OpenGL.cpp 58 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(VertexAttributes(), 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) BUFFERTYPE_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 BUFFERTYPE_VERTEX:
  489. return GL_ARRAY_BUFFER;
  490. case BUFFERTYPE_INDEX:
  491. return GL_ELEMENT_ARRAY_BUFFER;
  492. case BUFFERTYPE_UNIFORM:
  493. return GL_UNIFORM_BUFFER;
  494. case BUFFERTYPE_SHADER_STORAGE:
  495. return GL_SHADER_STORAGE_BUFFER;
  496. case BUFFERTYPE_MAX_ENUM:
  497. return GL_ZERO;
  498. }
  499. return GL_ZERO;
  500. }
  501. GLenum OpenGL::getGLTextureType(TextureType type)
  502. {
  503. switch (type)
  504. {
  505. case TEXTURE_2D:
  506. return GL_TEXTURE_2D;
  507. case TEXTURE_VOLUME:
  508. return GL_TEXTURE_3D;
  509. case TEXTURE_2D_ARRAY:
  510. return GL_TEXTURE_2D_ARRAY;
  511. case TEXTURE_CUBE:
  512. return GL_TEXTURE_CUBE_MAP;
  513. case TEXTURE_MAX_ENUM:
  514. return GL_ZERO;
  515. }
  516. return GL_ZERO;
  517. }
  518. GLenum OpenGL::getGLIndexDataType(IndexDataType type)
  519. {
  520. switch (type)
  521. {
  522. case INDEX_UINT16:
  523. return GL_UNSIGNED_SHORT;
  524. case INDEX_UINT32:
  525. return GL_UNSIGNED_INT;
  526. default:
  527. return GL_ZERO;
  528. }
  529. }
  530. GLenum OpenGL::getGLVertexDataType(DataFormat format, int &components, GLboolean &normalized, bool &intformat)
  531. {
  532. normalized = GL_FALSE;
  533. intformat = false;
  534. components = 1;
  535. switch (format)
  536. {
  537. case DATAFORMAT_FLOAT:
  538. components = 1;
  539. return GL_FLOAT;
  540. case DATAFORMAT_FLOAT_VEC2:
  541. components = 2;
  542. return GL_FLOAT;
  543. case DATAFORMAT_FLOAT_VEC3:
  544. components = 3;
  545. return GL_FLOAT;
  546. case DATAFORMAT_FLOAT_VEC4:
  547. components = 4;
  548. return GL_FLOAT;
  549. case DATAFORMAT_FLOAT_MAT2X2:
  550. case DATAFORMAT_FLOAT_MAT2X3:
  551. case DATAFORMAT_FLOAT_MAT2X4:
  552. case DATAFORMAT_FLOAT_MAT3X2:
  553. case DATAFORMAT_FLOAT_MAT3X3:
  554. case DATAFORMAT_FLOAT_MAT3X4:
  555. case DATAFORMAT_FLOAT_MAT4X2:
  556. case DATAFORMAT_FLOAT_MAT4X3:
  557. case DATAFORMAT_FLOAT_MAT4X4:
  558. return GL_ZERO;
  559. case DATAFORMAT_INT32:
  560. components = 1;
  561. intformat = true;
  562. return GL_INT;
  563. case DATAFORMAT_INT32_VEC2:
  564. components = 2;
  565. intformat = true;
  566. return GL_INT;
  567. case DATAFORMAT_INT32_VEC3:
  568. components = 3;
  569. intformat = true;
  570. return GL_INT;
  571. case DATAFORMAT_INT32_VEC4:
  572. components = 4;
  573. intformat = true;
  574. return GL_INT;
  575. case DATAFORMAT_UINT32:
  576. components = 1;
  577. intformat = true;
  578. return GL_UNSIGNED_INT;
  579. case DATAFORMAT_UINT32_VEC2:
  580. components = 2;
  581. intformat = true;
  582. return GL_UNSIGNED_INT;
  583. case DATAFORMAT_UINT32_VEC3:
  584. components = 3;
  585. intformat = true;
  586. return GL_UNSIGNED_INT;
  587. case DATAFORMAT_UINT32_VEC4:
  588. components = 4;
  589. intformat = true;
  590. return GL_UNSIGNED_INT;
  591. case DATAFORMAT_SNORM8_VEC4:
  592. components = 4;
  593. normalized = GL_TRUE;
  594. return GL_BYTE;
  595. case DATAFORMAT_UNORM8_VEC4:
  596. components = 4;
  597. normalized = GL_TRUE;
  598. return GL_UNSIGNED_BYTE;
  599. case DATAFORMAT_INT8_VEC4:
  600. components = 4;
  601. intformat = true;
  602. return GL_BYTE;
  603. case DATAFORMAT_UINT8_VEC4:
  604. components = 4;
  605. intformat = true;
  606. return GL_UNSIGNED_BYTE;
  607. case DATAFORMAT_SNORM16_VEC2:
  608. components = 2;
  609. normalized = GL_TRUE;
  610. return GL_BYTE;
  611. case DATAFORMAT_SNORM16_VEC4:
  612. components = 4;
  613. normalized = GL_TRUE;
  614. return GL_BYTE;
  615. case DATAFORMAT_UNORM16_VEC2:
  616. components = 2;
  617. normalized = GL_TRUE;
  618. return GL_UNSIGNED_SHORT;
  619. case DATAFORMAT_UNORM16_VEC4:
  620. components = 4;
  621. normalized = GL_TRUE;
  622. return GL_UNSIGNED_SHORT;
  623. case DATAFORMAT_INT16_VEC2:
  624. components = 2;
  625. intformat = true;
  626. return GL_SHORT;
  627. case DATAFORMAT_INT16_VEC4:
  628. components = 4;
  629. intformat = true;
  630. return GL_SHORT;
  631. case DATAFORMAT_UINT16:
  632. components = 1;
  633. intformat = true;
  634. return GL_UNSIGNED_SHORT;
  635. case DATAFORMAT_UINT16_VEC2:
  636. components = 2;
  637. intformat = true;
  638. return GL_UNSIGNED_SHORT;
  639. case DATAFORMAT_UINT16_VEC4:
  640. components = 4;
  641. intformat = true;
  642. return GL_UNSIGNED_SHORT;
  643. case DATAFORMAT_BOOL:
  644. case DATAFORMAT_BOOL_VEC2:
  645. case DATAFORMAT_BOOL_VEC3:
  646. case DATAFORMAT_BOOL_VEC4:
  647. return GL_ZERO;
  648. case DATAFORMAT_MAX_ENUM:
  649. return GL_ZERO;
  650. }
  651. return GL_ZERO;
  652. }
  653. GLenum OpenGL::getGLBufferUsage(BufferUsage usage)
  654. {
  655. switch (usage)
  656. {
  657. case BUFFERUSAGE_STREAM:
  658. return GL_STREAM_DRAW;
  659. case BUFFERUSAGE_DYNAMIC:
  660. return GL_DYNAMIC_DRAW;
  661. case BUFFERUSAGE_STATIC:
  662. return GL_STATIC_DRAW;
  663. default:
  664. return 0;
  665. }
  666. }
  667. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  668. {
  669. if (state.boundBuffers[type] != buffer)
  670. {
  671. glBindBuffer(getGLBufferType(type), buffer);
  672. state.boundBuffers[type] = buffer;
  673. }
  674. }
  675. void OpenGL::deleteBuffer(GLuint buffer)
  676. {
  677. glDeleteBuffers(1, &buffer);
  678. for (int i = 0; i < (int) BUFFERTYPE_MAX_ENUM; i++)
  679. {
  680. if (state.boundBuffers[i] == buffer)
  681. state.boundBuffers[i] = 0;
  682. }
  683. }
  684. void OpenGL::setVertexAttributes(const VertexAttributes &attributes, const BufferBindings &buffers)
  685. {
  686. uint32 enablediff = attributes.enableBits ^ state.enabledAttribArrays;
  687. uint32 instanceattribbits = 0;
  688. uint32 allbits = attributes.enableBits | state.enabledAttribArrays;
  689. uint32 i = 0;
  690. while (allbits)
  691. {
  692. uint32 bit = 1u << i;
  693. if (enablediff & bit)
  694. {
  695. if (attributes.enableBits & bit)
  696. glEnableVertexAttribArray(i);
  697. else
  698. glDisableVertexAttribArray(i);
  699. }
  700. if (attributes.enableBits & bit)
  701. {
  702. const auto &attrib = attributes.attribs[i];
  703. const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
  704. const auto &bufferinfo = buffers.info[attrib.bufferIndex];
  705. uint32 bufferbit = 1u << attrib.bufferIndex;
  706. uint32 divisor = (attributes.instanceBits & bufferbit) != 0 ? 1 : 0;
  707. uint32 divisorbit = divisor << i;
  708. instanceattribbits |= divisorbit;
  709. if ((state.instancedAttribArrays & bit) ^ divisorbit)
  710. glVertexAttribDivisor(i, divisor);
  711. int components = 0;
  712. GLboolean normalized = GL_FALSE;
  713. bool intformat = false;
  714. GLenum gltype = getGLVertexDataType(attrib.format, components, normalized, intformat);
  715. const void *offsetpointer = reinterpret_cast<void*>(bufferinfo.offset + attrib.offsetFromVertex);
  716. bindBuffer(BUFFERTYPE_VERTEX, (GLuint) bufferinfo.buffer->getHandle());
  717. if (intformat)
  718. glVertexAttribIPointer(i, components, gltype, layout.stride, offsetpointer);
  719. else
  720. glVertexAttribPointer(i, components, gltype, normalized, layout.stride, offsetpointer);
  721. }
  722. i++;
  723. allbits >>= 1;
  724. }
  725. state.enabledAttribArrays = attributes.enableBits;
  726. state.instancedAttribArrays = instanceattribbits | (state.instancedAttribArrays & (~attributes.enableBits));
  727. // glDisableVertexAttribArray will make the constant value for a vertex
  728. // attribute undefined. We rely on the per-vertex color attribute being
  729. // white when no per-vertex color is used, so we set it here.
  730. // FIXME: Is there a better place to do this?
  731. if ((enablediff & ATTRIBFLAG_COLOR) && !(attributes.enableBits & ATTRIBFLAG_COLOR))
  732. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  733. }
  734. void OpenGL::setCullMode(CullMode mode)
  735. {
  736. bool enabled = mode != CULL_NONE;
  737. if (enabled != isStateEnabled(ENABLE_FACE_CULL))
  738. setEnableState(ENABLE_FACE_CULL, enabled);
  739. if (enabled)
  740. {
  741. GLenum glmode = mode == CULL_BACK ? GL_BACK : GL_FRONT;
  742. if (glmode != state.faceCullMode)
  743. {
  744. glCullFace(glmode);
  745. state.faceCullMode = glmode;
  746. }
  747. }
  748. }
  749. void OpenGL::clearDepth(double value)
  750. {
  751. if (GLAD_ES_VERSION_2_0)
  752. glClearDepthf((GLfloat) value);
  753. else
  754. glClearDepth(value);
  755. }
  756. void OpenGL::setViewport(const Rect &v)
  757. {
  758. glViewport(v.x, v.y, v.w, v.h);
  759. state.viewport = v;
  760. }
  761. Rect OpenGL::getViewport() const
  762. {
  763. return state.viewport;
  764. }
  765. void OpenGL::setScissor(const Rect &v, bool rtActive)
  766. {
  767. if (rtActive)
  768. glScissor(v.x, v.y, v.w, v.h);
  769. else
  770. {
  771. // With no RT active, we need to compensate for glScissor starting
  772. // from the lower left of the viewport instead of the top left.
