT;
  386. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexEXT;
  387. }
  388. }
  389. }
  390. }
  391. void OpenGL::initMaxValues()
  392. {
  393. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  394. {
  395. GLint range = 0;
  396. GLint precision = 0;
  397. glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
  398. pixelShaderHighpSupported = range > 0;
  399. }
  400. else
  401. pixelShaderHighpSupported = true;
  402. baseVertexSupported = GLAD_VERSION_3_2 || GLAD_ES_VERSION_3_2 || GLAD_ARB_draw_elements_base_vertex
  403. || GLAD_OES_draw_elements_base_vertex || GLAD_EXT_draw_elements_base_vertex;
  404. // We'll need this value to clamp anisotropy.
  405. if (GLAD_EXT_texture_filter_anisotropic)
  406. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
  407. else
  408. maxAnisotropy = 1.0f;
  409. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
  410. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
  411. if (isTextureTypeSupported(TEXTURE_VOLUME))
  412. glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
  413. else
  414. max3DTextureSize = 0;
  415. if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
  416. glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
  417. else
  418. maxTextureArrayLayers = 0;
  419. int maxattachments = 1;
  420. int maxdrawbuffers = 1;
  421. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
  422. {
  423. glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
  424. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
  425. }
  426. maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
  427. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
  428. || GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
  429. || GLAD_ANGLE_framebuffer_multisample)
  430. {
  431. glGetIntegerv(GL_MAX_SAMPLES, &maxRenderbufferSamples);
  432. }
  433. else
  434. maxRenderbufferSamples = 0;
  435. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  436. GLfloat limits[2];
  437. if (GLAD_VERSION_3_0)
  438. glGetFloatv(GL_POINT_SIZE_RANGE, limits);
  439. else
  440. glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
  441. maxPointSize = limits[1];
  442. if (isSamplerLODBiasSupported())
  443. glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxLODBias);
  444. else
  445. maxLODBias = 0.0f;
  446. }
  447. void OpenGL::createDefaultTexture()
  448. {
  449. // Set the 'default' texture as a repeating white pixel. Otherwise, texture
  450. // calls inside a shader would return black when drawing graphics primitives
  451. // which would create the need to use different "passthrough" shaders for
  452. // untextured primitives vs images.
  453. const GLubyte pix[] = {255, 255, 255, 255};
  454. Texture::Filter filter;
  455. filter.min = filter.mag = Texture::FILTER_NEAREST;
  456. Texture::Wrap wrap;
  457. wrap.s = wrap.t = wrap.r = Texture::WRAP_CLAMP;
  458. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  459. {
  460. state.defaultTexture[i] = 0;
  461. TextureType type = (TextureType) i;
  462. if (!isTextureTypeSupported(type))
  463. continue;
  464. GLuint curtexture = state.boundTextures[type][0];
  465. glGenTextures(1, &state.defaultTexture[type]);
  466. bindTextureToUnit(type, state.defaultTexture[type], 0, false);
  467. setTextureWrap(type, wrap);
  468. setTextureFilter(type, filter);
  469. bool isSRGB = false;
  470. rawTexStorage(type, 1, PIXELFORMAT_RGBA8, isSRGB, 1, 1);
  471. TextureFormat fmt = convertPixelFormat(PIXELFORMAT_RGBA8, false, isSRGB);
  472. int slices = type == TEXTURE_CUBE ? 6 : 1;
  473. for (int slice = 0; slice < slices; slice++)
  474. {
  475. GLenum gltarget = getGLTextureType(type);
  476. if (type == TEXTURE_CUBE)
  477. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
  478. if (type == TEXTURE_2D || type == TEXTURE_CUBE)
  479. glTexSubImage2D(gltarget, 0, 0, 0, 1, 1, fmt.externalformat, fmt.type, pix);
  480. else if (type == TEXTURE_2D_ARRAY || type == TEXTURE_VOLUME)
  481. glTexSubImage3D(gltarget, 0, 0, 0, slice, 1, 1, 1, fmt.externalformat, fmt.type, pix);
  482. }
  483. bindTextureToUnit(type, curtexture, 0, false);
  484. }
  485. }
  486. void OpenGL::prepareDraw()
  487. {
  488. TempDebugGroup debuggroup("Prepare OpenGL draw");
  489. // Make sure the active shader's love-provided uniforms are up to date.
  490. if (Shader::current != nullptr)
  491. ((Shader *)Shader::current)->updateBuiltinUniforms();
  492. if (state.constantColor != state.lastConstantColor)
  493. {
  494. state.lastConstantColor = state.constantColor;
  495. Colorf c = state.constantColor;
  496. gammaCorrectColor(c);
  497. glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, c.r, c.g, c.b, c.a);
  498. }
  499. }
  500. GLenum OpenGL::getGLPrimitiveType(PrimitiveType type)
  501. {
  502. switch (type)
  503. {
  504. case PRIMITIVE_TRIANGLES:
  505. return GL_TRIANGLES;
  506. case PRIMITIVE_TRIANGLE_STRIP:
  507. return GL_TRIANGLE_STRIP;
  508. case PRIMITIVE_TRIANGLE_FAN:
  509. return GL_TRIANGLE_FAN;
  510. case PRIMITIVE_POINTS:
  511. return GL_POINTS;
  512. case PRIMITIVE_MAX_ENUM:
  513. return GL_ZERO;
  514. }
  515. return GL_ZERO;
  516. }
  517. GLenum OpenGL::getGLBufferType(BufferType type)
  518. {
  519. switch (type)
  520. {
  521. case BUFFER_VERTEX:
  522. return GL_ARRAY_BUFFER;
  523. case BUFFER_INDEX:
  524. return GL_ELEMENT_ARRAY_BUFFER;
  525. case BUFFER_MAX_ENUM:
  526. return GL_ZERO;
  527. }
  528. return GL_ZERO;
  529. }
  530. GLenum OpenGL::getGLTextureType(TextureType type)
  531. {
  532. switch (type)
  533. {
  534. case TEXTURE_2D:
  535. return GL_TEXTURE_2D;
  536. case TEXTURE_VOLUME:
  537. return GL_TEXTURE_3D;
  538. case TEXTURE_2D_ARRAY:
  539. return GL_TEXTURE_2D_ARRAY;
  540. case TEXTURE_CUBE:
  541. return GL_TEXTURE_CUBE_MAP;
  542. case TEXTURE_MAX_ENUM:
  543. return GL_ZERO;
  544. }
  545. return GL_ZERO;
  546. }
  547. GLenum OpenGL::getGLIndexDataType(IndexDataType type)
  548. {
  549. switch (type)
  550. {
  551. case INDEX_UINT16:
  552. return GL_UNSIGNED_SHORT;
  553. case INDEX_UINT32:
  554. return GL_UNSIGNED_INT;
  555. default:
  556. return GL_ZERO;
  557. }
  558. }
  559. GLenum OpenGL::getGLVertexDataType(vertex::DataType type, GLboolean &normalized)
  560. {
  561. normalized = GL_FALSE;
  562. switch (type)
  563. {
  564. case vertex::DATA_UNORM8:
  565. normalized = GL_TRUE;
  566. return GL_UNSIGNED_BYTE;
  567. case vertex::DATA_UNORM16:
  568. normalized = GL_TRUE;
  569. return GL_UNSIGNED_SHORT;
  570. case vertex::DATA_FLOAT:
  571. normalized = GL_FALSE;
  572. return GL_FLOAT;
  573. case vertex::DATA_MAX_ENUM:
  574. return GL_ZERO;
  575. }
  576. return GL_ZERO;
  577. }
  578. GLenum OpenGL::getGLBufferUsage(vertex::Usage usage)
  579. {
  580. switch (usage)
  581. {
  582. case vertex::USAGE_STREAM:
  583. return GL_STREAM_DRAW;
  584. case vertex::USAGE_DYNAMIC:
  585. return GL_DYNAMIC_DRAW;
  586. case vertex::USAGE_STATIC:
  587. return GL_STATIC_DRAW;
  588. default:
  589. return 0;
  590. }
  591. }
  592. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  593. {
  594. if (state.boundBuffers[type] != buffer)
  595. {
  596. glBindBuffer(getGLBufferType(type), buffer);
  597. state.boundBuffers[type] = buffer;
  598. }
  599. }
  600. void OpenGL::deleteBuffer(GLuint buffer)
  601. {
  602. glDeleteBuffers(1, &buffer);
  603. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  604. {
  605. if (state.boundBuffers[i] == buffer)
  606. state.boundBuffers[i] = 0;
  607. }
  608. }
  609. void OpenGL::setVertexAttributes(const vertex::Attributes &attributes, const vertex::BufferBindings &buffers)
  610. {
  611. uint32 enablediff = attributes.enableBits ^ state.enabledAttribArrays;
  612. uint32 instanceattribbits = 0;
  613. uint32 allbits = attributes.enableBits | state.enabledAttribArrays;
  614. uint32 i = 0;
  615. while (allbits)
  616. {
  617. uint32 bit = 1u << i;
  618. if (enablediff & bit)
  619. {
  620. if (attributes.enableBits & bit)
  621. glEnableVertexAttribArray(i);
  622. else
  623. glDisableVertexAttribArray(i);
  624. }
  625. if (attributes.enableBits & bit)
  626. {
  627. const auto &attrib = attributes.attribs[i];
  628. const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
  629. const auto &bufferinfo = buffers.info[attrib.bufferIndex];
  630. uint32 bufferbit = 1u << attrib.bufferIndex;
  631. uint32 divisor = (attributes.instanceBits & bufferbit) != 0 ? 1 : 0;
  632. uint32 divisorbit = divisor << i;
  633. instanceattribbits |= divisorbit;
  634. if ((state.instancedAttribArrays & bit) ^ divisorbit)
  635. glVertexAttribDivisor(i, divisor);
  636. GLboolean normalized = GL_FALSE;
  637. GLenum gltype = getGLVertexDataType(attrib.type, normalized);
  638. const void *offsetpointer = reinterpret_cast<void*>(bufferinfo.offset + attrib.offsetFromVertex);
  639. bindBuffer(BUFFER_VERTEX, (GLuint) bufferinfo.buffer->getHandle());
  640. glVertexAttribPointer(i, attrib.components, gltype, normalized, layout.stride, offsetpointer);
  641. }
  642. i++;
  643. allbits >>= 1;
  644. }
  645. state.enabledAttribArrays = attributes.enableBits;
  646. state.instancedAttribArrays = instanceattribbits | (state.instancedAttribArrays & (~attributes.enableBits));
  647. // glDisableVertexAttribArray will make the constant value for a vertex
  648. // attribute undefined. We rely on the per-vertex color attribute being
  649. // white when no per-vertex color is used, so we set it here.
  650. // FIXME: Is there a better place to do this?
  651. if ((enablediff & ATTRIBFLAG_COLOR) && !(attributes.enableBits & ATTRIBFLAG_COLOR))
  652. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  653. }
  654. void OpenGL::setCullMode(CullMode mode)
  655. {
  656. bool enabled = mode != CULL_NONE;
  657. if (enabled != isStateEnabled(ENABLE_FACE_CULL))
  658. setEnableState(ENABLE_FACE_CULL, enabled);
  659. if (enabled)
  660. {
  661. GLenum glmode = mode == CULL_BACK ? GL_BACK : GL_FRONT;
  662. if (glmode != state.faceCullMode)
  663. {
  664. glCullFace(glmode);
  665. state.faceCullMode = glmode;
  666. }
  667. }
  668. }
  669. void OpenGL::clearDepth(double value)
  670. {
  671. if (GLAD_ES_VERSION_2_0)
  672. glClearDepthf((GLfloat) value);
  673. else
  674. glClearDepth(value);
  675. }
  676. void OpenGL::setViewport(const Rect &v)
  677. {
  678. glViewport(v.x, v.y, v.w, v.h);
  679. state.viewport = v;
  680. }
  681. Rect OpenGL::getViewport() const
  682. {
  683. return state.viewport;
  684. }
  685. void OpenGL::setScissor(const Rect &v, bool canvasActive)
  686. {
  687. if (canvasActive)
  688. glScissor(v.x, v.y, v.w, v.h);
  689. else
  690. {
  691. // With no Canvas active, we need to compensate for glScissor starting
  692. // from the lower left of the viewport instead of the top left.
