OpenGL.cpp 56 KB

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  1. /**
  2. * Copyright (c) 2006-2020 LOVE Development Team
  3. *
  4. * This software is provided 'as-is', without any express or implied
  5. * warranty. In no event will the authors be held liable for any damages
  6. * arising from the use of this software.
  7. *
  8. * Permission is granted to anyone to use this software for any purpose,
  9. * including commercial applications, and to alter it and redistribute it
  10. * freely, subject to the following restrictions:
  11. *
  12. * 1. The origin of this software must not be misrepresented; you must not
  13. * claim that you wrote the original software. If you use this software
  14. * in a product, an acknowledgment in the product documentation would be
  15. * appreciated but is not required.
  16. * 2. Altered source versions must be plainly marked as such, and must not be
  17. * misrepresented as being the original software.
  18. * 3. This notice may not be removed or altered from any source distribution.
  19. **/
  20. // LOVE
  21. #include "common/config.h"
  22. #include "OpenGL.h"
  23. #include "Shader.h"
  24. #include "common/Exception.h"
  25. #include "graphics/Graphics.h"
  26. #include "graphics/Buffer.h"
  27. // C++
  28. #include <algorithm>
  29. #include <limits>
  30. // C
  31. #include <cstring>
  32. #include <cstdio>
  33. // For SDL_GL_GetProcAddress.
  34. #include <SDL_video.h>
  35. #ifdef LOVE_IOS
  36. #include <SDL_syswm.h>
  37. #endif
  38. #ifdef LOVE_ANDROID
  39. #include <dlfcn.h>
  40. #endif
  41. namespace love
  42. {
  43. namespace graphics
  44. {
  45. namespace opengl
  46. {
  47. static void *LOVEGetProcAddress(const char *name)
  48. {
  49. #ifdef LOVE_ANDROID
  50. void *proc = dlsym(RTLD_DEFAULT, name);
  51. if (proc)
  52. return proc;
  53. #endif
  54. return SDL_GL_GetProcAddress(name);
  55. }
  56. OpenGL::TempDebugGroup::TempDebugGroup(const char *name)
  57. {
  58. if (isDebugEnabled())
  59. {
  60. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  61. glPushDebugGroup(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  62. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  63. glPushDebugGroupKHR(GL_DEBUG_SOURCE_APPLICATION, 0, 0, (const GLchar *) name);
  64. else if (GLAD_EXT_debug_marker)
  65. glPushGroupMarkerEXT(0, (const GLchar *) name);
  66. }
  67. }
  68. OpenGL::TempDebugGroup::~TempDebugGroup()
  69. {
  70. if (isDebugEnabled())
  71. {
  72. if (GLAD_VERSION_4_3 || (GLAD_KHR_debug && !GLAD_ES_VERSION_2_0))
  73. glPopDebugGroup();
  74. else if (GLAD_ES_VERSION_2_0 && GLAD_KHR_debug)
  75. glPopDebugGroupKHR();
  76. else if (GLAD_EXT_debug_marker)
  77. glPopGroupMarkerEXT();
  78. }
  79. }
  80. OpenGL::OpenGL()
  81. : stats()
  82. , contextInitialized(false)
  83. , pixelShaderHighpSupported(false)
  84. , baseVertexSupported(false)
  85. , maxAnisotropy(1.0f)
  86. , max2DTextureSize(0)
  87. , max3DTextureSize(0)
  88. , maxCubeTextureSize(0)
  89. , maxTextureArrayLayers(0)
  90. , maxRenderTargets(1)
  91. , maxSamples(1)
  92. , maxTextureUnits(1)
  93. , maxPointSize(1)
  94. , coreProfile(false)
  95. , vendor(VENDOR_UNKNOWN)
  96. , state()
  97. {
  98. }
  99. bool OpenGL::initContext()
  100. {
  101. if (contextInitialized)
  102. return true;
  103. if (!gladLoadGLLoader(LOVEGetProcAddress))
  104. return false;
  105. if (GLAD_VERSION_3_2)
  106. {
  107. GLint profileMask = 0;
  108. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
  109. coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
  110. }
  111. else
  112. coreProfile = false;
  113. initOpenGLFunctions();
  114. initVendor();
  115. bugs = {};
  116. #if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
  117. // See the comments in OpenGL.h.
  118. if (getVendor() == VENDOR_AMD)
  119. {
  120. bugs.clearRequiresDriverTextureStateUpdate = true;
  121. if (!gl.isCoreProfile())
  122. bugs.generateMipmapsRequiresTexture2DEnable = true;
  123. }
  124. #endif
  125. #ifdef LOVE_WINDOWS
  126. if (getVendor() == VENDOR_INTEL && gl.isCoreProfile())
  127. {
  128. const char *device = (const char *) glGetString(GL_RENDERER);
  129. if (strstr(device, "HD Graphics 4000") || strstr(device, "HD Graphics 2500"))
  130. bugs.clientWaitSyncStalls = true;
  131. }
  132. #endif
  133. #ifdef LOVE_WINDOWS
  134. if (getVendor() == VENDOR_AMD)
  135. {
  136. // Radeon HD drivers switched from "ATI Radeon" to "AMD Radeon" around
  137. // the 7000 series. We'll assume this bug doesn't affect those newer
  138. // GPUs / drivers.
  139. const char *device = (const char *) glGetString(GL_RENDERER);
  140. if (strstr(device, "ATI Radeon HD ") || strstr(device, "ATI Mobility Radeon HD"))
  141. bugs.texStorageBreaksSubImage = true;
  142. }
  143. #endif
  144. contextInitialized = true;
  145. return true;
  146. }
  147. void OpenGL::setupContext()
  148. {
  149. if (!contextInitialized)
  150. return;
  151. initMaxValues();
  152. GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  153. glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
  154. GLint maxvertexattribs = 1;
  155. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
  156. state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
  157. state.instancedAttribArrays = 0;
  158. setVertexAttributes(vertex::Attributes(), vertex::BufferBindings());
  159. // Get the current viewport.
  160. glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
  161. // And the current scissor - but we need to compensate for GL scissors
  162. // starting at the bottom left instead of top left.
  163. glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
  164. state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
  165. if (GLAD_VERSION_1_0)
  166. glGetFloatv(GL_POINT_SIZE, &state.pointSize);
  167. else
  168. state.pointSize = 1.0f;
  169. for (int i = 0; i < 2; i++)
  170. state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
  171. bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
  172. setEnableState(ENABLE_BLEND, state.enableState[ENABLE_BLEND]);
  173. setEnableState(ENABLE_DEPTH_TEST, state.enableState[ENABLE_DEPTH_TEST]);
  174. setEnableState(ENABLE_STENCIL_TEST, state.enableState[ENABLE_STENCIL_TEST]);
  175. setEnableState(ENABLE_SCISSOR_TEST, state.enableState[ENABLE_SCISSOR_TEST]);
  176. setEnableState(ENABLE_FACE_CULL, state.enableState[ENABLE_FACE_CULL]);
  177. if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
  178. || GLAD_EXT_sRGB_write_control)
  179. {
  180. setEnableState(ENABLE_FRAMEBUFFER_SRGB, state.enableState[ENABLE_FRAMEBUFFER_SRGB]);
  181. }
  182. else
  183. state.enableState[ENABLE_FRAMEBUFFER_SRGB] = false;
  184. GLint faceCull = GL_BACK;
  185. glGetIntegerv(GL_CULL_FACE_MODE, &faceCull);
  186. state.faceCullMode = faceCull;
  187. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  188. {
  189. state.boundBuffers[i] = 0;
  190. glBindBuffer(getGLBufferType((BufferType) i), 0);
  191. }
  192. // Initialize multiple texture unit support for shaders.
  193. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  194. {
  195. state.boundTextures[i].clear();
  196. state.boundTextures[i].resize(maxTextureUnits, 0);
  197. }
  198. for (int i = 0; i < maxTextureUnits; i++)
  199. {
  200. glActiveTexture(GL_TEXTURE0 + i);
  201. for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
  202. {
  203. TextureType textype = (TextureType) j;
  204. if (isTextureTypeSupported(textype))
  205. glBindTexture(getGLTextureType(textype), 0);
  206. }
  207. }
  208. glActiveTexture(GL_TEXTURE0);
  209. state.curTextureUnit = 0;
  210. setDepthWrites(state.depthWritesEnabled);
  211. createDefaultTexture();
  212. contextInitialized = true;
  213. #ifdef LOVE_ANDROID
  214. // This can't be done in initContext with the rest of the bug checks because
  215. // isPixelFormatSupported relies on state initialized here / after init.