  773. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  774. }
  775. state.scissor = v;
  776. }
  777. void OpenGL::setPointSize(float size)
  778. {
  779. if (GLAD_VERSION_1_0)
  780. glPointSize(size);
  781. state.pointSize = size;
  782. }
  783. float OpenGL::getPointSize() const
  784. {
  785. return state.pointSize;
  786. }
  787. void OpenGL::setEnableState(EnableState enablestate, bool enable)
  788. {
  789. GLenum glstate = GL_NONE;
  790. switch (enablestate)
  791. {
  792. case ENABLE_BLEND:
  793. glstate = GL_BLEND;
  794. break;
  795. case ENABLE_DEPTH_TEST:
  796. glstate = GL_DEPTH_TEST;
  797. break;
  798. case ENABLE_STENCIL_TEST:
  799. glstate = GL_STENCIL_TEST;
  800. break;
  801. case ENABLE_SCISSOR_TEST:
  802. glstate = GL_SCISSOR_TEST;
  803. break;
  804. case ENABLE_FACE_CULL:
  805. glstate = GL_CULL_FACE;
  806. break;
  807. case ENABLE_FRAMEBUFFER_SRGB:
  808. glstate = GL_FRAMEBUFFER_SRGB;
  809. break;
  810. case ENABLE_MAX_ENUM:
  811. break;
  812. }
  813. if (enable)
  814. glEnable(glstate);
  815. else
  816. glDisable(glstate);
  817. state.enableState[enablestate] = enable;
  818. }
  819. bool OpenGL::isStateEnabled(EnableState enablestate) const
  820. {
  821. return state.enableState[enablestate];
  822. }
  823. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  824. {
  825. bool bindingmodified = false;
  826. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  827. {
  828. bindingmodified = true;
  829. state.boundFramebuffers[0] = framebuffer;
  830. }
  831. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  832. {
  833. bindingmodified = true;
  834. state.boundFramebuffers[1] = framebuffer;
  835. }
  836. if (bindingmodified)
  837. {
  838. GLenum gltarget = GL_FRAMEBUFFER;
  839. if (target == FRAMEBUFFER_DRAW)
  840. gltarget = GL_DRAW_FRAMEBUFFER;
  841. else if (target == FRAMEBUFFER_READ)
  842. gltarget = GL_READ_FRAMEBUFFER;
  843. glBindFramebuffer(gltarget, framebuffer);
  844. }
  845. }
  846. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  847. {
  848. if (target & FRAMEBUFFER_DRAW)
  849. return state.boundFramebuffers[0];
  850. else if (target & FRAMEBUFFER_READ)
  851. return state.boundFramebuffers[1];
  852. else
  853. return 0;
  854. }
  855. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  856. {
  857. glDeleteFramebuffers(1, &framebuffer);
  858. for (int i = 0; i < 2; i++)
  859. {
  860. if (state.boundFramebuffers[i] == framebuffer)
  861. state.boundFramebuffers[i] = 0;
  862. }
  863. }
  864. void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
  865. {
  866. GLenum textarget = getGLTextureType(texType);
  867. switch (texType)
  868. {
  869. case TEXTURE_2D:
  870. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
  871. break;
  872. case TEXTURE_VOLUME:
  873. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
  874. break;
  875. case TEXTURE_2D_ARRAY:
  876. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
  877. break;
  878. case TEXTURE_CUBE:
  879. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
  880. break;
  881. default:
  882. break;
  883. }
  884. }
  885. void OpenGL::setDepthWrites(bool enable)
  886. {
  887. glDepthMask(enable ? GL_TRUE : GL_FALSE);
  888. state.depthWritesEnabled = enable;
  889. }
  890. bool OpenGL::hasDepthWrites() const
  891. {
  892. return state.depthWritesEnabled;
  893. }
  894. void OpenGL::useProgram(GLuint program)
  895. {
  896. glUseProgram(program);
  897. ++stats.shaderSwitches;
  898. }
  899. GLuint OpenGL::getDefaultFBO() const
  900. {
  901. #ifdef LOVE_IOS
  902. // Hack: iOS uses a custom FBO.
  903. SDL_SysWMinfo info = {};
  904. SDL_VERSION(&info.version);
  905. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  906. return info.info.uikit.framebuffer;
  907. #else
  908. return 0;
  909. #endif
  910. }
  911. GLuint OpenGL::getDefaultTexture(TextureType type) const
  912. {
  913. return state.defaultTexture[type];
  914. }
  915. void OpenGL::setTextureUnit(int textureunit)
  916. {
  917. if (textureunit != state.curTextureUnit)
  918. glActiveTexture(GL_TEXTURE0 + textureunit);
  919. state.curTextureUnit = textureunit;
  920. }
  921. void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev)
  922. {
  923. if (texture != state.boundTextures[target][textureunit])
  924. {
  925. int oldtextureunit = state.curTextureUnit;
  926. if (oldtextureunit != textureunit)
  927. glActiveTexture(GL_TEXTURE0 + textureunit);
  928. state.boundTextures[target][textureunit] = texture;
  929. glBindTexture(getGLTextureType(target), texture);
  930. if (restoreprev && oldtextureunit != textureunit)
  931. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  932. else
  933. state.curTextureUnit = textureunit;
  934. }
  935. }
  936. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
  937. {
  938. TextureType textype = TEXTURE_2D;
  939. GLuint handle = 0;
  940. if (texture != nullptr)
  941. {
  942. textype = texture->getTextureType();
  943. handle = (GLuint) texture->getHandle();
  944. }
  945. else
  946. {
  947. if (textureunit == 0 && Shader::current != nullptr)
  948. {
  949. TextureType shadertex = Shader::current->getMainTextureType();
  950. if (shadertex != TEXTURE_MAX_ENUM)
  951. textype = shadertex;
  952. }
  953. handle = getDefaultTexture(textype);
  954. }
  955. bindTextureToUnit(textype, handle, textureunit, restoreprev);
  956. }
  957. void OpenGL::deleteTexture(GLuint texture)
  958. {
  959. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  960. // was bound to before deletion.
  961. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  962. {
  963. for (GLuint &texid : state.boundTextures[i])
  964. {
  965. if (texid == texture)
  966. texid = 0;
  967. }
  968. }
  969. glDeleteTextures(1, &texture);
  970. }
  971. GLint OpenGL::getGLWrapMode(SamplerState::WrapMode wmode)
  972. {
  973. switch (wmode)
  974. {
  975. case SamplerState::WRAP_CLAMP:
  976. default:
  977. return GL_CLAMP_TO_EDGE;
  978. case SamplerState::WRAP_CLAMP_ZERO:
  979. case SamplerState::WRAP_CLAMP_ONE:
  980. return GL_CLAMP_TO_BORDER;
  981. case SamplerState::WRAP_REPEAT:
  982. return GL_REPEAT;
  983. case SamplerState::WRAP_MIRRORED_REPEAT:
  984. return GL_MIRRORED_REPEAT;
  985. }
  986. }
  987. GLint OpenGL::getGLCompareMode(CompareMode mode)
  988. {
  989. switch (mode)
  990. {
  991. case COMPARE_LESS:
  992. return GL_LESS;
  993. case COMPARE_LEQUAL:
  994. return GL_LEQUAL;
  995. case COMPARE_EQUAL:
  996. return GL_EQUAL;
  997. case COMPARE_GEQUAL:
  998. return GL_GEQUAL;
  999. case COMPARE_GREATER:
  1000. return GL_GREATER;
  1001. case COMPARE_NOTEQUAL:
  1002. return GL_NOTEQUAL;
  1003. case COMPARE_ALWAYS:
  1004. return GL_ALWAYS;
  1005. case COMPARE_NEVER:
  1006. return GL_NEVER;
  1007. default:
  1008. return GL_NEVER;
  1009. }
  1010. }
  1011. static bool isClampOne(SamplerState::WrapMode mode)
  1012. {
  1013. return mode == SamplerState::WRAP_CLAMP_ONE;
  1014. }
  1015. void OpenGL::setSamplerState(TextureType target, SamplerState &s)
  1016. {
  1017. GLenum gltarget = getGLTextureType(target);