  693. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  694. }
  695. state.scissor = v;
  696. }
  697. void OpenGL::setConstantColor(const Colorf &color)
  698. {
  699. state.constantColor = color;
  700. }
  701. const Colorf &OpenGL::getConstantColor() const
  702. {
  703. return state.constantColor;
  704. }
  705. void OpenGL::setPointSize(float size)
  706. {
  707. if (GLAD_VERSION_1_0)
  708. glPointSize(size);
  709. state.pointSize = size;
  710. }
  711. float OpenGL::getPointSize() const
  712. {
  713. return state.pointSize;
  714. }
  715. void OpenGL::setEnableState(EnableState enablestate, bool enable)
  716. {
  717. GLenum glstate = GL_NONE;
  718. switch (enablestate)
  719. {
  720. case ENABLE_DEPTH_TEST:
  721. glstate = GL_DEPTH_TEST;
  722. break;
  723. case ENABLE_STENCIL_TEST:
  724. glstate = GL_STENCIL_TEST;
  725. break;
  726. case ENABLE_SCISSOR_TEST:
  727. glstate = GL_SCISSOR_TEST;
  728. break;
  729. case ENABLE_FACE_CULL:
  730. glstate = GL_CULL_FACE;
  731. break;
  732. case ENABLE_FRAMEBUFFER_SRGB:
  733. glstate = GL_FRAMEBUFFER_SRGB;
  734. break;
  735. case ENABLE_MAX_ENUM:
  736. break;
  737. }
  738. if (enable)
  739. glEnable(glstate);
  740. else
  741. glDisable(glstate);
  742. state.enableState[enablestate] = enable;
  743. }
  744. bool OpenGL::isStateEnabled(EnableState enablestate) const
  745. {
  746. return state.enableState[enablestate];
  747. }
  748. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  749. {
  750. bool bindingmodified = false;
  751. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  752. {
  753. bindingmodified = true;
  754. state.boundFramebuffers[0] = framebuffer;
  755. }
  756. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  757. {
  758. bindingmodified = true;
  759. state.boundFramebuffers[1] = framebuffer;
  760. }
  761. if (bindingmodified)
  762. {
  763. GLenum gltarget = GL_FRAMEBUFFER;
  764. if (target == FRAMEBUFFER_DRAW)
  765. gltarget = GL_DRAW_FRAMEBUFFER;
  766. else if (target == FRAMEBUFFER_READ)
  767. gltarget = GL_READ_FRAMEBUFFER;
  768. glBindFramebuffer(gltarget, framebuffer);
  769. }
  770. }
  771. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  772. {
  773. if (target & FRAMEBUFFER_DRAW)
  774. return state.boundFramebuffers[0];
  775. else if (target & FRAMEBUFFER_READ)
  776. return state.boundFramebuffers[1];
  777. else
  778. return 0;
  779. }
  780. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  781. {
  782. glDeleteFramebuffers(1, &framebuffer);
  783. for (int i = 0; i < 2; i++)
  784. {
  785. if (state.boundFramebuffers[i] == framebuffer)
  786. state.boundFramebuffers[i] = 0;
  787. }
  788. }
  789. void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
  790. {
  791. GLenum textarget = getGLTextureType(texType);
  792. switch (texType)
  793. {
  794. case TEXTURE_2D:
  795. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
  796. break;
  797. case TEXTURE_VOLUME:
  798. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
  799. break;
  800. case TEXTURE_2D_ARRAY:
  801. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
  802. break;
  803. case TEXTURE_CUBE:
  804. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
  805. break;
  806. default:
  807. break;
  808. }
  809. }
  810. void OpenGL::setDepthWrites(bool enable)
  811. {
  812. glDepthMask(enable ? GL_TRUE : GL_FALSE);
  813. state.depthWritesEnabled = enable;
  814. }
  815. bool OpenGL::hasDepthWrites() const
  816. {
  817. return state.depthWritesEnabled;
  818. }
  819. void OpenGL::useProgram(GLuint program)
  820. {
  821. glUseProgram(program);
  822. ++stats.shaderSwitches;
  823. }
  824. GLuint OpenGL::getDefaultFBO() const
  825. {
  826. #ifdef LOVE_IOS
  827. // Hack: iOS uses a custom FBO.
  828. SDL_SysWMinfo info = {};
  829. SDL_VERSION(&info.version);
  830. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  831. return info.info.uikit.framebuffer;
  832. #else
  833. return 0;
  834. #endif
  835. }
  836. GLuint OpenGL::getDefaultTexture(TextureType type) const
  837. {
  838. return state.defaultTexture[type];
  839. }
  840. void OpenGL::setTextureUnit(int textureunit)
  841. {
  842. if (textureunit != state.curTextureUnit)
  843. glActiveTexture(GL_TEXTURE0 + textureunit);
  844. state.curTextureUnit = textureunit;
  845. }
  846. void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev, bool bindforedit)
  847. {
  848. if (texture != state.boundTextures[target][textureunit])
  849. {
  850. int oldtextureunit = state.curTextureUnit;
  851. if (oldtextureunit != textureunit)
  852. glActiveTexture(GL_TEXTURE0 + textureunit);
  853. state.boundTextures[target][textureunit] = texture;
  854. glBindTexture(getGLTextureType(target), texture);
  855. if (restoreprev && oldtextureunit != textureunit)
  856. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  857. else
  858. state.curTextureUnit = textureunit;
  859. }
  860. else if (bindforedit && !restoreprev && textureunit != state.curTextureUnit)
  861. {
  862. glActiveTexture(GL_TEXTURE0 + textureunit);
  863. state.curTextureUnit = textureunit;
  864. }
  865. }
  866. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev, bool bindforedit)
  867. {
  868. TextureType textype = TEXTURE_2D;
  869. GLuint handle = 0;
  870. if (texture != nullptr)
  871. {
  872. textype = texture->getTextureType();
  873. handle = (GLuint) texture->getHandle();
  874. }
  875. else
  876. {
  877. if (textureunit == 0 && Shader::current != nullptr)
  878. {
  879. TextureType shadertex = Shader::current->getMainTextureType();
  880. if (shadertex != TEXTURE_MAX_ENUM)
  881. textype = shadertex;
  882. }
  883. handle = getDefaultTexture(textype);
  884. }
  885. bindTextureToUnit(textype, handle, textureunit, restoreprev, bindforedit);
  886. }
  887. void OpenGL::deleteTexture(GLuint texture)
  888. {
  889. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  890. // was bound to before deletion.