  216. auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
  217. if (GLAD_ES_VERSION_3_0 && gfx != nullptr && !gfx->isPixelFormatSupported(PIXELFORMAT_R8_UNORM, true, true))
  218. bugs.brokenR8PixelFormat = true;
  219. #endif
  220. }
  221. void OpenGL::deInitContext()
  222. {
  223. if (!contextInitialized)
  224. return;
  225. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  226. {
  227. if (state.defaultTexture[i] != 0)
  228. {
  229. gl.deleteTexture(state.defaultTexture[i]);
  230. state.defaultTexture[i] = 0;
  231. }
  232. }
  233. contextInitialized = false;
  234. }
  235. void OpenGL::initVendor()
  236. {
  237. const char *vstr = (const char *) glGetString(GL_VENDOR);
  238. if (!vstr)
  239. {
  240. vendor = VENDOR_UNKNOWN;
  241. return;
  242. }
  243. // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
  244. // http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
  245. // https://opengl.gpuinfo.org/displaycapability.php?name=GL_VENDOR
  246. if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
  247. vendor = VENDOR_AMD;
  248. else if (strstr(vstr, "NVIDIA"))
  249. vendor = VENDOR_NVIDIA;
  250. else if (strstr(vstr, "Intel"))
  251. vendor = VENDOR_INTEL;
  252. else if (strstr(vstr, "Mesa"))
  253. vendor = VENDOR_MESA_SOFT;
  254. else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
  255. vendor = VENDOR_APPLE;
  256. else if (strstr(vstr, "Microsoft"))
  257. vendor = VENDOR_MICROSOFT;
  258. else if (strstr(vstr, "Imagination"))
  259. vendor = VENDOR_IMGTEC;
  260. else if (strstr(vstr, "ARM"))
  261. vendor = VENDOR_ARM;
  262. else if (strstr(vstr, "Qualcomm"))
  263. vendor = VENDOR_QUALCOMM;
  264. else if (strstr(vstr, "Broadcom"))
  265. vendor = VENDOR_BROADCOM;
  266. else if (strstr(vstr, "Vivante"))
  267. vendor = VENDOR_VIVANTE;
  268. else
  269. vendor = VENDOR_UNKNOWN;
  270. }
  271. void OpenGL::initOpenGLFunctions()
  272. {
  273. // Alias extension-suffixed framebuffer functions to core versions since
  274. // there are so many different-named extensions that do the same things...
  275. if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
  276. {
  277. if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
  278. {
  279. fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
  280. fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
  281. fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
  282. fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
  283. fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
  284. fp_glBindFramebuffer = fp_glBindFramebufferEXT;
  285. fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
  286. fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
  287. fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
  288. fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
  289. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
  290. fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
  291. fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
  292. fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
  293. }
  294. if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
  295. fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
  296. if (GLAD_EXT_framebuffer_blit)
  297. fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
  298. else if (GLAD_ANGLE_framebuffer_blit)
  299. fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
  300. else if (GLAD_NV_framebuffer_blit)
  301. fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
  302. if (GLAD_EXT_framebuffer_multisample)
  303. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
  304. else if (GLAD_APPLE_framebuffer_multisample)
  305. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
  306. else if (GLAD_ANGLE_framebuffer_multisample)
  307. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
  308. else if (GLAD_NV_framebuffer_multisample)
  309. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
  310. }
  311. if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
  312. {
  313. if (GLAD_ARB_instanced_arrays)
  314. {
  315. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
  316. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
  317. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
  318. }
  319. else if (GLAD_EXT_instanced_arrays)
  320. {
  321. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
  322. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
  323. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
  324. }
  325. else if (GLAD_ANGLE_instanced_arrays)
  326. {
  327. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
  328. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
  329. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
  330. }
  331. }
  332. if (GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  333. {
  334. // Function signatures don't match, we'll have to conditionally call it
  335. //fp_glTexImage3D = fp_glTexImage3DOES;
  336. fp_glTexSubImage3D = fp_glTexSubImage3DOES;
  337. fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
  338. fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
  339. fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
  340. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
  341. }
  342. if (!GLAD_VERSION_3_2 && !GLAD_ES_VERSION_3_2 && !GLAD_ARB_draw_elements_base_vertex)
  343. {
  344. if (GLAD_OES_draw_elements_base_vertex)
  345. {
  346. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexOES;
  347. if (GLAD_ES_VERSION_3_0)
  348. {
  349. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexOES;
  350. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexOES;
  351. }
  352. }
  353. else if (GLAD_EXT_draw_elements_base_vertex)
  354. {
  355. fp_glDrawElementsBaseVertex = fp_glDrawElementsBaseVertexEXT;
  356. if (GLAD_ES_VERSION_3_0)
  357. {
  358. fp_glDrawRangeElementsBaseVertex = fp_glDrawRangeElementsBaseVertexEXT;
  359. fp_glDrawElementsInstancedBaseVertex = fp_glDrawElementsInstancedBaseVertexEXT;
  360. }
  361. }
  362. }
  363. }
  364. void OpenGL::initMaxValues()
  365. {
  366. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  367. {
  368. GLint range = 0;
  369. GLint precision = 0;
  370. glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
  371. pixelShaderHighpSupported = range > 0;
  372. }
  373. else
  374. pixelShaderHighpSupported = true;
  375. baseVertexSupported = GLAD_VERSION_3_2 || GLAD_ES_VERSION_3_2 || GLAD_ARB_draw_elements_base_vertex
  376. || GLAD_OES_draw_elements_base_vertex || GLAD_EXT_draw_elements_base_vertex;
  377. // We'll need this value to clamp anisotropy.
  378. if (GLAD_EXT_texture_filter_anisotropic)
  379. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
  380. else
  381. maxAnisotropy = 1.0f;
  382. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
  383. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
  384. if (isTextureTypeSupported(TEXTURE_VOLUME))
  385. glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
  386. else
  387. max3DTextureSize = 0;
  388. if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
  389. glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
  390. else
  391. maxTextureArrayLayers = 0;
  392. int maxattachments = 1;
  393. int maxdrawbuffers = 1;
  394. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
  395. {
  396. glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
  397. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
  398. }
  399. maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
  400. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
  401. || GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
  402. || GLAD_ANGLE_framebuffer_multisample)
  403. {
  404. glGetIntegerv(GL_MAX_SAMPLES, &maxSamples);
  405. }
  406. else
  407. maxSamples = 1;
  408. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  409. GLfloat limits[2];
  410. if (GLAD_VERSION_3_0)
  411. glGetFloatv(GL_POINT_SIZE_RANGE, limits);
  412. else
  413. glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
  414. maxPointSize = limits[1];
  415. if (isSamplerLODBiasSupported())
  416. glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxLODBias);
  417. else
  418. maxLODBias = 0.0f;
  419. }
  420. void OpenGL::createDefaultTexture()
  421. {
  422. // Set the 'default' texture as a repeating white pixel. Otherwise, texture
  423. // calls inside a shader would return black when drawing graphics primitives
  424. // which would create the need to use different "passthrough" shaders for
  425. // untextured primitives vs images.
  426. const GLubyte pix[] = {255, 255, 255, 255};
  427. SamplerState s;
  428. s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
  429. s.wrapU = s.wrapV = s.wrapW = SamplerState::WRAP_CLAMP;
  430. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  431. {
  432. state.defaultTexture[i] = 0;
  433. TextureType type = (TextureType) i;
  434. if (!isTextureTypeSupported(type))
  435. continue;
  436. GLuint curtexture = state.boundTextures[type][0];
  437. glGenTextures(1, &state.defaultTexture[type]);
  438. bindTextureToUnit(type, state.defaultTexture[type], 0, false);
  439. setSamplerState(type, s);
  440. bool isSRGB = false;
  441. rawTexStorage(type, 1, PIXELFORMAT_RGBA8_UNORM, isSRGB, 1, 1);
  442. TextureFormat fmt = convertPixelFormat(PIXELFORMAT_RGBA8_UNORM, false, isSRGB);
  443. int slices = type == TEXTURE_CUBE ? 6 : 1;
  444. for (int slice = 0; slice < slices; slice++)
  445. {
  446. GLenum gltarget = getGLTextureType(type);
  447. if (type == TEXTURE_CUBE)
  448. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
  449. if (type == TEXTURE_2D || type == TEXTURE_CUBE)
  450. glTexSubImage2D(gltarget, 0, 0, 0, 1, 1, fmt.externalformat, fmt.type, pix);
  451. else if (type == TEXTURE_2D_ARRAY || type == TEXTURE_VOLUME)
  452. glTexSubImage3D(gltarget, 0, 0, 0, slice, 1, 1, 1, fmt.externalformat, fmt.type, pix);
  453. }
  454. bindTextureToUnit(type, curtexture, 0, false);
  455. }
  456. }
  457. void OpenGL::prepareDraw(love::graphics::Graphics *gfx)
  458. {
  459. TempDebugGroup debuggroup("Prepare OpenGL draw");
  460. // Make sure the active shader's love-provided uniforms are up to date.