  1018. GLint gmin = s.minFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  1019. GLint gmag = s.magFilter == SamplerState::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  1020. if (s.mipmapFilter != SamplerState::MIPMAP_FILTER_NONE)
  1021. {
  1022. if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
  1023. gmin = GL_NEAREST_MIPMAP_NEAREST;
  1024. else if (s.minFilter == SamplerState::FILTER_NEAREST && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
  1025. gmin = GL_NEAREST_MIPMAP_LINEAR;
  1026. else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_NEAREST)
  1027. gmin = GL_LINEAR_MIPMAP_NEAREST;
  1028. else if (s.minFilter == SamplerState::FILTER_LINEAR && s.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
  1029. gmin = GL_LINEAR_MIPMAP_LINEAR;
  1030. }
  1031. glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
  1032. glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
  1033. if (!isClampZeroOneTextureWrapSupported())
  1034. {
  1035. if (SamplerState::isClampZeroOrOne(s.wrapU)) s.wrapU = SamplerState::WRAP_CLAMP;
  1036. if (SamplerState::isClampZeroOrOne(s.wrapV)) s.wrapV = SamplerState::WRAP_CLAMP;
  1037. if (SamplerState::isClampZeroOrOne(s.wrapW)) s.wrapW = SamplerState::WRAP_CLAMP;
  1038. }
  1039. if (SamplerState::isClampZeroOrOne(s.wrapU) || SamplerState::isClampZeroOrOne(s.wrapV) || SamplerState::isClampZeroOrOne(s.wrapW))
  1040. {
  1041. GLfloat c[] = {0.0f, 0.0f, 0.0f, 0.0f};
  1042. if (isClampOne(s.wrapU) || isClampOne(s.wrapU) || isClampOne(s.wrapV))
  1043. c[0] = c[1] = c[2] = c[3] = 1.0f;
  1044. glTexParameterfv(gltarget, GL_TEXTURE_BORDER_COLOR, c);
  1045. }
  1046. glTexParameteri(gltarget, GL_TEXTURE_WRAP_S, getGLWrapMode(s.wrapU));
  1047. glTexParameteri(gltarget, GL_TEXTURE_WRAP_T, getGLWrapMode(s.wrapV));
  1048. if (target == TEXTURE_VOLUME)
  1049. glTexParameteri(gltarget, GL_TEXTURE_WRAP_R, getGLWrapMode(s.wrapW));
  1050. if (isSamplerLODBiasSupported())
  1051. {
  1052. float maxbias = getMaxLODBias();
  1053. if (maxbias > 0.01f)
  1054. maxbias -= 0.01f;
  1055. s.lodBias = std::min(std::max(s.lodBias, -maxbias), maxbias);
  1056. glTexParameterf(gltarget, GL_TEXTURE_LOD_BIAS, s.lodBias);
  1057. }
  1058. else
  1059. {
  1060. s.lodBias = 0.0f;
  1061. }
  1062. if (GLAD_EXT_texture_filter_anisotropic)
  1063. {
  1064. uint8 maxAniso = (uint8) std::min(maxAnisotropy, (float)LOVE_UINT8_MAX);
  1065. s.maxAnisotropy = std::min(std::max(s.maxAnisotropy, (uint8)1), maxAniso);
  1066. glTexParameteri(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, s.maxAnisotropy);
  1067. }
  1068. else
  1069. {
  1070. s.maxAnisotropy = 1;
  1071. }
  1072. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0)
  1073. {
  1074. glTexParameterf(gltarget, GL_TEXTURE_MIN_LOD, (float)s.minLod);
  1075. glTexParameterf(gltarget, GL_TEXTURE_MAX_LOD, (float)s.maxLod);
  1076. }
  1077. else
  1078. {
  1079. s.minLod = 0;
  1080. s.maxLod = LOVE_UINT8_MAX;
  1081. }
  1082. if (isDepthCompareSampleSupported())
  1083. {
  1084. if (s.depthSampleMode.hasValue)
  1085. {
  1086. // See the comment in renderstate.h
  1087. GLenum glmode = getGLCompareMode(getReversedCompareMode(s.depthSampleMode.value));
  1088. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_REF_TO_TEXTURE);
  1089. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_FUNC, glmode);
  1090. }
  1091. else
  1092. {
  1093. glTexParameteri(gltarget, GL_TEXTURE_COMPARE_MODE, GL_NONE);
  1094. }
  1095. }
  1096. else
  1097. {
  1098. s.depthSampleMode.hasValue = false;
  1099. }
  1100. }
  1101. bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
  1102. {
  1103. GLenum gltarget = getGLTextureType(target);
  1104. TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
  1105. if (fmt.swizzled)
  1106. {
  1107. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
  1108. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
  1109. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
  1110. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
  1111. }
  1112. if (isTexStorageSupported())
  1113. {
  1114. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  1115. glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
  1116. else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
  1117. glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
  1118. }
  1119. else
  1120. {
  1121. int w = width;
  1122. int h = height;
  1123. int d = depth;
  1124. for (int level = 0; level < levels; level++)
  1125. {
  1126. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  1127. {
  1128. int faces = target == TEXTURE_CUBE ? 6 : 1;
  1129. for (int face = 0; face < faces; face++)
  1130. {
  1131. if (target == TEXTURE_CUBE)
  1132. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  1133. glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
  1134. fmt.externalformat, fmt.type, nullptr);
  1135. }
  1136. }
  1137. else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
  1138. {
  1139. if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  1140. {
  1141. glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
  1142. d, 0, fmt.externalformat, fmt.type, nullptr);
  1143. }
  1144. else
  1145. {
  1146. glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
  1147. 0, fmt.externalformat, fmt.type, nullptr);
  1148. }
  1149. }
  1150. w = std::max(w / 2, 1);
  1151. h = std::max(h / 2, 1);
  1152. if (target == TEXTURE_VOLUME)
  1153. d = std::max(d / 2, 1);
  1154. }
  1155. }
  1156. return gltarget != GL_ZERO;
  1157. }
  1158. bool OpenGL::isTexStorageSupported()
  1159. {
  1160. bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
  1161. // Apparently there are bugs with glTexStorage on some Android drivers. I'd
  1162. // rather not find out the hard way, so we'll avoid it for now...
  1163. #ifndef LOVE_ANDROID
  1164. if (GLAD_ES_VERSION_3_0)
  1165. supportsTexStorage = true;
  1166. #endif
  1167. if (gl.bugs.texStorageBreaksSubImage)
  1168. supportsTexStorage = false;
  1169. return supportsTexStorage;
  1170. }
  1171. bool OpenGL::isTextureTypeSupported(TextureType type) const
  1172. {
  1173. switch (type)
  1174. {
  1175. case TEXTURE_2D:
  1176. return true;
  1177. case TEXTURE_VOLUME:
  1178. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
  1179. case TEXTURE_2D_ARRAY:
  1180. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
  1181. case TEXTURE_CUBE:
  1182. return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
  1183. default:
  1184. return false;
  1185. }
  1186. }
  1187. bool OpenGL::isClampZeroOneTextureWrapSupported() const
  1188. {
  1189. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  1190. }
  1191. bool OpenGL::isPixelShaderHighpSupported() const
  1192. {
  1193. return pixelShaderHighpSupported;
  1194. }
  1195. bool OpenGL::isInstancingSupported() const
  1196. {
  1197. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
  1198. || GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
  1199. }
  1200. bool OpenGL::isDepthCompareSampleSupported() const
  1201. {
  1202. // Our official API only supports this in GLSL3 shaders, but unofficially
  1203. // the requirements are more lax.