  891. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  892. {
  893. for (GLuint &texid : state.boundTextures[i])
  894. {
  895. if (texid == texture)
  896. texid = 0;
  897. }
  898. }
  899. glDeleteTextures(1, &texture);
  900. }
  901. void OpenGL::setTextureFilter(TextureType target, graphics::Texture::Filter &f)
  902. {
  903. GLint gmin = f.min == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  904. GLint gmag = f.mag == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  905. if (f.mipmap != Texture::FILTER_NONE)
  906. {
  907. if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
  908. gmin = GL_NEAREST_MIPMAP_NEAREST;
  909. else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
  910. gmin = GL_NEAREST_MIPMAP_LINEAR;
  911. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
  912. gmin = GL_LINEAR_MIPMAP_NEAREST;
  913. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
  914. gmin = GL_LINEAR_MIPMAP_LINEAR;
  915. else
  916. gmin = GL_LINEAR;
  917. }
  918. GLenum gltarget = getGLTextureType(target);
  919. glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
  920. glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
  921. if (GLAD_EXT_texture_filter_anisotropic)
  922. {
  923. f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
  924. glTexParameterf(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
  925. }
  926. else
  927. f.anisotropy = 1.0f;
  928. }
  929. GLint OpenGL::getGLWrapMode(Texture::WrapMode wmode)
  930. {
  931. switch (wmode)
  932. {
  933. case Texture::WRAP_CLAMP:
  934. default:
  935. return GL_CLAMP_TO_EDGE;
  936. case Texture::WRAP_CLAMP_ZERO:
  937. return GL_CLAMP_TO_BORDER;
  938. case Texture::WRAP_REPEAT:
  939. return GL_REPEAT;
  940. case Texture::WRAP_MIRRORED_REPEAT:
  941. return GL_MIRRORED_REPEAT;
  942. }
  943. }
  944. GLint OpenGL::getGLCompareMode(CompareMode mode)
  945. {
  946. switch (mode)
  947. {
  948. case COMPARE_LESS:
  949. return GL_LESS;
  950. case COMPARE_LEQUAL:
  951. return GL_LEQUAL;
  952. case COMPARE_EQUAL:
  953. return GL_EQUAL;
  954. case COMPARE_GEQUAL:
  955. return GL_GEQUAL;
  956. case COMPARE_GREATER:
  957. return GL_GREATER;
  958. case COMPARE_NOTEQUAL:
  959. return GL_NOTEQUAL;
  960. case COMPARE_ALWAYS:
  961. return GL_ALWAYS;
  962. case COMPARE_NEVER:
  963. return GL_NEVER;
  964. default:
  965. return GL_NEVER;
  966. }
  967. }
  968. void OpenGL::setTextureWrap(TextureType target, const graphics::Texture::Wrap &w)
  969. {
  970. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_S, getGLWrapMode(w.s));
  971. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_T, getGLWrapMode(w.t));
  972. if (target == TEXTURE_VOLUME)
  973. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_R, getGLWrapMode(w.r));
  974. }
  975. bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
  976. {
  977. GLenum gltarget = getGLTextureType(target);
  978. TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
  979. if (fmt.swizzled)
  980. {
  981. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
  982. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
  983. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
  984. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
  985. }
  986. if (isTexStorageSupported())
  987. {
  988. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  989. glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
  990. else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
  991. glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
  992. }
  993. else
  994. {
  995. int w = width;
  996. int h = height;
  997. int d = depth;
  998. for (int level = 0; level < levels; level++)
  999. {
  1000. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  1001. {
  1002. int faces = target == TEXTURE_CUBE ? 6 : 1;
  1003. for (int face = 0; face < faces; face++)
  1004. {
  1005. if (target == TEXTURE_CUBE)
  1006. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  1007. glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
  1008. fmt.externalformat, fmt.type, nullptr);
  1009. }
  1010. }
  1011. else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
  1012. {
  1013. if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  1014. {
  1015. glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
  1016. d, 0, fmt.externalformat, fmt.type, nullptr);
  1017. }
  1018. else
  1019. {
  1020. glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
  1021. 0, fmt.externalformat, fmt.type, nullptr);
  1022. }
  1023. }
  1024. w = std::max(w / 2, 1);
  1025. h = std::max(h / 2, 1);
  1026. if (target == TEXTURE_VOLUME)
  1027. d = std::max(d / 2, 1);
  1028. }
  1029. }
  1030. return gltarget != GL_ZERO;
  1031. }
  1032. bool OpenGL::isTexStorageSupported()
  1033. {
  1034. bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
  1035. // Apparently there are bugs with glTexStorage on some Android drivers. I'd
  1036. // rather not find out the hard way, so we'll avoid it for now...
  1037. #ifndef LOVE_ANDROID
  1038. if (GLAD_ES_VERSION_3_0)
  1039. supportsTexStorage = true;
  1040. #endif
  1041. if (gl.bugs.texStorageBreaksSubImage)
  1042. supportsTexStorage = false;
  1043. return supportsTexStorage;
  1044. }
  1045. bool OpenGL::isTextureTypeSupported(TextureType type) const
  1046. {
  1047. switch (type)
  1048. {
  1049. case TEXTURE_2D:
  1050. return true;
  1051. case TEXTURE_VOLUME:
  1052. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
  1053. case TEXTURE_2D_ARRAY:
  1054. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
  1055. case TEXTURE_CUBE:
  1056. return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
  1057. default:
  1058. return false;
  1059. }
  1060. }
  1061. bool OpenGL::isClampZeroTextureWrapSupported() const
  1062. {
  1063. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  1064. }
  1065. bool OpenGL::isPixelShaderHighpSupported() const
  1066. {
  1067. return pixelShaderHighpSupported;
  1068. }
  1069. bool OpenGL::isInstancingSupported() const
  1070. {
  1071. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
  1072. || GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
  1073. }
  1074. bool OpenGL::isDepthCompareSampleSupported() const
  1075. {
  1076. // Our official API only supports this in GLSL3 shaders, but unofficially
  1077. // the requirements are more lax.