  461. if (Shader::current != nullptr)
  462. {
  463. Rect viewport = getViewport();
  464. ((Shader *)Shader::current)->updateBuiltinUniforms(gfx, viewport.w, viewport.h);
  465. }
  466. }
  467. GLenum OpenGL::getGLPrimitiveType(PrimitiveType type)
  468. {
  469. switch (type)
  470. {
  471. case PRIMITIVE_TRIANGLES:
  472. return GL_TRIANGLES;
  473. case PRIMITIVE_TRIANGLE_STRIP:
  474. return GL_TRIANGLE_STRIP;
  475. case PRIMITIVE_TRIANGLE_FAN:
  476. return GL_TRIANGLE_FAN;
  477. case PRIMITIVE_POINTS:
  478. return GL_POINTS;
  479. case PRIMITIVE_MAX_ENUM:
  480. return GL_ZERO;
  481. }
  482. return GL_ZERO;
  483. }
  484. GLenum OpenGL::getGLBufferType(BufferType type)
  485. {
  486. switch (type)
  487. {
  488. case BUFFER_VERTEX:
  489. return GL_ARRAY_BUFFER;
  490. case BUFFER_INDEX:
  491. return GL_ELEMENT_ARRAY_BUFFER;
  492. case BUFFER_MAX_ENUM:
  493. return GL_ZERO;
  494. }
  495. return GL_ZERO;
  496. }
  497. GLenum OpenGL::getGLTextureType(TextureType type)
  498. {
  499. switch (type)
  500. {
  501. case TEXTURE_2D:
  502. return GL_TEXTURE_2D;
  503. case TEXTURE_VOLUME:
  504. return GL_TEXTURE_3D;
  505. case TEXTURE_2D_ARRAY:
  506. return GL_TEXTURE_2D_ARRAY;
  507. case TEXTURE_CUBE:
  508. return GL_TEXTURE_CUBE_MAP;
  509. case TEXTURE_MAX_ENUM:
  510. return GL_ZERO;
  511. }
  512. return GL_ZERO;
  513. }
  514. GLenum OpenGL::getGLIndexDataType(IndexDataType type)
  515. {
  516. switch (type)
  517. {
  518. case INDEX_UINT16:
  519. return GL_UNSIGNED_SHORT;
  520. case INDEX_UINT32:
  521. return GL_UNSIGNED_INT;
  522. default:
  523. return GL_ZERO;
  524. }
  525. }
  526. GLenum OpenGL::getGLVertexDataType(vertex::DataType type, GLboolean &normalized, bool &intformat)
  527. {
  528. normalized = GL_FALSE;
  529. intformat = false;
  530. switch (type)
  531. {
  532. case vertex::DATA_SNORM8:
  533. normalized = GL_TRUE;
  534. return GL_BYTE;
  535. case vertex::DATA_UNORM8:
  536. normalized = GL_TRUE;
  537. return GL_UNSIGNED_BYTE;
  538. case vertex::DATA_INT8:
  539. intformat = true;
  540. return GL_BYTE;
  541. case vertex::DATA_UINT8:
  542. intformat = true;
  543. return GL_UNSIGNED_BYTE;
  544. case vertex::DATA_SNORM16:
  545. normalized = GL_TRUE;
  546. return GL_SHORT;
  547. case vertex::DATA_UNORM16:
  548. normalized = GL_TRUE;
  549. return GL_UNSIGNED_SHORT;
  550. case vertex::DATA_INT16:
  551. intformat = true;
  552. return GL_SHORT;
  553. case vertex::DATA_UINT16:
  554. intformat = true;
  555. return GL_UNSIGNED_SHORT;
  556. case vertex::DATA_INT32:
  557. intformat = true;
  558. return GL_INT;
  559. case vertex::DATA_UINT32:
  560. intformat = true;
  561. return GL_UNSIGNED_INT;
  562. case vertex::DATA_FLOAT:
  563. normalized = GL_FALSE;
  564. return GL_FLOAT;
  565. case vertex::DATA_MAX_ENUM:
  566. return GL_ZERO;
  567. }
  568. return GL_ZERO;
  569. }
  570. GLenum OpenGL::getGLBufferUsage(vertex::Usage usage)
  571. {
  572. switch (usage)
  573. {
  574. case vertex::USAGE_STREAM:
  575. return GL_STREAM_DRAW;
  576. case vertex::USAGE_DYNAMIC:
  577. return GL_DYNAMIC_DRAW;
  578. case vertex::USAGE_STATIC:
  579. return GL_STATIC_DRAW;
  580. default:
  581. return 0;
  582. }
  583. }
  584. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  585. {
  586. if (state.boundBuffers[type] != buffer)
  587. {
  588. glBindBuffer(getGLBufferType(type), buffer);
  589. state.boundBuffers[type] = buffer;
  590. }
  591. }
  592. void OpenGL::deleteBuffer(GLuint buffer)
  593. {
  594. glDeleteBuffers(1, &buffer);
  595. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  596. {
  597. if (state.boundBuffers[i] == buffer)
  598. state.boundBuffers[i] = 0;
  599. }
  600. }
  601. void OpenGL::setVertexAttributes(const vertex::Attributes &attributes, const vertex::BufferBindings &buffers)
  602. {
  603. uint32 enablediff = attributes.enableBits ^ state.enabledAttribArrays;
  604. uint32 instanceattribbits = 0;
  605. uint32 allbits = attributes.enableBits | state.enabledAttribArrays;
  606. uint32 i = 0;
  607. while (allbits)
  608. {
  609. uint32 bit = 1u << i;
  610. if (enablediff & bit)
  611. {
  612. if (attributes.enableBits & bit)
  613. glEnableVertexAttribArray(i);
  614. else
  615. glDisableVertexAttribArray(i);
  616. }
  617. if (attributes.enableBits & bit)
  618. {
  619. const auto &attrib = attributes.attribs[i];
  620. const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
  621. const auto &bufferinfo = buffers.info[attrib.bufferIndex];
  622. uint32 bufferbit = 1u << attrib.bufferIndex;
  623. uint32 divisor = (attributes.instanceBits & bufferbit) != 0 ? 1 : 0;
  624. uint32 divisorbit = divisor << i;
  625. instanceattribbits |= divisorbit;
  626. if ((state.instancedAttribArrays & bit) ^ divisorbit)
  627. glVertexAttribDivisor(i, divisor);
  628. GLboolean normalized = GL_FALSE;
  629. bool intformat = false;
  630. GLenum gltype = getGLVertexDataType(attrib.type, normalized, intformat);
  631. const void *offsetpointer = reinterpret_cast<void*>(bufferinfo.offset + attrib.offsetFromVertex);
  632. bindBuffer(BUFFER_VERTEX, (GLuint) bufferinfo.buffer->getHandle());
  633. if (intformat)
  634. glVertexAttribIPointer(i, attrib.components, gltype, layout.stride, offsetpointer);
  635. else
  636. glVertexAttribPointer(i, attrib.components, gltype, normalized, layout.stride, offsetpointer);
  637. }
  638. i++;
  639. allbits >>= 1;
  640. }
  641. state.enabledAttribArrays = attributes.enableBits;
  642. state.instancedAttribArrays = instanceattribbits | (state.instancedAttribArrays & (~attributes.enableBits));
  643. // glDisableVertexAttribArray will make the constant value for a vertex
  644. // attribute undefined. We rely on the per-vertex color attribute being
  645. // white when no per-vertex color is used, so we set it here.
  646. // FIXME: Is there a better place to do this?
