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- /**
- * Copyright (c) 2006-2021 LOVE Development Team
- *
- * This software is provided 'as-is', without any express or implied
- * warranty. In no event will the authors be held liable for any damages
- * arising from the use of this software.
- *
- * Permission is granted to anyone to use this software for any purpose,
- * including commercial applications, and to alter it and redistribute it
- * freely, subject to the following restrictions:
- *
- * 1. The origin of this software must not be misrepresented; you must not
- * claim that you wrote the original software. If you use this software
- * in a product, an acknowledgment in the product documentation would be
- * appreciated but is not required.
- * 2. Altered source versions must be plainly marked as such, and must not be
- * misrepresented as being the original software.
- * 3. This notice may not be removed or altered from any source distribution.
- **/
- // LOVE
- #include "common/config.h"
- #include "common/math.h"
- #include "common/Vector.h"
- #include "Graphics.h"
- #include "font/Font.h"
- #include "StreamBuffer.h"
- #include "math/MathModule.h"
- #include "window/Window.h"
- #include "Buffer.h"
- #include "ShaderStage.h"
- #include "libraries/xxHash/xxhash.h"
- // C++
- #include <vector>
- #include <sstream>
- #include <algorithm>
- #include <iterator>
- // C
- #include <cmath>
- #include <cstdio>
- #ifdef LOVE_IOS
- #include <SDL_syswm.h>
- #endif
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- static GLenum getGLBlendOperation(BlendOperation op)
- {
- switch (op)
- {
- case BLENDOP_ADD: return GL_FUNC_ADD;
- case BLENDOP_SUBTRACT: return GL_FUNC_SUBTRACT;
- case BLENDOP_REVERSE_SUBTRACT: return GL_FUNC_REVERSE_SUBTRACT;
- case BLENDOP_MIN: return GL_MIN;
- case BLENDOP_MAX: return GL_MAX;
- case BLENDOP_MAX_ENUM: return 0;
- }
- return 0;
- }
- static GLenum getGLBlendFactor(BlendFactor factor)
- {
- switch (factor)
- {
- case BLENDFACTOR_ZERO: return GL_ZERO;
- case BLENDFACTOR_ONE: return GL_ONE;
- case BLENDFACTOR_SRC_COLOR: return GL_SRC_COLOR;
- case BLENDFACTOR_ONE_MINUS_SRC_COLOR: return GL_ONE_MINUS_SRC_COLOR;
- case BLENDFACTOR_SRC_ALPHA: return GL_SRC_ALPHA;
- case BLENDFACTOR_ONE_MINUS_SRC_ALPHA: return GL_ONE_MINUS_SRC_ALPHA;
- case BLENDFACTOR_DST_COLOR: return GL_DST_COLOR;
- case BLENDFACTOR_ONE_MINUS_DST_COLOR: return GL_ONE_MINUS_DST_COLOR;
- case BLENDFACTOR_DST_ALPHA: return GL_DST_ALPHA;
- case BLENDFACTOR_ONE_MINUS_DST_ALPHA: return GL_ONE_MINUS_DST_ALPHA;
- case BLENDFACTOR_SRC_ALPHA_SATURATED: return GL_SRC_ALPHA_SATURATE;
- case BLENDFACTOR_MAX_ENUM: return 0;
- }
- return 0;
- }
- Graphics::Graphics()
- : windowHasStencil(false)
- , mainVAO(0)
- , internalBackbufferFBO(0)
- , requestedBackbufferMSAA(0)
- , bufferMapMemory(nullptr)
- , bufferMapMemorySize(2 * 1024 * 1024)
- , defaultBuffers()
- , supportedFormats()
- {
- gl = OpenGL();
- try
- {
- bufferMapMemory = new char[bufferMapMemorySize];
- }
- catch (std::exception &)
- {
- // Handled in getBufferMapMemory.