  1078. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
  1079. }
  1080. bool OpenGL::isSamplerLODBiasSupported() const
  1081. {
  1082. return GLAD_VERSION_1_4;
  1083. }
  1084. bool OpenGL::isBaseVertexSupported() const
  1085. {
  1086. return baseVertexSupported;
  1087. }
  1088. int OpenGL::getMax2DTextureSize() const
  1089. {
  1090. return std::max(max2DTextureSize, 1);
  1091. }
  1092. int OpenGL::getMax3DTextureSize() const
  1093. {
  1094. return std::max(max3DTextureSize, 1);
  1095. }
  1096. int OpenGL::getMaxCubeTextureSize() const
  1097. {
  1098. return std::max(maxCubeTextureSize, 1);
  1099. }
  1100. int OpenGL::getMaxTextureLayers() const
  1101. {
  1102. return std::max(maxTextureArrayLayers, 1);
  1103. }
  1104. int OpenGL::getMaxRenderTargets() const
  1105. {
  1106. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  1107. }
  1108. int OpenGL::getMaxRenderbufferSamples() const
  1109. {
  1110. return maxRenderbufferSamples;
  1111. }
  1112. int OpenGL::getMaxTextureUnits() const
  1113. {
  1114. return maxTextureUnits;
  1115. }
  1116. float OpenGL::getMaxPointSize() const
  1117. {
  1118. return maxPointSize;
  1119. }
  1120. float OpenGL::getMaxAnisotropy() const
  1121. {
  1122. return maxAnisotropy;
  1123. }
  1124. float OpenGL::getMaxLODBias() const
  1125. {
  1126. return maxLODBias;
  1127. }
  1128. bool OpenGL::isCoreProfile() const
  1129. {
  1130. return coreProfile;
  1131. }
  1132. OpenGL::Vendor OpenGL::getVendor() const
  1133. {
  1134. return vendor;
  1135. }
  1136. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  1137. {
  1138. TextureFormat f;
  1139. f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
  1140. f.framebufferAttachments[1] = GL_NONE;
  1141. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1142. pixelformat = PIXELFORMAT_sRGBA8;
  1143. else if (pixelformat == PIXELFORMAT_ETC1)
  1144. {
  1145. // The ETC2 format can load ETC1 textures.
  1146. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  1147. pixelformat = PIXELFORMAT_ETC2_RGB;
  1148. }
  1149. switch (pixelformat)
  1150. {
  1151. case PIXELFORMAT_R8:
  1152. if ((GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1153. && !gl.bugs.brokenR8PixelFormat)
  1154. {
  1155. f.internalformat = GL_R8;
  1156. f.externalformat = GL_RED;
  1157. }
  1158. else
  1159. {
  1160. f.internalformat = GL_LUMINANCE8;
  1161. f.externalformat = GL_LUMINANCE;
  1162. }
  1163. f.type = GL_UNSIGNED_BYTE;
  1164. break;
  1165. case PIXELFORMAT_RG8:
  1166. f.internalformat = GL_RG8;
  1167. f.externalformat = GL_RG;
  1168. f.type = GL_UNSIGNED_BYTE;
  1169. break;
  1170. case PIXELFORMAT_RGBA8:
  1171. f.internalformat = GL_RGBA8;
  1172. f.externalformat = GL_RGBA;
  1173. f.type = GL_UNSIGNED_BYTE;
  1174. break;
  1175. case PIXELFORMAT_sRGBA8:
  1176. f.internalformat = GL_SRGB8_ALPHA8;
  1177. f.type = GL_UNSIGNED_BYTE;
  1178. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  1179. f.externalformat = GL_SRGB_ALPHA;
  1180. else
  1181. f.externalformat = GL_RGBA;
  1182. break;
  1183. case PIXELFORMAT_R16:
  1184. f.internalformat = GL_R16;
  1185. f.externalformat = GL_RED;
  1186. f.type = GL_UNSIGNED_SHORT;
  1187. break;
  1188. case PIXELFORMAT_RG16:
  1189. f.internalformat = GL_RG16;
  1190. f.externalformat = GL_RG;
  1191. f.type = GL_UNSIGNED_SHORT;
  1192. break;
  1193. case PIXELFORMAT_RGBA16:
  1194. f.internalformat = GL_RGBA16;
  1195. f.externalformat = GL_RGBA;
  1196. f.type = GL_UNSIGNED_SHORT;
  1197. break;
  1198. case PIXELFORMAT_R16F:
  1199. f.internalformat = GL_R16F;
  1200. f.externalformat = GL_RED;
  1201. if (GLAD_OES_texture_half_float)
  1202. f.type = GL_HALF_FLOAT_OES;
  1203. else
  1204. f.type = GL_HALF_FLOAT;
  1205. break;
  1206. case PIXELFORMAT_RG16F:
  1207. f.internalformat = GL_RG16F;
  1208. f.externalformat = GL_RG;
  1209. if (GLAD_OES_texture_half_float)
  1210. f.type = GL_HALF_FLOAT_OES;
  1211. else
  1212. f.type = GL_HALF_FLOAT;
  1213. break;
  1214. case PIXELFORMAT_RGBA16F:
  1215. f.internalformat = GL_RGBA16F;
  1216. f.externalformat = GL_RGBA;
  1217. if (GLAD_OES_texture_half_float)
  1218. f.type = GL_HALF_FLOAT_OES;
  1219. else
  1220. f.type = GL_HALF_FLOAT;
  1221. break;
  1222. case PIXELFORMAT_R32F:
  1223. f.internalformat = GL_R32F;
  1224. f.externalformat = GL_RED;
  1225. f.type = GL_FLOAT;
  1226. break;
  1227. case PIXELFORMAT_RG32F:
  1228. f.internalformat = GL_RG32F;
  1229. f.externalformat = GL_RG;
  1230. f.type = GL_FLOAT;
  1231. break;
  1232. case PIXELFORMAT_RGBA32F:
  1233. f.internalformat = GL_RGBA32F;
  1234. f.externalformat = GL_RGBA;
  1235. f.type = GL_FLOAT;
  1236. break;
  1237. case PIXELFORMAT_LA8:
  1238. if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
  1239. {
  1240. f.internalformat = GL_RG8;
  1241. f.externalformat = GL_RG;
  1242. f.type = GL_UNSIGNED_BYTE;
  1243. f.swizzled = true;
  1244. f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
  1245. f.swizzle[3] = GL_GREEN;
  1246. }
  1247. else
  1248. {
  1249. f.internalformat = GL_LUMINANCE8_ALPHA8;
  1250. f.externalformat = GL_LUMINANCE_ALPHA;
  1251. f.type = GL_UNSIGNED_BYTE;
  1252. }
  1253. break;
  1254. case PIXELFORMAT_RGBA4:
  1255. f.internalformat = GL_RGBA4;
  1256. f.externalformat = GL_RGBA;
  1257. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  1258. break;
  1259. case PIXELFORMAT_RGB5A1:
  1260. f.internalformat = GL_RGB5_A1;
  1261. f.externalformat = GL_RGBA;
  1262. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  1263. break;
  1264. case PIXELFORMAT_RGB565:
  1265. f.internalformat = GL_RGB565;
  1266. f.externalformat = GL_RGB;
  1267. f.type = GL_UNSIGNED_SHORT_5_6_5;
  1268. break;
  1269. case PIXELFORMAT_RGB10A2:
  1270. f.internalformat = GL_RGB10_A2;
  1271. f.externalformat = GL_RGBA;
  1272. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1273. break;
  1274. case PIXELFORMAT_RG11B10F:
  1275. f.internalformat = GL_R11F_G11F_B10F;
  1276. f.externalformat = GL_RGB;
  1277. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  1278. break;
  1279. case PIXELFORMAT_STENCIL8:
  1280. // Prefer a combined depth/stencil buffer due to driver issues.