  1204. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
  1205. }
  1206. bool OpenGL::isSamplerLODBiasSupported() const
  1207. {
  1208. return GLAD_VERSION_1_4;
  1209. }
  1210. bool OpenGL::isBaseVertexSupported() const
  1211. {
  1212. return baseVertexSupported;
  1213. }
  1214. bool OpenGL::isMultiFormatMRTSupported() const
  1215. {
  1216. return getMaxRenderTargets() > 1 && (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object);
  1217. }
  1218. int OpenGL::getMax2DTextureSize() const
  1219. {
  1220. return std::max(max2DTextureSize, 1);
  1221. }
  1222. int OpenGL::getMax3DTextureSize() const
  1223. {
  1224. return std::max(max3DTextureSize, 1);
  1225. }
  1226. int OpenGL::getMaxCubeTextureSize() const
  1227. {
  1228. return std::max(maxCubeTextureSize, 1);
  1229. }
  1230. int OpenGL::getMaxTextureLayers() const
  1231. {
  1232. return std::max(maxTextureArrayLayers, 1);
  1233. }
  1234. int OpenGL::getMaxRenderTargets() const
  1235. {
  1236. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  1237. }
  1238. int OpenGL::getMaxSamples() const
  1239. {
  1240. return maxSamples;
  1241. }
  1242. int OpenGL::getMaxTextureUnits() const
  1243. {
  1244. return maxTextureUnits;
  1245. }
  1246. float OpenGL::getMaxPointSize() const
  1247. {
  1248. return maxPointSize;
  1249. }
  1250. float OpenGL::getMaxAnisotropy() const
  1251. {
  1252. return maxAnisotropy;
  1253. }
  1254. float OpenGL::getMaxLODBias() const
  1255. {
  1256. return maxLODBias;
  1257. }
  1258. bool OpenGL::isCoreProfile() const
  1259. {
  1260. return coreProfile;
  1261. }
  1262. OpenGL::Vendor OpenGL::getVendor() const
  1263. {
  1264. return vendor;
  1265. }
  1266. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  1267. {
  1268. TextureFormat f;
  1269. f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
  1270. f.framebufferAttachments[1] = GL_NONE;
  1271. if (pixelformat == PIXELFORMAT_RGBA8_UNORM && isSRGB)
  1272. pixelformat = PIXELFORMAT_sRGBA8_UNORM;
  1273. else if (pixelformat == PIXELFORMAT_ETC1_UNORM)
  1274. {
  1275. // The ETC2 format can load ETC1 textures.
  1276. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  1277. pixelformat = PIXELFORMAT_ETC2_RGB_UNORM;
  1278. }
  1279. switch (pixelformat)
  1280. {
  1281. case PIXELFORMAT_R8_UNORM:
  1282. if ((GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1283. && !gl.bugs.brokenR8PixelFormat)
  1284. {
  1285. f.internalformat = GL_R8;
  1286. f.externalformat = GL_RED;
  1287. }
  1288. else
  1289. {
  1290. f.internalformat = GL_LUMINANCE8;
  1291. f.externalformat = GL_LUMINANCE;
  1292. }
  1293. f.type = GL_UNSIGNED_BYTE;
  1294. break;
  1295. case PIXELFORMAT_RG8_UNORM:
  1296. f.internalformat = GL_RG8;
  1297. f.externalformat = GL_RG;
  1298. f.type = GL_UNSIGNED_BYTE;
  1299. break;
  1300. case PIXELFORMAT_RGBA8_UNORM:
  1301. f.internalformat = GL_RGBA8;
  1302. f.externalformat = GL_RGBA;
  1303. f.type = GL_UNSIGNED_BYTE;
  1304. break;
  1305. case PIXELFORMAT_sRGBA8_UNORM:
  1306. f.internalformat = GL_SRGB8_ALPHA8;
  1307. f.type = GL_UNSIGNED_BYTE;
  1308. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  1309. f.externalformat = GL_SRGB_ALPHA;
  1310. else
  1311. f.externalformat = GL_RGBA;
  1312. break;
  1313. case PIXELFORMAT_R16_UNORM:
  1314. f.internalformat = GL_R16;
  1315. f.externalformat = GL_RED;
  1316. f.type = GL_UNSIGNED_SHORT;
  1317. break;
  1318. case PIXELFORMAT_RG16_UNORM:
  1319. f.internalformat = GL_RG16;
  1320. f.externalformat = GL_RG;
  1321. f.type = GL_UNSIGNED_SHORT;
  1322. break;
  1323. case PIXELFORMAT_RGBA16_UNORM:
  1324. f.internalformat = GL_RGBA16;
  1325. f.externalformat = GL_RGBA;
  1326. f.type = GL_UNSIGNED_SHORT;
  1327. break;
  1328. case PIXELFORMAT_R16_FLOAT:
  1329. f.internalformat = GL_R16F;
  1330. f.externalformat = GL_RED;
  1331. if (GLAD_OES_texture_half_float)
  1332. f.type = GL_HALF_FLOAT_OES;
  1333. else
  1334. f.type = GL_HALF_FLOAT;
  1335. break;
  1336. case PIXELFORMAT_RG16_FLOAT:
  1337. f.internalformat = GL_RG16F;
  1338. f.externalformat = GL_RG;
  1339. if (GLAD_OES_texture_half_float)
  1340. f.type = GL_HALF_FLOAT_OES;
  1341. else
  1342. f.type = GL_HALF_FLOAT;
  1343. break;
  1344. case PIXELFORMAT_RGBA16_FLOAT:
  1345. f.internalformat = GL_RGBA16F;
  1346. f.externalformat = GL_RGBA;
  1347. if (GLAD_OES_texture_half_float)
  1348. f.type = GL_HALF_FLOAT_OES;
  1349. else
  1350. f.type = GL_HALF_FLOAT;
  1351. break;
  1352. case PIXELFORMAT_R32_FLOAT:
  1353. f.internalformat = GL_R32F;
  1354. f.externalformat = GL_RED;
  1355. f.type = GL_FLOAT;
  1356. break;
  1357. case PIXELFORMAT_RG32_FLOAT:
  1358. f.internalformat = GL_RG32F;
  1359. f.externalformat = GL_RG;
  1360. f.type = GL_FLOAT;
  1361. break;
  1362. case PIXELFORMAT_RGBA32_FLOAT:
  1363. f.internalformat = GL_RGBA32F;
  1364. f.externalformat = GL_RGBA;
  1365. f.type = GL_FLOAT;
  1366. break;
  1367. case PIXELFORMAT_LA8_UNORM:
  1368. if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
  1369. {
  1370. f.internalformat = GL_RG8;
  1371. f.externalformat = GL_RG;
  1372. f.type = GL_UNSIGNED_BYTE;
  1373. f.swizzled = true;
  1374. f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
  1375. f.swizzle[3] = GL_GREEN;
  1376. }
  1377. else
  1378. {
  1379. f.internalformat = GL_LUMINANCE8_ALPHA8;
  1380. f.externalformat = GL_LUMINANCE_ALPHA;
  1381. f.type = GL_UNSIGNED_BYTE;
  1382. }
  1383. break;
  1384. case PIXELFORMAT_RGBA4_UNORM:
  1385. f.internalformat = GL_RGBA4;
  1386. f.externalformat = GL_RGBA;
  1387. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  1388. break;
  1389. case PIXELFORMAT_RGB5A1_UNORM:
  1390. f.internalformat = GL_RGB5_A1;
  1391. f.externalformat = GL_RGBA;
  1392. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  1393. break;
  1394. case PIXELFORMAT_RGB565_UNORM:
  1395. f.internalformat = GL_RGB565;
  1396. f.externalformat = GL_RGB;
  1397. f.type = GL_UNSIGNED_SHORT_5_6_5;
  1398. break;
  1399. case PIXELFORMAT_RGB10A2_UNORM:
  1400. f.internalformat = GL_RGB10_A2;
  1401. f.externalformat = GL_RGBA;
  1402. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1403. break;
  1404. case PIXELFORMAT_RG11B10_FLOAT:
  1405. f.internalformat = GL_R11F_G11F_B10F;
  1406. f.externalformat = GL_RGB;
  1407. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  1408. break;