- }
- auto window = getInstance<love::window::Window>(M_WINDOW);
- if (window != nullptr)
- {
- window->setGraphics(this);
- if (window->isOpen())
- {
- int w, h;
- love::window::WindowSettings s;
- window->getWindow(w, h, s);
- double dpiW = w;
- double dpiH = h;
- window->windowToDPICoords(&dpiW, &dpiH);
- setMode((int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), s.stencil, s.msaa);
- }
- }
- }
- Graphics::~Graphics()
- {
- delete[] bufferMapMemory;
- }
- const char *Graphics::getName() const
- {
- return "love.graphics.opengl";
- }
- love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferUsage type, size_t size)
- {
- return CreateStreamBuffer(type, size);
- }
- love::graphics::Texture *Graphics::newTexture(const Texture::Settings &settings, const Texture::Slices *data)
- {
- return new Texture(settings, data);
- }
- love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStageType stage, const std::string &cachekey, const std::string &source, bool gles)
- {
- return new ShaderStage(this, stage, source, gles, cachekey);
- }
- love::graphics::Shader *Graphics::newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel)
- {
- return new Shader(vertex, pixel);
- }
- love::graphics::Buffer *Graphics::newBuffer(const Buffer::Settings &settings, const std::vector<Buffer::DataDeclaration> &format, const void *data, size_t size, size_t arraylength)
- {
- return new Buffer(this, settings, format, data, size, arraylength);
- }
- void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight)
- {
- this->width = width;
- this->height = height;
- this->pixelWidth = pixelwidth;
- this->pixelHeight = pixelheight;
- if (!isRenderTargetActive())
- {
- // Set the viewport to top-left corner.
- gl.setViewport({0, 0, pixelwidth, pixelheight});
- // Re-apply the scissor if it was active, since the rectangle passed to
- // glScissor is affected by the viewport dimensions.
- if (states.back().scissor)
- setScissor(states.back().scissorRect);
- // Set up the projection matrix
- projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0, -10.0f, 10.0f);
- }
- updateBackbuffer(width, height, pixelwidth, pixelheight, requestedBackbufferMSAA);
- }
- void Graphics::updateBackbuffer(int width, int height, int /*pixelwidth*/, int pixelheight, int msaa)
- {
- bool useinternalbackbuffer = false;
- if (msaa > 1)
- useinternalbackbuffer = true;
- // Our internal backbuffer code needs glBlitFramebuffer.
- if (!(GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object || GLAD_ES_VERSION_3_0
- || GLAD_EXT_framebuffer_blit || GLAD_ANGLE_framebuffer_blit || GLAD_NV_framebuffer_blit))
- {
- if (!(msaa > 1 && GLAD_APPLE_framebuffer_multisample))
- useinternalbackbuffer = false;
- }
- GLuint prevFBO = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
- bool restoreFBO = prevFBO != getInternalBackbufferFBO();
- if (useinternalbackbuffer)
- {
- Texture::Settings settings;
- settings.width = width;
- settings.height = height;
- settings.dpiScale = (float)pixelheight / (float)height;
- settings.msaa = msaa;
- settings.renderTarget = true;
- settings.readable.set(false);
- settings.format = isGammaCorrect() ? PIXELFORMAT_sRGBA8_UNORM : PIXELFORMAT_RGBA8_UNORM;
- internalBackbuffer.set(newTexture(settings), Acquire::NORETAIN);
- settings.format = PIXELFORMAT_DEPTH24_UNORM_STENCIL8;
- internalBackbufferDepthStencil.set(newTexture(settings), Acquire::NORETAIN);
- RenderTargets rts;
- rts.colors.push_back(internalBackbuffer.get());
- rts.depthStencil.texture = internalBackbufferDepthStencil;
- internalBackbufferFBO = bindCachedFBO(rts);
- }
- else
- {
- internalBackbuffer.set(nullptr);
- internalBackbufferDepthStencil.set(nullptr);
- internalBackbufferFBO = 0;
- }
- requestedBackbufferMSAA = msaa;
- if (restoreFBO)
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, prevFBO);
- }
- GLuint Graphics::getInternalBackbufferFBO() const
- {
- if (internalBackbufferFBO != 0)
- return internalBackbufferFBO;
- else
- return getSystemBackbufferFBO();
- }
- GLuint Graphics::getSystemBackbufferFBO() const
- {
- #ifdef LOVE_IOS
- // Hack: iOS uses a custom FBO.