  647. if ((enablediff & ATTRIBFLAG_COLOR) && !(attributes.enableBits & ATTRIBFLAG_COLOR))
  648. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  649. }
  650. void OpenGL::setCullMode(CullMode mode)
  651. {
  652. bool enabled = mode != CULL_NONE;
  653. if (enabled != isStateEnabled(ENABLE_FACE_CULL))
  654. setEnableState(ENABLE_FACE_CULL, enabled);
  655. if (enabled)
  656. {
  657. GLenum glmode = mode == CULL_BACK ? GL_BACK : GL_FRONT;
  658. if (glmode != state.faceCullMode)
  659. {
  660. glCullFace(glmode);
  661. state.faceCullMode = glmode;
  662. }
  663. }
  664. }
  665. void OpenGL::clearDepth(double value)
  666. {
  667. if (GLAD_ES_VERSION_2_0)
  668. glClearDepthf((GLfloat) value);
  669. else
  670. glClearDepth(value);
  671. }
  672. void OpenGL::setViewport(const Rect &v)
  673. {
  674. glViewport(v.x, v.y, v.w, v.h);
  675. state.viewport = v;
  676. }
  677. Rect OpenGL::getViewport() const
  678. {
  679. return state.viewport;
  680. }
  681. void OpenGL::setScissor(const Rect &v, bool rtActive)
  682. {
  683. if (rtActive)
  684. glScissor(v.x, v.y, v.w, v.h);
  685. else
  686. {
  687. // With no RT active, we need to compensate for glScissor starting
  688. // from the lower left of the viewport instead of the top left.
  689. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  690. }
  691. state.scissor = v;
  692. }
  693. void OpenGL::setPointSize(float size)
  694. {
  695. if (GLAD_VERSION_1_0)
  696. glPointSize(size);
  697. state.pointSize = size;
  698. }
  699. float OpenGL::getPointSize() const
  700. {
  701. return state.pointSize;
  702. }
  703. void OpenGL::setEnableState(EnableState enablestate, bool enable)
  704. {
  705. GLenum glstate = GL_NONE;
  706. switch (enablestate)
  707. {
  708. case ENABLE_BLEND:
  709. glstate = GL_BLEND;
  710. break;
  711. case ENABLE_DEPTH_TEST:
  712. glstate = GL_DEPTH_TEST;
  713. break;
  714. case ENABLE_STENCIL_TEST:
  715. glstate = GL_STENCIL_TEST;
  716. break;
  717. case ENABLE_SCISSOR_TEST:
  718. glstate = GL_SCISSOR_TEST;
  719. break;
  720. case ENABLE_FACE_CULL:
  721. glstate = GL_CULL_FACE;
  722. break;
  723. case ENABLE_FRAMEBUFFER_SRGB:
  724. glstate = GL_FRAMEBUFFER_SRGB;
  725. break;
  726. case ENABLE_MAX_ENUM:
  727. break;
  728. }
  729. if (enable)
  730. glEnable(glstate);
  731. else
  732. glDisable(glstate);
  733. state.enableState[enablestate] = enable;
  734. }
  735. bool OpenGL::isStateEnabled(EnableState enablestate) const
  736. {
  737. return state.enableState[enablestate];
  738. }
  739. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  740. {
  741. bool bindingmodified = false;
  742. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  743. {
  744. bindingmodified = true;
  745. state.boundFramebuffers[0] = framebuffer;
  746. }
  747. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  748. {
  749. bindingmodified = true;
  750. state.boundFramebuffers[1] = framebuffer;
  751. }
  752. if (bindingmodified)
  753. {
  754. GLenum gltarget = GL_FRAMEBUFFER;
  755. if (target == FRAMEBUFFER_DRAW)
  756. gltarget = GL_DRAW_FRAMEBUFFER;
  757. else if (target == FRAMEBUFFER_READ)
  758. gltarget = GL_READ_FRAMEBUFFER;
  759. glBindFramebuffer(gltarget, framebuffer);
  760. }
  761. }
  762. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  763. {
  764. if (target & FRAMEBUFFER_DRAW)
  765. return state.boundFramebuffers[0];
  766. else if (target & FRAMEBUFFER_READ)
  767. return state.boundFramebuffers[1];
  768. else
  769. return 0;
  770. }
  771. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  772. {
  773. glDeleteFramebuffers(1, &framebuffer);
  774. for (int i = 0; i < 2; i++)
  775. {
  776. if (state.boundFramebuffers[i] == framebuffer)
  777. state.boundFramebuffers[i] = 0;
  778. }
  779. }
  780. void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
  781. {
  782. GLenum textarget = getGLTextureType(texType);
  783. switch (texType)
  784. {
  785. case TEXTURE_2D:
  786. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
  787. break;
  788. case TEXTURE_VOLUME:
  789. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
  790. break;
  791. case TEXTURE_2D_ARRAY:
  792. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
  793. break;
  794. case TEXTURE_CUBE:
  795. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
  796. break;
  797. default:
  798. break;
  799. }
  800. }
  801. void OpenGL::setDepthWrites(bool enable)
  802. {
  803. glDepthMask(enable ? GL_TRUE : GL_FALSE);
  804. state.depthWritesEnabled = enable;
  805. }
  806. bool OpenGL::hasDepthWrites() const
  807. {
  808. return state.depthWritesEnabled;
  809. }
  810. void OpenGL::useProgram(GLuint program)
  811. {
  812. glUseProgram(program);
  813. ++stats.shaderSwitches;
  814. }
  815. GLuint OpenGL::getDefaultFBO() const
  816. {
  817. #ifdef LOVE_IOS
  818. // Hack: iOS uses a custom FBO.
  819. SDL_SysWMinfo info = {};
  820. SDL_VERSION(&info.version);
  821. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  822. return info.info.uikit.framebuffer;
  823. #else
  824. return 0;
  825. #endif
  826. }
  827. GLuint OpenGL::getDefaultTexture(TextureType type) const
  828. {
  829. return state.defaultTexture[type];
  830. }
  831. void OpenGL::setTextureUnit(int textureunit)
  832. {
  833. if (textureunit != state.curTextureUnit)
  834. glActiveTexture(GL_TEXTURE0 + textureunit);
  835. state.curTextureUnit = textureunit;
  836. }
  837. void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev)
  838. {
  839. if (texture != state.boundTextures[target][textureunit])
  840. {
  841. int oldtextureunit = state.curTextureUnit;
  842. if (oldtextureunit != textureunit)
  843. glActiveTexture(GL_TEXTURE0 + textureunit);
  844. state.boundTextures[target][textureunit] = texture;
  845. glBindTexture(getGLTextureType(target), texture);
  846. if (restoreprev && oldtextureunit != textureunit)
  847. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  848. else
  849. state.curTextureUnit = textureunit;
  850. }
  851. }
  852. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
  853. {
  854. TextureType textype = TEXTURE_2D;
  855. GLuint handle = 0;
  856. if (texture != nullptr)
  857. {
  858. textype = texture->getTextureType();
  859. handle = (GLuint) texture->getHandle();
  860. }
  861. else
  862. {
  863. if (textureunit == 0 && Shader::current != nullptr)
  864. {
  865. TextureType shadertex = Shader::current->getMainTextureType();
  866. if (shadertex != TEXTURE_MAX_ENUM)
  867. textype = shadertex;
  868. }
  869. handle = getDefaultTexture(textype);
  870. }
  871. bindTextureToUnit(textype, handle, textureunit, restoreprev);
  872. }
  873. void OpenGL::deleteTexture(GLuint texture)
  874. {
  875. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  876. // was bound to before deletion.