  1409. case PIXELFORMAT_STENCIL8:
  1410. // Prefer a combined depth/stencil buffer due to driver issues.
  1411. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1412. {
  1413. f.internalformat = GL_DEPTH24_STENCIL8;
  1414. f.externalformat = GL_DEPTH_STENCIL;
  1415. f.type = GL_UNSIGNED_INT_24_8;
  1416. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1417. }
  1418. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1419. {
  1420. f.internalformat = GL_DEPTH24_STENCIL8;
  1421. f.externalformat = GL_DEPTH_STENCIL;
  1422. f.type = GL_UNSIGNED_INT_24_8;
  1423. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1424. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1425. }
  1426. else
  1427. {
  1428. f.internalformat = GL_STENCIL_INDEX8;
  1429. f.externalformat = GL_STENCIL;
  1430. f.type = GL_UNSIGNED_BYTE;
  1431. f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
  1432. }
  1433. break;
  1434. case PIXELFORMAT_DEPTH16_UNORM:
  1435. f.internalformat = GL_DEPTH_COMPONENT16;
  1436. f.externalformat = GL_DEPTH_COMPONENT;
  1437. f.type = GL_UNSIGNED_SHORT;
  1438. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1439. break;
  1440. case PIXELFORMAT_DEPTH24_UNORM:
  1441. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
  1442. {
  1443. f.internalformat = GL_DEPTH24_STENCIL8;
  1444. f.externalformat = GL_DEPTH_STENCIL;
  1445. f.type = GL_UNSIGNED_INT_24_8;
  1446. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1447. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1448. }
  1449. else
  1450. {
  1451. f.internalformat = GL_DEPTH_COMPONENT24;
  1452. f.externalformat = GL_DEPTH_COMPONENT;
  1453. f.type = GL_UNSIGNED_INT;
  1454. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1455. }
  1456. break;
  1457. case PIXELFORMAT_DEPTH32_FLOAT:
  1458. f.internalformat = GL_DEPTH_COMPONENT32F;
  1459. f.externalformat = GL_DEPTH_COMPONENT;
  1460. f.type = GL_FLOAT;
  1461. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1462. break;
  1463. case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
  1464. f.internalformat = GL_DEPTH24_STENCIL8;
  1465. f.externalformat = GL_DEPTH_STENCIL;
  1466. f.type = GL_UNSIGNED_INT_24_8;
  1467. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1468. {
  1469. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1470. }
  1471. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1472. {
  1473. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1474. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1475. }
  1476. break;
  1477. case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
  1478. f.internalformat = GL_DEPTH32F_STENCIL8;
  1479. f.externalformat = GL_DEPTH_STENCIL;
  1480. f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  1481. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1482. break;
  1483. case PIXELFORMAT_DXT1_UNORM:
  1484. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1485. break;
  1486. case PIXELFORMAT_DXT3_UNORM:
  1487. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1488. break;
  1489. case PIXELFORMAT_DXT5_UNORM:
  1490. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1491. break;
  1492. case PIXELFORMAT_BC4_UNORM:
  1493. isSRGB = false;
  1494. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  1495. break;
  1496. case PIXELFORMAT_BC4_SNORM:
  1497. isSRGB = false;
  1498. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  1499. break;
  1500. case PIXELFORMAT_BC5_UNORM:
  1501. isSRGB = false;
  1502. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  1503. break;
  1504. case PIXELFORMAT_BC5_SNORM:
  1505. isSRGB = false;
  1506. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  1507. break;
  1508. case PIXELFORMAT_BC6H_UFLOAT:
  1509. isSRGB = false;
  1510. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  1511. break;
  1512. case PIXELFORMAT_BC6H_FLOAT:
  1513. isSRGB = false;
  1514. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  1515. break;
  1516. case PIXELFORMAT_BC7_UNORM:
  1517. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  1518. break;
  1519. case PIXELFORMAT_PVR1_RGB2_UNORM:
  1520. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1521. break;
  1522. case PIXELFORMAT_PVR1_RGB4_UNORM:
  1523. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1524. break;
  1525. case PIXELFORMAT_PVR1_RGBA2_UNORM:
  1526. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1527. break;
  1528. case PIXELFORMAT_PVR1_RGBA4_UNORM:
  1529. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1530. break;
  1531. case PIXELFORMAT_ETC1_UNORM:
  1532. isSRGB = false;
  1533. f.internalformat = GL_ETC1_RGB8_OES;
  1534. break;
  1535. case PIXELFORMAT_ETC2_RGB_UNORM:
  1536. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  1537. break;
  1538. case PIXELFORMAT_ETC2_RGBA_UNORM:
  1539. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  1540. break;
  1541. case PIXELFORMAT_ETC2_RGBA1_UNORM:
  1542. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  1543. break;
  1544. case PIXELFORMAT_EAC_R_UNORM:
  1545. isSRGB = false;
  1546. f.internalformat = GL_COMPRESSED_R11_EAC;
  1547. break;
  1548. case PIXELFORMAT_EAC_R_SNORM:
  1549. isSRGB = false;
  1550. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  1551. break;
  1552. case PIXELFORMAT_EAC_RG_UNORM:
  1553. isSRGB = false;
  1554. f.internalformat = GL_COMPRESSED_RG11_EAC;
  1555. break;
  1556. case PIXELFORMAT_EAC_RG_SNORM:
  1557. isSRGB = false;
  1558. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  1559. break;
  1560. case PIXELFORMAT_ASTC_4x4:
  1561. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  1562. break;
  1563. case PIXELFORMAT_ASTC_5x4:
  1564. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  1565. break;
  1566. case PIXELFORMAT_ASTC_5x5:
  1567. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  1568. break;
  1569. case PIXELFORMAT_ASTC_6x5:
  1570. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  1571. break;
  1572. case PIXELFORMAT_ASTC_6x6:
  1573. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  1574. break;
  1575. case PIXELFORMAT_ASTC_8x5:
  1576. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  1577. break;
  1578. case PIXELFORMAT_ASTC_8x6:
  1579. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  1580. break;
  1581. case PIXELFORMAT_ASTC_8x8:
  1582. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  1583. break;
  1584. case PIXELFORMAT_ASTC_10x5:
  1585. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  1586. break;
  1587. case PIXELFORMAT_ASTC_10x6:
  1588. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  1589. break;
  1590. case PIXELFORMAT_ASTC_10x8:
  1591. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  1592. break;
  1593. case PIXELFORMAT_ASTC_10x10:
  1594. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  1595. break;
  1596. case PIXELFORMAT_ASTC_12x10:
  1597. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  1598. break;
  1599. case PIXELFORMAT_ASTC_12x12:
  1600. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  1601. break;
  1602. default:
  1603. printf("Unhandled pixel format %d when converting to OpenGL enums!", pixelformat);
  1604. break;
  1605. }
  1606. if (!isPixelFormatCompressed(pixelformat))
  1607. {
  1608. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat == PIXELFORMAT_LA8_UNORM)
  1609. && !renderbuffer && !isTexStorageSupported())
  1610. {
  1611. f.internalformat = f.externalformat;
  1612. }
  1613. if (pixelformat != PIXELFORMAT_sRGBA8_UNORM)
  1614. isSRGB = false;
  1615. }
  1616. return f;
  1617. }
  1618. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
  1619. {
  1620. if (rendertarget && isPixelFormatCompressed(pixelformat))
  1621. return false;
  1622. if (pixelformat == PIXELFORMAT_RGBA8_UNORM && isSRGB)
  1623. pixelformat = PIXELFORMAT_sRGBA8_UNORM;
  1624. switch (pixelformat)
  1625. {
  1626. case PIXELFORMAT_R8_UNORM:
  1627. case PIXELFORMAT_RG8_UNORM:
  1628. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1629. return true;
  1630. else if (pixelformat == PIXELFORMAT_R8_UNORM && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  1631. return true; // We'll use OpenGL's luminance format internally.
  1632. else
  1633. return false;
  1634. case PIXELFORMAT_RGBA8_UNORM:
  1635. if (rendertarget)
  1636. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  1637. else
  1638. return true;
  1639. case PIXELFORMAT_sRGBA8_UNORM:
  1640. if (rendertarget)
  1641. {
  1642. if (GLAD_VERSION_1_0)
  1643. {
  1644. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  1645. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  1646. }
  1647. else
  1648. return GLAD_ES_VERSION_3_0;
  1649. }
  1650. else
  1651. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  1652. case PIXELFORMAT_R16_UNORM:
  1653. case PIXELFORMAT_RG16_UNORM:
  1654. return GLAD_VERSION_3_0
  1655. || (GLAD_VERSION_1_1 && GLAD_ARB_texture_rg)
  1656. || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  1657. case PIXELFORMAT_RGBA16_UNORM:
  1658. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  1659. case PIXELFORMAT_R16_FLOAT:
  1660. case PIXELFORMAT_RG16_FLOAT:
  1661. if (GLAD_VERSION_1_0)
  1662. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  1663. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1664. return false;
  1665. else
  1666. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  1667. case PIXELFORMAT_RGBA16_FLOAT:
  1668. if (GLAD_VERSION_1_0)
  1669. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  1670. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1671. return false;
  1672. else
  1673. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  1674. case PIXELFORMAT_R32_FLOAT:
  1675. case PIXELFORMAT_RG32_FLOAT:
  1676. if (GLAD_VERSION_1_0)
  1677. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  1678. else if (!rendertarget)
  1679. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  1680. else
  1681. return false;
  1682. case PIXELFORMAT_RGBA32_FLOAT:
  1683. if (GLAD_VERSION_1_0)
  1684. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  1685. else if (!rendertarget)
  1686. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  1687. else
  1688. return false;
  1689. case PIXELFORMAT_LA8_UNORM:
  1690. return !rendertarget;
  1691. case PIXELFORMAT_RGBA4_UNORM:
  1692. case PIXELFORMAT_RGB5A1_UNORM:
  1693. return true;
  1694. case PIXELFORMAT_RGB565_UNORM:
  1695. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  1696. case PIXELFORMAT_RGB10A2_UNORM:
  1697. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  1698. case PIXELFORMAT_RG11B10_FLOAT:
  1699. if (rendertarget)
  1700. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  1701. else
  1702. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  1703. case PIXELFORMAT_STENCIL8:
  1704. return rendertarget && !readable;
  1705. case PIXELFORMAT_DEPTH16_UNORM:
  1706. if (!rendertarget)
  1707. return false;
  1708. else if (readable)
  1709. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
  1710. else
  1711. return true;
  1712. case PIXELFORMAT_DEPTH24_UNORM:
  1713. if (!rendertarget)
  1714. return false;
  1715. else if (readable)
  1716. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
  1717. else
  1718. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
  1719. case PIXELFORMAT_DEPTH24_UNORM_STENCIL8:
  1720. if (!rendertarget)
  1721. return false;
  1722. else if (readable)
  1723. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
  1724. else
  1725. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
  1726. case PIXELFORMAT_DEPTH32_FLOAT:
  1727. case PIXELFORMAT_DEPTH32_FLOAT_STENCIL8:
  1728. return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
  1729. case PIXELFORMAT_DXT1_UNORM:
  1730. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  1731. case PIXELFORMAT_DXT3_UNORM:
  1732. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  1733. case PIXELFORMAT_DXT5_UNORM:
  1734. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  1735. case PIXELFORMAT_BC4_UNORM:
  1736. case PIXELFORMAT_BC4_SNORM:
  1737. case PIXELFORMAT_BC5_UNORM:
  1738. case PIXELFORMAT_BC5_SNORM:
  1739. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  1740. case PIXELFORMAT_BC6H_UFLOAT:
  1741. case PIXELFORMAT_BC6H_FLOAT:
  1742. case PIXELFORMAT_BC7_UNORM:
  1743. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  1744. case PIXELFORMAT_PVR1_RGB2_UNORM:
  1745. case PIXELFORMAT_PVR1_RGB4_UNORM:
  1746. case PIXELFORMAT_PVR1_RGBA2_UNORM:
  1747. case PIXELFORMAT_PVR1_RGBA4_UNORM:
  1748. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  1749. case PIXELFORMAT_ETC1_UNORM:
  1750. // ETC2 support guarantees ETC1 support as well.