- SDL_SysWMinfo info = {};
- SDL_VERSION(&info.version);
- SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
- if (info.info.uikit.resolveFramebuffer != 0)
- return info.info.uikit.resolveFramebuffer;
- else
- return info.info.uikit.framebuffer;
- #else
- return 0;
- #endif
- }
- bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil, int msaa)
- {
- this->width = width;
- this->height = height;
- this->windowHasStencil = windowhasstencil;
- this->requestedBackbufferMSAA = msaa;
- // Okay, setup OpenGL.
- gl.initContext();
- if (gl.isCoreProfile())
- {
- glGenVertexArrays(1, &mainVAO);
- glBindVertexArray(mainVAO);
- }
- gl.setupContext();
- created = true;
- initCapabilities();
- // Enable blending
- gl.setEnableState(OpenGL::ENABLE_BLEND, true);
- // Auto-generated mipmaps should be the best quality possible
- if (!gl.isCoreProfile())
- glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
- if (!GLAD_ES_VERSION_2_0 && !gl.isCoreProfile())
- {
- // Make sure antialiasing works when set elsewhere
- glEnable(GL_MULTISAMPLE);
- // Enable texturing
- glEnable(GL_TEXTURE_2D);
- }
- if (!GLAD_ES_VERSION_2_0)
- glEnable(GL_VERTEX_PROGRAM_POINT_SIZE);
- gl.setTextureUnit(0);
- // Set pixel row alignment - code that calls glTexSubImage and glReadPixels
- // assumes there's no row alignment, but OpenGL defaults to 4 bytes.
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
- glPixelStorei(GL_PACK_ALIGNMENT, 1);
- // Always enable seamless cubemap filtering when possible.
- if (GLAD_VERSION_3_2 || GLAD_ARB_seamless_cube_map)
- glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
- // Set whether drawing converts input from linear -> sRGB colorspace.
- if (!gl.bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB
- || GLAD_EXT_framebuffer_sRGB || GLAD_ES_VERSION_3_0))
- {
- if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
- gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, isGammaCorrect());
- }
- else
- setGammaCorrect(false);
- setDebug(isDebugEnabled());
- setViewportSize(width, height, pixelwidth, pixelheight);
- if (batchedDrawState.vb[0] == nullptr)
- {
- // Initial sizes that should be good enough for most cases. It will
- // resize to fit if needed, later.
- batchedDrawState.vb[0] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 1024 * 1024 * 1);
- batchedDrawState.vb[1] = CreateStreamBuffer(BUFFERUSAGE_VERTEX, 256 * 1024 * 1);
- batchedDrawState.indexBuffer = CreateStreamBuffer(BUFFERUSAGE_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
- }
- if (capabilities.features[FEATURE_TEXEL_BUFFER] && defaultBuffers[BUFFERUSAGE_TEXEL].get() == nullptr)
- {
- Buffer::Settings settings(BUFFERUSAGEFLAG_TEXEL, BUFFERDATAUSAGE_STATIC);
- std::vector<Buffer::DataDeclaration> format = {{"", DATAFORMAT_FLOAT_VEC4, 0}};
- const float texel[] = {0.0f, 0.0f, 0.0f, 1.0f};
- auto buffer = newBuffer(settings, format, texel, sizeof(texel), 1);
- defaultBuffers[BUFFERUSAGE_TEXEL].set(buffer, Acquire::NORETAIN);
- }
- if (capabilities.features[FEATURE_GLSL4] && defaultBuffers[BUFFERUSAGE_SHADER_STORAGE].get() == nullptr)
- {
- Buffer::Settings settings(BUFFERUSAGEFLAG_SHADER_STORAGE, BUFFERDATAUSAGE_STATIC);
- std::vector<Buffer::DataDeclaration> format = {{"", DATAFORMAT_FLOAT, 0}};
- std::vector<float> data;
- data.resize(Buffer::SHADER_STORAGE_BUFFER_MAX_STRIDE / 4);
- auto buffer = newBuffer(settings, format, data.data(), data.size() * sizeof(float), data.size());
- defaultBuffers[BUFFERUSAGE_SHADER_STORAGE].set(buffer, Acquire::NORETAIN);
- }
- // Load default resources before other Volatile.