  1281. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1282. {
  1283. f.internalformat = GL_DEPTH24_STENCIL8;
  1284. f.externalformat = GL_DEPTH_STENCIL;
  1285. f.type = GL_UNSIGNED_INT_24_8;
  1286. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1287. }
  1288. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1289. {
  1290. f.internalformat = GL_DEPTH24_STENCIL8;
  1291. f.externalformat = GL_DEPTH_STENCIL;
  1292. f.type = GL_UNSIGNED_INT_24_8;
  1293. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1294. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1295. }
  1296. else
  1297. {
  1298. f.internalformat = GL_STENCIL_INDEX8;
  1299. f.externalformat = GL_STENCIL;
  1300. f.type = GL_UNSIGNED_BYTE;
  1301. f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
  1302. }
  1303. break;
  1304. case PIXELFORMAT_DEPTH16:
  1305. f.internalformat = GL_DEPTH_COMPONENT16;
  1306. f.externalformat = GL_DEPTH_COMPONENT;
  1307. f.type = GL_UNSIGNED_SHORT;
  1308. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1309. break;
  1310. case PIXELFORMAT_DEPTH24:
  1311. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
  1312. {
  1313. f.internalformat = GL_DEPTH24_STENCIL8;
  1314. f.externalformat = GL_DEPTH_STENCIL;
  1315. f.type = GL_UNSIGNED_INT_24_8;
  1316. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1317. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1318. }
  1319. else
  1320. {
  1321. f.internalformat = GL_DEPTH_COMPONENT24;
  1322. f.externalformat = GL_DEPTH_COMPONENT;
  1323. f.type = GL_UNSIGNED_INT;
  1324. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1325. }
  1326. break;
  1327. case PIXELFORMAT_DEPTH32F:
  1328. f.internalformat = GL_DEPTH_COMPONENT32F;
  1329. f.externalformat = GL_DEPTH_COMPONENT;
  1330. f.type = GL_FLOAT;
  1331. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1332. break;
  1333. case PIXELFORMAT_DEPTH24_STENCIL8:
  1334. f.internalformat = GL_DEPTH24_STENCIL8;
  1335. f.externalformat = GL_DEPTH_STENCIL;
  1336. f.type = GL_UNSIGNED_INT_24_8;
  1337. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1338. {
  1339. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1340. }
  1341. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1342. {
  1343. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1344. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1345. }
  1346. break;
  1347. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1348. f.internalformat = GL_DEPTH32F_STENCIL8;
  1349. f.externalformat = GL_DEPTH_STENCIL;
  1350. f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  1351. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1352. break;
  1353. case PIXELFORMAT_DXT1:
  1354. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT : GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
  1355. break;
  1356. case PIXELFORMAT_DXT3:
  1357. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1358. break;
  1359. case PIXELFORMAT_DXT5:
  1360. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1361. break;
  1362. case PIXELFORMAT_BC4:
  1363. isSRGB = false;
  1364. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  1365. break;
  1366. case PIXELFORMAT_BC4s:
  1367. isSRGB = false;
  1368. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  1369. break;
  1370. case PIXELFORMAT_BC5:
  1371. isSRGB = false;
  1372. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  1373. break;
  1374. case PIXELFORMAT_BC5s:
  1375. isSRGB = false;
  1376. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  1377. break;
  1378. case PIXELFORMAT_BC6H:
  1379. isSRGB = false;
  1380. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  1381. break;
  1382. case PIXELFORMAT_BC6Hs:
  1383. isSRGB = false;
  1384. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  1385. break;
  1386. case PIXELFORMAT_BC7:
  1387. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  1388. break;
  1389. case PIXELFORMAT_PVR1_RGB2:
  1390. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1391. break;
  1392. case PIXELFORMAT_PVR1_RGB4:
  1393. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1394. break;
  1395. case PIXELFORMAT_PVR1_RGBA2:
  1396. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1397. break;
  1398. case PIXELFORMAT_PVR1_RGBA4:
  1399. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1400. break;
  1401. case PIXELFORMAT_ETC1:
  1402. isSRGB = false;
  1403. f.internalformat = GL_ETC1_RGB8_OES;
  1404. break;
  1405. case PIXELFORMAT_ETC2_RGB:
  1406. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  1407. break;
  1408. case PIXELFORMAT_ETC2_RGBA:
  1409. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  1410. break;
  1411. case PIXELFORMAT_ETC2_RGBA1:
  1412. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  1413. break;
  1414. case PIXELFORMAT_EAC_R:
  1415. isSRGB = false;
  1416. f.internalformat = GL_COMPRESSED_R11_EAC;
  1417. break;
  1418. case PIXELFORMAT_EAC_Rs:
  1419. isSRGB = false;
  1420. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  1421. break;
  1422. case PIXELFORMAT_EAC_RG:
  1423. isSRGB = false;
  1424. f.internalformat = GL_COMPRESSED_RG11_EAC;
  1425. break;
  1426. case PIXELFORMAT_EAC_RGs:
  1427. isSRGB = false;
  1428. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  1429. break;
  1430. case PIXELFORMAT_ASTC_4x4:
  1431. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  1432. break;
  1433. case PIXELFORMAT_ASTC_5x4:
  1434. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  1435. break;
  1436. case PIXELFORMAT_ASTC_5x5:
  1437. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  1438. break;
  1439. case PIXELFORMAT_ASTC_6x5:
  1440. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  1441. break;
  1442. case PIXELFORMAT_ASTC_6x6:
  1443. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  1444. break;
  1445. case PIXELFORMAT_ASTC_8x5:
  1446. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  1447. break;
  1448. case PIXELFORMAT_ASTC_8x6:
  1449. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  1450. break;
  1451. case PIXELFORMAT_ASTC_8x8:
  1452. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  1453. break;
  1454. case PIXELFORMAT_ASTC_10x5:
  1455. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  1456. break;
  1457. case PIXELFORMAT_ASTC_10x6:
  1458. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  1459. break;