  1751. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  1752. case PIXELFORMAT_ETC2_RGB_UNORM:
  1753. case PIXELFORMAT_ETC2_RGBA_UNORM:
  1754. case PIXELFORMAT_ETC2_RGBA1_UNORM:
  1755. case PIXELFORMAT_EAC_R_UNORM:
  1756. case PIXELFORMAT_EAC_R_SNORM:
  1757. case PIXELFORMAT_EAC_RG_UNORM:
  1758. case PIXELFORMAT_EAC_RG_SNORM:
  1759. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1760. case PIXELFORMAT_ASTC_4x4:
  1761. case PIXELFORMAT_ASTC_5x4:
  1762. case PIXELFORMAT_ASTC_5x5:
  1763. case PIXELFORMAT_ASTC_6x5:
  1764. case PIXELFORMAT_ASTC_6x6:
  1765. case PIXELFORMAT_ASTC_8x5:
  1766. case PIXELFORMAT_ASTC_8x6:
  1767. case PIXELFORMAT_ASTC_8x8:
  1768. case PIXELFORMAT_ASTC_10x5:
  1769. case PIXELFORMAT_ASTC_10x6:
  1770. case PIXELFORMAT_ASTC_10x8:
  1771. case PIXELFORMAT_ASTC_10x10:
  1772. case PIXELFORMAT_ASTC_12x10:
  1773. case PIXELFORMAT_ASTC_12x12:
  1774. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1775. default:
  1776. return false;
  1777. }
  1778. }
  1779. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1780. {
  1781. switch (pixelformat)
  1782. {
  1783. case PIXELFORMAT_R16_FLOAT:
  1784. case PIXELFORMAT_RG16_FLOAT:
  1785. case PIXELFORMAT_RGBA16_FLOAT:
  1786. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1787. case PIXELFORMAT_R32_FLOAT:
  1788. case PIXELFORMAT_RG32_FLOAT:
  1789. case PIXELFORMAT_RGBA32_FLOAT:
  1790. return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
  1791. default:
  1792. return true;
  1793. }
  1794. }
  1795. const char *OpenGL::errorString(GLenum errorcode)
  1796. {
  1797. switch (errorcode)
  1798. {
  1799. case GL_NO_ERROR:
  1800. return "no error";
  1801. case GL_INVALID_ENUM:
  1802. return "invalid enum";
  1803. case GL_INVALID_VALUE:
  1804. return "invalid value";
  1805. case GL_INVALID_OPERATION:
  1806. return "invalid operation";
  1807. case GL_OUT_OF_MEMORY:
  1808. return "out of memory";
  1809. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1810. return "invalid framebuffer operation";
  1811. case GL_CONTEXT_LOST:
  1812. return "OpenGL context has been lost";
  1813. default:
  1814. break;
  1815. }
  1816. static char text[64] = {};
  1817. memset(text, 0, sizeof(text));
  1818. sprintf(text, "0x%x", errorcode);
  1819. return text;
  1820. }
  1821. const char *OpenGL::framebufferStatusString(GLenum status)
  1822. {
  1823. switch (status)
  1824. {
  1825. case GL_FRAMEBUFFER_COMPLETE:
  1826. return "complete (success)";
  1827. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1828. return "Texture format cannot be rendered to on this system.";
  1829. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1830. return "Error in graphics driver (missing render texture attachment)";
  1831. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1832. return "Error in graphics driver (incomplete draw buffer)";
  1833. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1834. return "Error in graphics driver (incomplete read buffer)";
  1835. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1836. return "Texture with the specified MSAA count cannot be rendered to on this system.";
  1837. case GL_FRAMEBUFFER_UNSUPPORTED:
  1838. return "Renderable textures are unsupported";
  1839. default:
  1840. break;
  1841. }
  1842. static char text[64] = {};
  1843. memset(text, 0, sizeof(text));
  1844. sprintf(text, "0x%x", status);
  1845. return text;
  1846. }
  1847. const char *OpenGL::debugSeverityString(GLenum severity)
  1848. {
  1849. switch (severity)
  1850. {
  1851. case GL_DEBUG_SEVERITY_HIGH:
  1852. return "high";
  1853. case GL_DEBUG_SEVERITY_MEDIUM:
  1854. return "medium";
  1855. case GL_DEBUG_SEVERITY_LOW:
  1856. return "low";
  1857. default:
  1858. return "unknown";
  1859. }
  1860. }
  1861. const char *OpenGL::debugSourceString(GLenum source)
  1862. {
  1863. switch (source)
  1864. {
  1865. case GL_DEBUG_SOURCE_API:
  1866. return "API";
  1867. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1868. return "window";
  1869. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1870. return "shader";
  1871. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1872. return "external";
  1873. case GL_DEBUG_SOURCE_APPLICATION:
  1874. return "LOVE";
  1875. case GL_DEBUG_SOURCE_OTHER:
  1876. return "other";
  1877. default:
  1878. return "unknown";
  1879. }
  1880. }
  1881. const char *OpenGL::debugTypeString(GLenum type)
  1882. {
  1883. switch (type)
  1884. {
  1885. case GL_DEBUG_TYPE_ERROR:
  1886. return "error";
  1887. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1888. return "deprecated behavior";
  1889. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1890. return "undefined behavior";
  1891. case GL_DEBUG_TYPE_PERFORMANCE:
  1892. return "performance";
  1893. case GL_DEBUG_TYPE_PORTABILITY:
  1894. return "portability";
  1895. case GL_DEBUG_TYPE_OTHER:
  1896. return "other";
  1897. default:
  1898. return "unknown";
  1899. }
  1900. }
  1901. // OpenGL class instance singleton.
  1902. OpenGL gl;
  1903. } // opengl
  1904. } // graphics
  1905. } // love