  877. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  878. {
  879. for (GLuint &texid : state.boundTextures[i])
  880. {
  881. if (texid == texture)
  882. texid = 0;
  883. }
  884. }
  885. glDeleteTextures(1, &texture);
  886. }
  887. GLint OpenGL::getGLWrapMode(SamplerState::WrapMode wmode)
  888. {
  889. switch (wmode)
  890. {
  891. case SamplerState::WRAP_CLAMP:
  892. default:
  893. return GL_CLAMP_TO_EDGE;
  894. case SamplerState::WRAP_CLAMP_ZERO:
  895. case SamplerState::WRAP_CLAMP_ONE:
  896. return GL_CLAMP_TO_BORDER;
  897. case SamplerState::WRAP_REPEAT:
  898. return GL_REPEAT;
  899. case SamplerState::WRAP_MIRRORED_REPEAT:
  900. return GL_MIRRORED_REPEAT;
  901. }
  902. }
  903. GLint OpenGL::getGLCompareMode(CompareMode mode)
  904. {
  905. switch (mode)
  906. {
  907. case COMPARE_LESS:
  908. return GL_LESS;
  909. case COMPARE_LEQUAL:
  910. return GL_LEQUAL;
  911. case COMPARE_EQUAL:
  912. return GL_EQUAL;
  913. case COMPARE_GEQUAL:
  914. return GL_GEQUAL;
  915. case COMPARE_GREATER:
  916. return GL_GREATER;
  917. case COMPARE_NOTEQUAL:
  918. return GL_NOTEQUAL;
  919. case COMPARE_ALWAYS:
  920. return GL_ALWAYS;
  921. case COMPARE_NEVER:
  922. return GL_NEVER;
  923. default:
  924. return GL_NEVER;
  925. }
  926. }
  927. static bool isClampOne(SamplerState::WrapMode mode)
  928. {
  929. return mode == SamplerState::WRAP_CLAMP_ONE;
  930. }
  931. void OpenGL::setSamplerState(TextureType target, SamplerState &s)
  932. {
  933. GLenum gltarget = getGLTextureType(target);
  934. GLint gmin = s.minFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  935. GLint gmag = s.magFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  936. if (s.mipmapFilter != SamplerState::MIPMAP_FILTER_NONE)
  937. {
  938. if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
  939. gmin = GL_NEAREST_MIPMAP_NEAREST;
  940. else if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
  941. gmin = GL_NEAREST_MIPMAP_LINEAR;
  942. else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
  943. gmin = GL_LINEAR_MIPMAP_NEAREST;
  944. else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
  945. gmin = GL_LINEAR_MIPMAP_LINEAR;
  946. }
  947. glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
  948. glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
  949. if (!isClampZeroOneTextureWrapSupported())
  950. {
  951. if (SamplerState::isClampZeroOrOne(s.wrapU)) s.wrapU = SamplerState::WRAP_CLAMP;
  952. if (SamplerState::isClampZeroOrOne(s.wrapV)) s.wrapV = SamplerState::WRAP_CLAMP;
  953. if (SamplerState::isClampZeroOrOne(s.wrapW)) s.wrapW = SamplerState::WRAP_CLAMP;
  954. }
  955. if (SamplerState::isClampZeroOrOne(s.wrapU) || SamplerState::isClampZeroOrOne(s.wrapV) || SamplerState::isClampZeroOrOne(s.wrapW))
  956. {
  957. GLfloat c[] = {0.0f, 0.0f, 0.0f, 0.0f};
  958. if (isClampOne(s.wrapU) || isClampOne(s.wrapU) || isClampOne(s.wrapV))
  959. c[0] = c[1] = c[2] = c[3] = 1.0f;
  960. glTexParameterfv(gltarget, GL_TEXTURE_BORDER_COLOR, c);
  961. }
  962. glTexParameteri(gltarget, GL_TEXTURE_WRAP_S, getGLWrapMode(s.wrapU));
  963. glTexParameteri(gltarget, GL_TEXTURE_WRAP_T, getGLWrapMode(s.wrapV));
  964. if (target == TEXTURE_VOLUME)
  965. glTexParameteri(gltarget, GL_TEXTURE_WRAP_R, getGLWrapMode(s.wrapW));
  966. if (isSamplerLODBiasSupported())
  967. {
  968. float maxbias = getMaxLODBias();
  969. if (maxbias > 0.01f)
  970. maxbias -= 0.01f;
  971. s.lodBias = std::min(std::max(s.lodBias, -maxbias), maxbias);
  972. glTexParameterf(gltarget, GL_TEXTURE_LOD_BIAS, s.lodBias);
  973. }
  974. else
  975. {
  976. s.lodBias = 0.0f;
  977. }
  978. if (GLAD_EXT_texture_filter_anisotropic)
  979. {
  980. uint8 maxAniso = (uint8) std::min(maxAnisotropy, (float)LOVE_UINT8_MAX);
  981. s.maxAnisotropy = std::min(std::max(s.maxAnisotropy, (uint8)1), maxAniso);
  982. glTexParameteri(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, s.maxAnisotropy);
  983. }
  984. else
  985. {
  986. s.maxAnisotropy = 1;
  987. }
  988. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0)
  989. {
  990. glTexParameterf(gltarget, GL_TEXTURE_MIN_LOD, (float)s.minLod);
  991. glTexParameterf(gltarget, GL_TEXTURE_MAX_LOD, (float)s.maxLod);
  992. }
  993. else
  994. {
  995. s.minLod = 0;
  996. s.maxLod = LOVE_UINT8_MAX;
  997. }
  998. if (isDepthCompareSampleSupported())
  999. {
  1000. if (s.depthSampleMode.hasValue)
  1001. {
  1002. // See the comment in renderstate.h
  1003. GLenum glmode = getGLCompareMode(getReversedCompareMode(s.depthSampleMode.value));
  1004. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
  1005. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_FUNC, glmode);
  1006. }
  1007. else
  1008. {
  1009. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  1010. }
  1011. }
  1012. else
  1013. {
  1014. s.depthSampleMode.hasValue = false;
  1015. }
  1016. }
  1017. bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
  1018. {
  1019. GLenum gltarget = getGLTextureType(target);
  1020. TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
  1021. if (fmt.swizzled)
  1022. {
  1023. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
  1024. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
  1025. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
  1026. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
  1027. }
  1028. if (isTexStorageSupported())
  1029. {
  1030. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  1031. glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
  1032. else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
  1033. glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
  1034. }
  1035. else
  1036. {
  1037. int w = width;
  1038. int h = height;
  1039. int d = depth;
  1040. for (int level = 0; level < levels; level++)
  1041. {
  1042. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  1043. {
  1044. int faces = target == TEXTURE_CUBE ? 6 : 1;
  1045. for (int face = 0; face < faces; face++)
  1046. {
  1047. if (target == TEXTURE_CUBE)
  1048. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  1049. glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
  1050. fmt.externalformat, fmt.type, nullptr);
  1051. }
  1052. }
  1053. else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
  1054. {
  1055. if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  1056. {
  1057. glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
  1058. d, 0, fmt.externalformat, fmt.type, nullptr);
  1059. }
  1060. else
  1061. {
  1062. glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
  1063. 0, fmt.externalformat, fmt.type, nullptr);
  1064. }
  1065. }
  1066. w = std::max(w / 2, 1);
  1067. h = std::max(h / 2, 1);
  1068. if (target == TEXTURE_VOLUME)
  1069. d = std::max(d / 2, 1);
  1070. }
  1071. }
  1072. return gltarget != GL_ZERO;
  1073. }
  1074. bool OpenGL::isTexStorageSupported()
  1075. {
  1076. bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
  1077. // Apparently there are bugs with glTexStorage on some Android drivers. I'd
  1078. // rather not find out the hard way, so we'll avoid it for now...
  1079. #ifndef LOVE_ANDROID
  1080. if (GLAD_ES_VERSION_3_0)
  1081. supportsTexStorage = true;
  1082. #endif
  1083. if (gl.bugs.texStorageBreaksSubImage)
  1084. supportsTexStorage = false;
  1085. return supportsTexStorage;
  1086. }
  1087. bool OpenGL::isTextureTypeSupported(TextureType type) const
  1088. {
  1089. switch (type)
  1090. {
  1091. case TEXTURE_2D:
  1092. return true;
  1093. case TEXTURE_VOLUME:
  1094. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
  1095. case TEXTURE_2D_ARRAY:
  1096. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
  1097. case TEXTURE_CUBE:
  1098. return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
  1099. default:
  1100. return false;
  1101. }
  1102. }
  1103. bool OpenGL::isClampZeroOneTextureWrapSupported() const
  1104. {
  1105. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  1106. }
  1107. bool OpenGL::isPixelShaderHighpSupported() const
  1108. {
  1109. return pixelShaderHighpSupported;
  1110. }
  1111. bool OpenGL::isInstancingSupported() const
  1112. {
  1113. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
  1114. || GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
  1115. }
  1116. bool OpenGL::isDepthCompareSampleSupported() const
  1117. {
  1118. // Our official API only supports this in GLSL3 shaders, but unofficially
  1119. // the requirements are more lax.