  1460. case PIXELFORMAT_ASTC_10x8:
  1461. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  1462. break;
  1463. case PIXELFORMAT_ASTC_10x10:
  1464. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  1465. break;
  1466. case PIXELFORMAT_ASTC_12x10:
  1467. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  1468. break;
  1469. case PIXELFORMAT_ASTC_12x12:
  1470. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  1471. break;
  1472. default:
  1473. printf("Unhandled pixel format %d when converting to OpenGL enums!", pixelformat);
  1474. break;
  1475. }
  1476. if (!isPixelFormatCompressed(pixelformat))
  1477. {
  1478. // glTexImage in OpenGL ES 2 only accepts internal format enums that
  1479. // match the external format. GLES3 doesn't have that restriction -
  1480. // except for GL_LUMINANCE_ALPHA which doesn't have a sized version in
  1481. // ES3. However we always use RG8 for PIXELFORMAT_LA8 on GLES3 so it
  1482. // doesn't matter there.
  1483. // Also note that GLES2+extension sRGB format enums are different from
  1484. // desktop GL and GLES3+ (this is handled above).
  1485. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0
  1486. && !renderbuffer && !isTexStorageSupported())
  1487. {
  1488. f.internalformat = f.externalformat;
  1489. }
  1490. if (pixelformat != PIXELFORMAT_sRGBA8)
  1491. isSRGB = false;
  1492. }
  1493. return f;
  1494. }
  1495. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
  1496. {
  1497. if (rendertarget && isPixelFormatCompressed(pixelformat))
  1498. return false;
  1499. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1500. pixelformat = PIXELFORMAT_sRGBA8;
  1501. switch (pixelformat)
  1502. {
  1503. case PIXELFORMAT_R8:
  1504. case PIXELFORMAT_RG8:
  1505. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1506. return true;
  1507. else if (pixelformat == PIXELFORMAT_R8 && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  1508. return true; // We'll use OpenGL's luminance format internally.
  1509. else
  1510. return false;
  1511. case PIXELFORMAT_RGBA8:
  1512. if (rendertarget)
  1513. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  1514. else
  1515. return true;
  1516. case PIXELFORMAT_sRGBA8:
  1517. if (gl.bugs.brokenSRGB)
  1518. return false;
  1519. if (rendertarget)
  1520. {
  1521. if (GLAD_VERSION_1_0)
  1522. {
  1523. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  1524. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  1525. }
  1526. else
  1527. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB;
  1528. }
  1529. else
  1530. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  1531. case PIXELFORMAT_R16:
  1532. case PIXELFORMAT_RG16:
  1533. return GLAD_VERSION_3_0
  1534. || (GLAD_VERSION_1_1 && GLAD_ARB_texture_rg)
  1535. || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  1536. case PIXELFORMAT_RGBA16:
  1537. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  1538. case PIXELFORMAT_R16F:
  1539. case PIXELFORMAT_RG16F:
  1540. if (GLAD_VERSION_1_0)
  1541. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  1542. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1543. return false;
  1544. else
  1545. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  1546. case PIXELFORMAT_RGBA16F:
  1547. if (GLAD_VERSION_1_0)
  1548. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  1549. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1550. return false;
  1551. else
  1552. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  1553. case PIXELFORMAT_R32F:
  1554. case PIXELFORMAT_RG32F:
  1555. if (GLAD_VERSION_1_0)
  1556. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  1557. else if (!rendertarget)
  1558. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  1559. else
  1560. return false;
  1561. case PIXELFORMAT_RGBA32F:
  1562. if (GLAD_VERSION_1_0)
  1563. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  1564. else if (!rendertarget)
  1565. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  1566. else
  1567. return false;
  1568. case PIXELFORMAT_LA8:
  1569. return !rendertarget;
  1570. case PIXELFORMAT_RGBA4:
  1571. case PIXELFORMAT_RGB5A1:
  1572. return true;
  1573. case PIXELFORMAT_RGB565:
  1574. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  1575. case PIXELFORMAT_RGB10A2:
  1576. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  1577. case PIXELFORMAT_RG11B10F:
  1578. if (rendertarget)
  1579. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  1580. else
  1581. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  1582. case PIXELFORMAT_STENCIL8:
  1583. return rendertarget && !readable;
  1584. case PIXELFORMAT_DEPTH16:
  1585. if (!rendertarget)
  1586. return false;
  1587. else if (readable)
  1588. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
  1589. else
  1590. return true;
  1591. case PIXELFORMAT_DEPTH24:
  1592. if (!rendertarget)
  1593. return false;
  1594. else if (readable)
  1595. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
  1596. else
  1597. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
  1598. case PIXELFORMAT_DEPTH24_STENCIL8:
  1599. if (!rendertarget)
  1600. return false;
  1601. else if (readable)
  1602. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
  1603. else
  1604. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
  1605. case PIXELFORMAT_DEPTH32F:
  1606. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1607. return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
  1608. case PIXELFORMAT_DXT1:
  1609. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  1610. case PIXELFORMAT_DXT3:
  1611. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  1612. case PIXELFORMAT_DXT5:
  1613. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  1614. case PIXELFORMAT_BC4:
  1615. case PIXELFORMAT_BC4s:
  1616. case PIXELFORMAT_BC5:
  1617. case PIXELFORMAT_BC5s:
  1618. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  1619. case PIXELFORMAT_BC6H:
  1620. case PIXELFORMAT_BC6Hs:
  1621. case PIXELFORMAT_BC7:
  1622. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  1623. case PIXELFORMAT_PVR1_RGB2:
  1624. case PIXELFORMAT_PVR1_RGB4:
  1625. case PIXELFORMAT_PVR1_RGBA2:
  1626. case PIXELFORMAT_PVR1_RGBA4:
  1627. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  1628. case PIXELFORMAT_ETC1:
  1629. // ETC2 support guarantees ETC1 support as well.