- for (int i = 0; i < BUFFERUSAGE_MAX_ENUM; i++)
- {
- if (defaultBuffers[i].get())
- ((Buffer *) defaultBuffers[i].get())->loadVolatile();
- }
- if (defaultBuffers[BUFFERUSAGE_TEXEL].get())
- gl.setDefaultTexelBuffer((GLuint) defaultBuffers[BUFFERUSAGE_TEXEL]->getTexelBufferHandle());
- if (defaultBuffers[BUFFERUSAGE_SHADER_STORAGE].get())
- gl.setDefaultStorageBuffer((GLuint) defaultBuffers[BUFFERUSAGE_SHADER_STORAGE]->getHandle());
- // Reload all volatile objects.
- if (!Volatile::loadAll())
- ::printf("Could not reload all volatile objects.\n");
- createQuadIndexBuffer();
- // Restore the graphics state.
- restoreState(states.back());
- // We always need a default shader.
- for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++)
- {
- auto stype = (Shader::StandardShader) i;
- if (i == Shader::STANDARD_ARRAY && !capabilities.textureTypes[TEXTURE_2D_ARRAY])
- continue;
- // Apparently some intel GMA drivers on windows fail to compile shaders
- // which use array textures despite claiming support for the extension.
- try
- {
- if (!Shader::standardShaders[i])
- {
- std::vector<std::string> stages;
- stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_VERTEX));
- stages.push_back(Shader::getDefaultCode(stype, SHADERSTAGE_PIXEL));
- Shader::standardShaders[i] = newShader(stages);
- }
- }
- catch (love::Exception &)
- {
- if (i == Shader::STANDARD_ARRAY)
- capabilities.textureTypes[TEXTURE_2D_ARRAY] = false;
- else
- throw;
- }
- }
- // A shader should always be active, but the default shader shouldn't be
- // returned by getShader(), so we don't do setShader(defaultShader).
- if (!Shader::current)
- Shader::standardShaders[Shader::STANDARD_DEFAULT]->attach();
- return true;
- }
- void Graphics::unSetMode()
- {
- if (!isCreated())
- return;
- flushBatchedDraws();
- internalBackbuffer.set(nullptr);
- internalBackbufferDepthStencil.set(nullptr);
- // Unload all volatile objects. These must be reloaded after the display
- // mode change.
- Volatile::unloadAll();
- for (const auto &pair : framebufferObjects)
- gl.deleteFramebuffer(pair.second);
- for (auto temp : temporaryTextures)
- temp.texture->release();
- framebufferObjects.clear();
- temporaryTextures.clear();
- if (mainVAO != 0)
- {
- glDeleteVertexArrays(1, &mainVAO);
- mainVAO = 0;
- }
- gl.deInitContext();
- created = false;
- }
- void Graphics::setActive(bool enable)
- {
- flushBatchedDraws();
- // Make sure all pending OpenGL commands have fully executed before
- // returning, when going from active to inactive. This is required on iOS.