  1120. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
  1121. }
  1122. bool OpenGL::isSamplerLODBiasSupported() const
  1123. {
  1124. return GLAD_VERSION_1_4;
  1125. }
  1126. bool OpenGL::isBaseVertexSupported() const
  1127. {
  1128. return baseVertexSupported;
  1129. }
  1130. bool OpenGL::isMultiFormatMRTSupported() const
  1131. {
  1132. return getMaxRenderTargets() > 1 && (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object);
  1133. }
  1134. int OpenGL::getMax2DTextureSize() const
  1135. {
  1136. return std::max(max2DTextureSize, 1);
  1137. }
  1138. int OpenGL::getMax3DTextureSize() const
  1139. {
  1140. return std::max(max3DTextureSize, 1);
  1141. }
  1142. int OpenGL::getMaxCubeTextureSize() const
  1143. {
  1144. return std::max(maxCubeTextureSize, 1);
  1145. }
  1146. int OpenGL::getMaxTextureLayers() const
  1147. {
  1148. return std::max(maxTextureArrayLayers, 1);
  1149. }
  1150. int OpenGL::getMaxRenderTargets() const
  1151. {
  1152. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  1153. }
  1154. int OpenGL::getMaxSamples() const
  1155. {
  1156. return maxSamples;
  1157. }
  1158. int OpenGL::getMaxTextureUnits() const
  1159. {
  1160. return maxTextureUnits;
  1161. }
  1162. float OpenGL::getMaxPointSize() const
  1163. {
  1164. return maxPointSize;
  1165. }
  1166. float OpenGL::getMaxAnisotropy() const
  1167. {
  1168. return maxAnisotropy;
  1169. }
  1170. float OpenGL::getMaxLODBias() const
  1171. {
  1172. return maxLODBias;
  1173. }
  1174. bool OpenGL::isCoreProfile() const
  1175. {
  1176. return coreProfile;
  1177. }
  1178. OpenGL::Vendor OpenGL::getVendor() const
  1179. {
  1180. return vendor;
  1181. }
  1182. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  1183. {
  1184. TextureFormat f;
  1185. f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
  1186. f.framebufferAttachments[1] = GL_NONE;
  1187. if (isSRGB)
  1188. pixelformat = getSRGBPixelFormat(pixelformat);
  1189. else if (pixelformat == PIXELFORMAT_ETC1_UNORM)
  1190. {
  1191. // The ETC2 format can load ETC1 textures.
  1192. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  1193. pixelformat = PIXELFORMAT_ETC2_RGB_UNORM;
  1194. }
  1195. switch (pixelformat)
  1196. {
  1197. case PIXELFORMAT_R8_UNORM:
  1198. if ((GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1199. && !gl.bugs.brokenR8PixelFormat)
  1200. {
  1201. f.internalformat = GL_R8;
  1202. f.externalformat = GL_RED;
  1203. }
  1204. else
  1205. {
  1206. f.internalformat = GL_LUMINANCE8;
  1207. f.externalformat = GL_LUMINANCE;
  1208. }
  1209. f.type = GL_UNSIGNED_BYTE;
  1210. break;
  1211. case PIXELFORMAT_RG8_UNORM:
  1212. f.internalformat = GL_RG8;
  1213. f.externalformat = GL_RG;
  1214. f.type = GL_UNSIGNED_BYTE;
  1215. break;
  1216. case PIXELFORMAT_RGBA8_UNORM:
  1217. f.internalformat = GL_RGBA8;
  1218. f.externalformat = GL_RGBA;
  1219. f.type = GL_UNSIGNED_BYTE;
  1220. break;
  1221. case PIXELFORMAT_RGBA8_UNORM_sRGB:
  1222. f.internalformat = GL_SRGB8_ALPHA8;
  1223. f.type = GL_UNSIGNED_BYTE;
  1224. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  1225. f.externalformat = GL_SRGB_ALPHA;
  1226. else
  1227. f.externalformat = GL_RGBA;
  1228. break;
  1229. case PIXELFORMAT_R16_UNORM:
  1230. f.internalformat = GL_R16;
  1231. f.externalformat = GL_RED;
  1232. f.type = GL_UNSIGNED_SHORT;
  1233. break;
  1234. case PIXELFORMAT_RG16_UNORM:
  1235. f.internalformat = GL_RG16;
  1236. f.externalformat = GL_RG;
  1237. f.type = GL_UNSIGNED_SHORT;
  1238. break;
  1239. case PIXELFORMAT_RGBA16_UNORM:
  1240. f.internalformat = GL_RGBA16;
  1241. f.externalformat = GL_RGBA;
  1242. f.type = GL_UNSIGNED_SHORT;
  1243. break;
  1244. case PIXELFORMAT_R16_FLOAT:
  1245. f.internalformat = GL_R16F;
  1246. f.externalformat = GL_RED;
  1247. if (GLAD_OES_texture_half_float)
  1248. f.type = GL_HALF_FLOAT_OES;
  1249. else
  1250. f.type = GL_HALF_FLOAT;
  1251. break;
  1252. case PIXELFORMAT_RG16_FLOAT:
  1253. f.internalformat = GL_RG16F;
  1254. f.externalformat = GL_RG;
  1255. if (GLAD_OES_texture_half_float)
  1256. f.type = GL_HALF_FLOAT_OES;
  1257. else
  1258. f.type = GL_HALF_FLOAT;
  1259. break;
  1260. case PIXELFORMAT_RGBA16_FLOAT:
  1261. f.internalformat = GL_RGBA16F;
  1262. f.externalformat = GL_RGBA;
  1263. if (GLAD_OES_texture_half_float)
  1264. f.type = GL_HALF_FLOAT_OES;
  1265. else
  1266. f.type = GL_HALF_FLOAT;
  1267. break;
  1268. case PIXELFORMAT_R32_FLOAT:
  1269. f.internalformat = GL_R32F;
  1270. f.externalformat = GL_RED;
  1271. f.type = GL_FLOAT;
  1272. break;
  1273. case PIXELFORMAT_RG32_FLOAT:
  1274. f.internalformat = GL_RG32F;
  1275. f.externalformat = GL_RG;
  1276. f.type = GL_FLOAT;
  1277. break;
  1278. case PIXELFORMAT_RGBA32_FLOAT:
  1279. f.internalformat = GL_RGBA32F;
  1280. f.externalformat = GL_RGBA;
  1281. f.type = GL_FLOAT;
  1282. break;
  1283. case PIXELFORMAT_LA8_UNORM:
  1284. if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
  1285. {
  1286. f.internalformat = GL_RG8;
  1287. f.externalformat = GL_RG;
  1288. f.type = GL_UNSIGNED_BYTE;
  1289. f.swizzled = true;
  1290. f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
  1291. f.swizzle[3] = GL_GREEN;
  1292. }
  1293. else
  1294. {
  1295. f.internalformat = GL_LUMINANCE8_ALPHA8;
  1296. f.externalformat = GL_LUMINANCE_ALPHA;
  1297. f.type = GL_UNSIGNED_BYTE;
  1298. }
  1299. break;
  1300. case PIXELFORMAT_RGBA4_UNORM:
  1301. f.internalformat = GL_RGBA4;
  1302. f.externalformat = GL_RGBA;
  1303. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  1304. break;
  1305. case PIXELFORMAT_RGB5A1_UNORM:
  1306. f.internalformat = GL_RGB5_A1;
  1307. f.externalformat = GL_RGBA;
  1308. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  1309. break;
  1310. case PIXELFORMAT_RGB565_UNORM:
  1311. f.internalformat = GL_RGB565;
  1312. f.externalformat = GL_RGB;
  1313. f.type = GL_UNSIGNED_SHORT_5_6_5;
  1314. break;
  1315. case PIXELFORMAT_RGB10A2_UNORM:
  1316. f.internalformat = GL_RGB10_A2;
  1317. f.externalformat = GL_RGBA;
  1318. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1319. break;
  1320. case PIXELFORMAT_RG11B10_FLOAT:
  1321. f.internalformat = GL_R11F_G11F_B10F;
  1322. f.externalformat = GL_RGB;
  1323. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  1324. break;
  1325. case PIXELFORMAT_STENCIL8:
  1326. // Prefer a combined depth/stencil buffer due to driver issues.