  1630. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  1631. case PIXELFORMAT_ETC2_RGB:
  1632. case PIXELFORMAT_ETC2_RGBA:
  1633. case PIXELFORMAT_ETC2_RGBA1:
  1634. case PIXELFORMAT_EAC_R:
  1635. case PIXELFORMAT_EAC_Rs:
  1636. case PIXELFORMAT_EAC_RG:
  1637. case PIXELFORMAT_EAC_RGs:
  1638. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1639. case PIXELFORMAT_ASTC_4x4:
  1640. case PIXELFORMAT_ASTC_5x4:
  1641. case PIXELFORMAT_ASTC_5x5:
  1642. case PIXELFORMAT_ASTC_6x5:
  1643. case PIXELFORMAT_ASTC_6x6:
  1644. case PIXELFORMAT_ASTC_8x5:
  1645. case PIXELFORMAT_ASTC_8x6:
  1646. case PIXELFORMAT_ASTC_8x8:
  1647. case PIXELFORMAT_ASTC_10x5:
  1648. case PIXELFORMAT_ASTC_10x6:
  1649. case PIXELFORMAT_ASTC_10x8:
  1650. case PIXELFORMAT_ASTC_10x10:
  1651. case PIXELFORMAT_ASTC_12x10:
  1652. case PIXELFORMAT_ASTC_12x12:
  1653. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1654. default:
  1655. return false;
  1656. }
  1657. }
  1658. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1659. {
  1660. switch (pixelformat)
  1661. {
  1662. case PIXELFORMAT_R16F:
  1663. case PIXELFORMAT_RG16F:
  1664. case PIXELFORMAT_RGBA16F:
  1665. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1666. case PIXELFORMAT_R32F:
  1667. case PIXELFORMAT_RG32F:
  1668. case PIXELFORMAT_RGBA32F:
  1669. return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
  1670. default:
  1671. return true;
  1672. }
  1673. }
  1674. const char *OpenGL::errorString(GLenum errorcode)
  1675. {
  1676. switch (errorcode)
  1677. {
  1678. case GL_NO_ERROR:
  1679. return "no error";
  1680. case GL_INVALID_ENUM:
  1681. return "invalid enum";
  1682. case GL_INVALID_VALUE:
  1683. return "invalid value";
  1684. case GL_INVALID_OPERATION:
  1685. return "invalid operation";
  1686. case GL_OUT_OF_MEMORY:
  1687. return "out of memory";
  1688. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1689. return "invalid framebuffer operation";
  1690. case GL_CONTEXT_LOST:
  1691. return "OpenGL context has been lost";
  1692. default:
  1693. break;
  1694. }
  1695. static char text[64] = {};
  1696. memset(text, 0, sizeof(text));
  1697. sprintf(text, "0x%x", errorcode);
  1698. return text;
  1699. }
  1700. const char *OpenGL::framebufferStatusString(GLenum status)
  1701. {
  1702. switch (status)
  1703. {
  1704. case GL_FRAMEBUFFER_COMPLETE:
  1705. return "complete (success)";
  1706. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1707. return "Texture format cannot be rendered to on this system.";
  1708. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1709. return "Error in graphics driver (missing render texture attachment)";
  1710. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1711. return "Error in graphics driver (incomplete draw buffer)";
  1712. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1713. return "Error in graphics driver (incomplete read buffer)";
  1714. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1715. return "Canvas with the specified MSAA count cannot be rendered to on this system.";
  1716. case GL_FRAMEBUFFER_UNSUPPORTED:
  1717. return "Renderable textures are unsupported";
  1718. default:
  1719. break;
  1720. }
  1721. static char text[64] = {};
  1722. memset(text, 0, sizeof(text));
  1723. sprintf(text, "0x%x", status);
  1724. return text;
  1725. }
  1726. const char *OpenGL::debugSeverityString(GLenum severity)
  1727. {
  1728. switch (severity)
  1729. {
  1730. case GL_DEBUG_SEVERITY_HIGH:
  1731. return "high";
  1732. case GL_DEBUG_SEVERITY_MEDIUM:
  1733. return "medium";
  1734. case GL_DEBUG_SEVERITY_LOW:
  1735. return "low";
  1736. default:
  1737. return "unknown";
  1738. }
  1739. }
  1740. const char *OpenGL::debugSourceString(GLenum source)
  1741. {
  1742. switch (source)
  1743. {
  1744. case GL_DEBUG_SOURCE_API:
  1745. return "API";
  1746. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1747. return "window";
  1748. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1749. return "shader";
  1750. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1751. return "external";
  1752. case GL_DEBUG_SOURCE_APPLICATION:
  1753. return "LOVE";
  1754. case GL_DEBUG_SOURCE_OTHER:
  1755. return "other";
  1756. default:
  1757. return "unknown";
  1758. }
  1759. }
  1760. const char *OpenGL::debugTypeString(GLenum type)
  1761. {
  1762. switch (type)
  1763. {
  1764. case GL_DEBUG_TYPE_ERROR:
  1765. return "error";
  1766. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1767. return "deprecated behavior";
  1768. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1769. return "undefined behavior";
  1770. case GL_DEBUG_TYPE_PERFORMANCE:
  1771. return "performance";
  1772. case GL_DEBUG_TYPE_PORTABILITY:
  1773. return "portability";
  1774. case GL_DEBUG_TYPE_OTHER:
  1775. return "other";
  1776. default:
  1777. return "unknown";
  1778. }
  1779. }
  1780. // OpenGL class instance singleton.
  1781. OpenGL gl;
  1782. } // opengl
  1783. } // graphics
  1784. } // love