  1327. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1328. {
  1329. f.internalformat = GL_DEPTH24_STENCIL8;
  1330. f.externalformat = GL_DEPTH_STENCIL;
  1331. f.type = GL_UNSIGNED_INT_24_8;
  1332. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1333. }
  1334. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1335. {
  1336. f.internalformat = GL_DEPTH24_STENCIL8;
  1337. f.externalformat = GL_DEPTH_STENCIL;
  1338. f.type = GL_UNSIGNED_INT_24_8;
  1339. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1340. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1341. }
  1342. else
  1343. {
  1344. f.internalformat = GL_STENCIL_INDEX8;
  1345. f.externalformat = GL_STENCIL;
  1346. f.type = GL_UNSIGNED_BYTE;
  1347. f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
  1348. }
  1349. break;
  1350. case PIXELFORMAT_DEPTH16_UNORM:
  1351. f.internalformat = GL_DEPTH_COMPONENT16;
  1352. f.externalformat = GL_DEPTH_COMPONENT;
  1353. f.type = GL_UNSIGNED_SHORT;
  1354. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1355. break;
  1356. case PIXELFORMAT_DEPTH24_UNORM:
  1357. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
  1358. {
  1359. f.internalformat = GL_DEPTH24_STENCIL8;
  1360. f.externalformat = GL_DEPTH_STENCIL;
  1361. f.type = GL_UNSIGNED_INT_24_8;
  1362. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1363. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1364. }
  1365. else
  1366. {
  1367. f.internalformat = GL_DEPTH_COMPONENT24;
  1368. f.externalformat = GL_DEPTH_COMPONENT;
  1369. f.type = GL_UNSIGNED_INT;
  1370. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1371. }
  1372. break;
  1373. case PIXELFORMAT_DEPTH32_FLOAT:
  1374. f.internalformat = GL_DEPTH_COMPONENT32F;
  1375. f.externalformat = GL_DEPTH_COMPONENT;
  1376. f.type = GL_FLOAT;
  1377. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1378. break;
  1379. case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
  1380. f.internalformat = GL_DEPTH24_STENCIL8;
  1381. f.externalformat = GL_DEPTH_STENCIL;
  1382. f.type = GL_UNSIGNED_INT_24_8;
  1383. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1384. {
  1385. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1386. }
  1387. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1388. {
  1389. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1390. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1391. }
  1392. break;
  1393. case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
  1394. f.internalformat = GL_DEPTH32F_STENCIL8;
  1395. f.externalformat = GL_DEPTH_STENCIL;
  1396. f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  1397. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1398. break;
  1399. case PIXELFORMAT_DXT1_UNORM:
  1400. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1401. break;
  1402. case PIXELFORMAT_DXT3_UNORM:
  1403. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1404. break;
  1405. case PIXELFORMAT_DXT5_UNORM:
  1406. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1407. break;
  1408. case PIXELFORMAT_BC4_UNORM:
  1409. isSRGB = false;
  1410. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  1411. break;
  1412. case PIXELFORMAT_BC4_SNORM:
  1413. isSRGB = false;
  1414. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  1415. break;
  1416. case PIXELFORMAT_BC5_UNORM:
  1417. isSRGB = false;
  1418. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  1419. break;
  1420. case PIXELFORMAT_BC5_SNORM:
  1421. isSRGB = false;
  1422. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  1423. break;
  1424. case PIXELFORMAT_BC6H_UFLOAT:
  1425. isSRGB = false;
  1426. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  1427. break;
  1428. case PIXELFORMAT_BC6H_FLOAT:
  1429. isSRGB = false;
  1430. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  1431. break;
  1432. case PIXELFORMAT_BC7_UNORM:
  1433. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  1434. break;
  1435. case PIXELFORMAT_PVR1_RGB2_UNORM:
  1436. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1437. break;
  1438. case PIXELFORMAT_PVR1_RGB4_UNORM:
  1439. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1440. break;
  1441. case PIXELFORMAT_PVR1_RGBA2_UNORM:
  1442. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1443. break;
  1444. case PIXELFORMAT_PVR1_RGBA4_UNORM:
  1445. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1446. break;
  1447. case PIXELFORMAT_ETC1_UNORM:
  1448. isSRGB = false;
  1449. f.internalformat = GL_ETC1_RGB8_OES;
  1450. break;
  1451. case PIXELFORMAT_ETC2_RGB_UNORM:
  1452. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  1453. break;
  1454. case PIXELFORMAT_ETC2_RGBA_UNORM:
  1455. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  1456. break;
  1457. case PIXELFORMAT_ETC2_RGBA1_UNORM:
  1458. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  1459. break;
  1460. case PIXELFORMAT_EAC_R_UNORM:
  1461. isSRGB = false;
  1462. f.internalformat = GL_COMPRESSED_R11_EAC;
  1463. break;
  1464. case PIXELFORMAT_EAC_R_SNORM:
  1465. isSRGB = false;
  1466. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  1467. break;
  1468. case PIXELFORMAT_EAC_RG_UNORM:
  1469. isSRGB = false;
  1470. f.internalformat = GL_COMPRESSED_RG11_EAC;
  1471. break;
  1472. case PIXELFORMAT_EAC_RG_SNORM:
  1473. isSRGB = false;
  1474. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  1475. break;
  1476. case PIXELFORMAT_ASTC_4x4:
  1477. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  1478. break;
  1479. case PIXELFORMAT_ASTC_5x4:
  1480. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  1481. break;
  1482. case PIXELFORMAT_ASTC_5x5:
  1483. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  1484. break;
  1485. case PIXELFORMAT_ASTC_6x5:
  1486. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  1487. break;
  1488. case PIXELFORMAT_ASTC_6x6:
  1489. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  1490. break;
  1491. case PIXELFORMAT_ASTC_8x5:
  1492. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  1493. break;
  1494. case PIXELFORMAT_ASTC_8x6:
  1495. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  1496. break;
  1497. case PIXELFORMAT_ASTC_8x8:
  1498. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  1499. break;
  1500. case PIXELFORMAT_ASTC_10x5:
  1501. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  1502. break;
  1503. case PIXELFORMAT_ASTC_10x6:
  1504. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  1505. break;
  1506. case PIXELFORMAT_ASTC_10x8:
  1507. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  1508. break;
  1509. case PIXELFORMAT_ASTC_10x10:
  1510. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  1511. break;
  1512. case PIXELFORMAT_ASTC_12x10:
  1513. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  1514. break;
  1515. case PIXELFORMAT_ASTC_12x12:
  1516. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  1517. break;
  1518. default:
  1519. printf("Unhandled pixel format %d when converting to OpenGL enums!", pixelformat);
  1520. break;
  1521. }
  1522. if (!isPixelFormatCompressed(pixelformat))
  1523. {
  1524. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat == PIXELFORMAT_LA8_UNORM)
  1525. && !renderbuffer && !isTexStorageSupported())
  1526. {
  1527. f.internalformat = f.externalformat;
  1528. }
  1529. if (!isPixelFormatSRGB(pixelformat))
  1530. isSRGB = false;
  1531. }
  1532. return f;
  1533. }
  1534. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
  1535. {
  1536. if (rendertarget && isPixelFormatCompressed(pixelformat))
  1537. return false;
  1538. if (isSRGB)
  1539. pixelformat = getSRGBPixelFormat(pixelformat);
  1540. switch (pixelformat)
  1541. {
  1542. case PIXELFORMAT_R8_UNORM:
  1543. case PIXELFORMAT_RG8_UNORM:
  1544. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1545. return true;
  1546. else if (pixelformat == PIXELFORMAT_R8_UNORM && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  1547. return true; // We'll use OpenGL's luminance format internally.
  1548. else
  1549. return false;
  1550. case PIXELFORMAT_RGBA8_UNORM:
  1551. if (rendertarget)
  1552. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  1553. else
  1554. return true;
  1555. case PIXELFORMAT_RGBA8_UNORM_sRGB:
  1556. if (rendertarget)
  1557. {
  1558. if (GLAD_VERSION_1_0)
  1559. {
  1560. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  1561. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  1562. }
  1563. else
  1564. return GLAD_ES_VERSION_3_0;
  1565. }
  1566. else
  1567. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  1568. case PIXELFORMAT_R16_UNORM:
  1569. case PIXELFORMAT_RG16_UNORM:
  1570. return GLAD_VERSION_3_0
  1571. || (GLAD_VERSION_1_1 && GLAD_ARB_texture_rg)
  1572. || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  1573. case PIXELFORMAT_RGBA16_UNORM:
  1574. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  1575. case PIXELFORMAT_R16_FLOAT:
  1576. case PIXELFORMAT_RG16_FLOAT:
  1577. if (GLAD_VERSION_1_0)
  1578. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  1579. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1580. return false;
  1581. else
  1582. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  1583. case PIXELFORMAT_RGBA16_FLOAT:
  1584. if (GLAD_VERSION_1_0)
  1585. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  1586. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1587. return false;
  1588. else
  1589. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  1590. case PIXELFORMAT_R32_FLOAT:
  1591. case PIXELFORMAT_RG32_FLOAT:
  1592. if (GLAD_VERSION_1_0)
  1593. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  1594. else if (!rendertarget)
  1595. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  1596. else
  1597. return false;
  1598. case PIXELFORMAT_RGBA32_FLOAT:
  1599. if (GLAD_VERSION_1_0)
  1600. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  1601. else if (!rendertarget)
  1602. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  1603. else
  1604. return false;
  1605. case PIXELFORMAT_LA8_UNORM:
  1606. return !rendertarget;
  1607. case PIXELFORMAT_RGBA4_UNORM:
  1608. case PIXELFORMAT_RGB5A1_UNORM:
  1609. return true;
  1610. case PIXELFORMAT_RGB565_UNORM:
  1611. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  1612. case PIXELFORMAT_RGB10A2_UNORM:
  1613. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  1614. case PIXELFORMAT_RG11B10_FLOAT:
  1615. if (rendertarget)
  1616. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  1617. else
  1618. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  1619. case PIXELFORMAT_STENCIL8:
  1620. return rendertarget && !readable;
  1621. case PIXELFORMAT_DEPTH16_UNORM:
  1622. if (!rendertarget)
  1623. return false;
  1624. else if (readable)
  1625. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
  1626. else
  1627. return true;
  1628. case PIXELFORMAT_DEPTH24_UNORM:
  1629. if (!rendertarget)
  1630. return false;
  1631. else if (readable)
  1632. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
  1633. else
  1634. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
  1635. case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
  1636. if (!rendertarget)
  1637. return false;
  1638. else if (readable)
  1639. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
  1640. else
  1641. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
  1642. case PIXELFORMAT_DEPTH32_FLOAT:
  1643. case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
  1644. return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
  1645. case PIXELFORMAT_DXT1_UNORM:
  1646. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  1647. case PIXELFORMAT_DXT3_UNORM:
  1648. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  1649. case PIXELFORMAT_DXT5_UNORM:
  1650. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  1651. case PIXELFORMAT_BC4_UNORM:
  1652. case PIXELFORMAT_BC4_SNORM:
  1653. case PIXELFORMAT_BC5_UNORM:
  1654. case PIXELFORMAT_BC5_SNORM:
  1655. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  1656. case PIXELFORMAT_BC6H_UFLOAT:
  1657. case PIXELFORMAT_BC6H_FLOAT:
  1658. case PIXELFORMAT_BC7_UNORM:
  1659. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  1660. case PIXELFORMAT_PVR1_RGB2_UNORM:
  1661. case PIXELFORMAT_PVR1_RGB4_UNORM:
  1662. case PIXELFORMAT_PVR1_RGBA2_UNORM:
  1663. case PIXELFORMAT_PVR1_RGBA4_UNORM:
  1664. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  1665. case PIXELFORMAT_ETC1_UNORM:
  1666. // ETC2 support guarantees ETC1 support as well.
  1667. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  1668. case PIXELFORMAT_ETC2_RGB_UNORM:
  1669. case PIXELFORMAT_ETC2_RGBA_UNORM:
  1670. case PIXELFORMAT_ETC2_RGBA1_UNORM:
  1671. case PIXELFORMAT_EAC_R_UNORM:
  1672. case PIXELFORMAT_EAC_R_SNORM:
  1673. case PIXELFORMAT_EAC_RG_UNORM:
  1674. case PIXELFORMAT_EAC_RG_SNORM:
  1675. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1676. case PIXELFORMAT_ASTC_4x4:
  1677. case PIXELFORMAT_ASTC_5x4:
  1678. case PIXELFORMAT_ASTC_5x5:
  1679. case PIXELFORMAT_ASTC_6x5:
  1680. case PIXELFORMAT_ASTC_6x6:
  1681. case PIXELFORMAT_ASTC_8x5:
  1682. case PIXELFORMAT_ASTC_8x6:
  1683. case PIXELFORMAT_ASTC_8x8:
  1684. case PIXELFORMAT_ASTC_10x5:
  1685. case PIXELFORMAT_ASTC_10x6:
  1686. case PIXELFORMAT_ASTC_10x8:
  1687. case PIXELFORMAT_ASTC_10x10:
  1688. case PIXELFORMAT_ASTC_12x10:
  1689. case PIXELFORMAT_ASTC_12x12:
  1690. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1691. default:
  1692. return false;
  1693. }
  1694. }
  1695. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1696. {
  1697. switch (pixelformat)
  1698. {
  1699. case PIXELFORMAT_R16_FLOAT:
  1700. case PIXELFORMAT_RG16_FLOAT:
  1701. case PIXELFORMAT_RGBA16_FLOAT:
  1702. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1703. case PIXELFORMAT_R32_FLOAT:
  1704. case PIXELFORMAT_RG32_FLOAT:
  1705. case PIXELFORMAT_RGBA32_FLOAT:
  1706. return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
  1707. default:
  1708. return true;
  1709. }
  1710. }
  1711. const char *OpenGL::errorString(GLenum errorcode)
  1712. {
  1713. switch (errorcode)
  1714. {
  1715. case GL_NO_ERROR:
  1716. return "no error";
  1717. case GL_INVALID_ENUM:
  1718. return "invalid enum";
  1719. case GL_INVALID_VALUE:
  1720. return "invalid value";
  1721. case GL_INVALID_OPERATION:
  1722. return "invalid operation";
  1723. case GL_OUT_OF_MEMORY:
  1724. return "out of memory";
  1725. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1726. return "invalid framebuffer operation";
  1727. case GL_CONTEXT_LOST:
  1728. return "OpenGL context has been lost";
  1729. default:
  1730. break;
  1731. }
  1732. static char text[64] = {};
  1733. memset(text, 0, sizeof(text));
  1734. sprintf(text, "0x%x", errorcode);
  1735. return text;
  1736. }
  1737. const char *OpenGL::framebufferStatusString(GLenum status)
  1738. {
  1739. switch (status)
  1740. {
  1741. case GL_FRAMEBUFFER_COMPLETE:
  1742. return "complete (success)";
  1743. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1744. return "Texture format cannot be rendered to on this system.";
  1745. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1746. return "Error in graphics driver (missing render texture attachment)";
  1747. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1748. return "Error in graphics driver (incomplete draw buffer)";
  1749. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1750. return "Error in graphics driver (incomplete read buffer)";
  1751. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1752. return "Texture with the specified MSAA count cannot be rendered to on this system.";
  1753. case GL_FRAMEBUFFER_UNSUPPORTED:
  1754. return "Renderable textures are unsupported";
  1755. default:
  1756. break;
  1757. }
  1758. static char text[64] = {};
  1759. memset(text, 0, sizeof(text));
  1760. sprintf(text, "0x%x", status);
  1761. return text;
  1762. }
  1763. const char *OpenGL::debugSeverityString(GLenum severity)
  1764. {
  1765. switch (severity)
  1766. {
  1767. case GL_DEBUG_SEVERITY_HIGH:
  1768. return "high";
  1769. case GL_DEBUG_SEVERITY_MEDIUM:
  1770. return "medium";
  1771. case GL_DEBUG_SEVERITY_LOW:
  1772. return "low";
  1773. default:
  1774. return "unknown";
  1775. }
  1776. }
  1777. const char *OpenGL::debugSourceString(GLenum source)
  1778. {
  1779. switch (source)
  1780. {
  1781. case GL_DEBUG_SOURCE_API:
  1782. return "API";
  1783. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1784. return "window";
  1785. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1786. return "shader";
  1787. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1788. return "external";
  1789. case GL_DEBUG_SOURCE_APPLICATION:
  1790. return "LOVE";
  1791. case GL_DEBUG_SOURCE_OTHER:
  1792. return "other";
  1793. default:
  1794. return "unknown";
  1795. }
  1796. }
  1797. const char *OpenGL::debugTypeString(GLenum type)
  1798. {
  1799. switch (type)
  1800. {
  1801. case GL_DEBUG_TYPE_ERROR:
  1802. return "error";
  1803. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1804. return "deprecated behavior";
  1805. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1806. return "undefined behavior";
  1807. case GL_DEBUG_TYPE_PERFORMANCE:
  1808. return "performance";
  1809. case GL_DEBUG_TYPE_PORTABILITY:
  1810. return "portability";
  1811. case GL_DEBUG_TYPE_OTHER:
  1812. return "other";
  1813. default:
  1814. return "unknown";
  1815. }
  1816. }
  1817. // OpenGL class instance singleton.
  1818. OpenGL gl;
  1819. } // opengl
  1820. } // graphics
  1821. } // love