- if (isCreated() && this->active && !enable)
- glFinish();
- active = enable;
- }
- void Graphics::draw(const DrawCommand &cmd)
- {
- gl.prepareDraw(this);
- gl.setVertexAttributes(*cmd.attributes, *cmd.buffers);
- gl.bindTextureToUnit(cmd.texture, 0, false);
- gl.setCullMode(cmd.cullMode);
- GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType);
- if (cmd.instanceCount > 1)
- glDrawArraysInstanced(glprimitivetype, cmd.vertexStart, cmd.vertexCount, cmd.instanceCount);
- else
- glDrawArrays(glprimitivetype, cmd.vertexStart, cmd.vertexCount);
- ++drawCalls;
- }
- void Graphics::draw(const DrawIndexedCommand &cmd)
- {
- gl.prepareDraw(this);
- gl.setVertexAttributes(*cmd.attributes, *cmd.buffers);
- gl.bindTextureToUnit(cmd.texture, 0, false);
- gl.setCullMode(cmd.cullMode);
- const void *gloffset = BUFFER_OFFSET(cmd.indexBufferOffset);
- GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType);
- GLenum gldatatype = OpenGL::getGLIndexDataType(cmd.indexType);
- gl.bindBuffer(BUFFERUSAGE_INDEX, cmd.indexBuffer->getHandle());
- if (cmd.instanceCount > 1)
- glDrawElementsInstanced(glprimitivetype, cmd.indexCount, gldatatype, gloffset, cmd.instanceCount);
- else
- glDrawElements(glprimitivetype, cmd.indexCount, gldatatype, gloffset);
- ++drawCalls;
- }
- static inline void advanceVertexOffsets(const VertexAttributes &attributes, BufferBindings &buffers, int vertexcount)
- {
- // TODO: Figure out a better way to avoid touching the same buffer multiple
- // times, if multiple attributes share the buffer.
- uint32 touchedbuffers = 0;
- for (unsigned int i = 0; i < VertexAttributes::MAX; i++)
- {
- if (!attributes.isEnabled(i))
- continue;
- auto &attrib = attributes.attribs[i];
- uint32 bufferbit = 1u << attrib.bufferIndex;
- if ((touchedbuffers & bufferbit) == 0)
- {
- touchedbuffers |= bufferbit;
- const auto &layout = attributes.bufferLayouts[attrib.bufferIndex];
- buffers.info[attrib.bufferIndex].offset += layout.stride * vertexcount;
- }
- }
- }
- void Graphics::drawQuads(int start, int count, const VertexAttributes &attributes, const BufferBindings &buffers, love::graphics::Texture *texture)
- {
- const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX;
- const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4;
- gl.prepareDraw(this);
- gl.bindTextureToUnit(texture, 0, false);
- gl.setCullMode(CULL_NONE);
- gl.bindBuffer(BUFFERUSAGE_INDEX, quadIndexBuffer->getHandle());
- if (gl.isBaseVertexSupported())
- {
- gl.setVertexAttributes(attributes, buffers);
- int basevertex = start * 4;
- for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
- {
- int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
- glDrawElementsBaseVertex(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0), basevertex);
- ++drawCalls;
- basevertex += quadcount * 4;
- }
- }
- else
- {
- BufferBindings bufferscopy = buffers;
- if (start > 0)
- advanceVertexOffsets(attributes, bufferscopy, start * 4);
- for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW)
- {
- gl.setVertexAttributes(attributes, bufferscopy);
- int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex);
- glDrawElements(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0));
- ++drawCalls;
- if (count > MAX_QUADS_PER_DRAW)
- advanceVertexOffsets(attributes, bufferscopy, quadcount * 4);
- }
- }
- }
- static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
- {
- // Human-readable strings for the debug info.
- const char *sourceStr = OpenGL::debugSourceString(source);
- const char *typeStr = OpenGL::debugTypeString(type);
- const char *severityStr = OpenGL::debugSeverityString(severity);
- const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n";
- printf(fmt, msg, sourceStr, typeStr, severityStr, id);
- }
- void Graphics::setDebug(bool enable)
- {
- // Make sure debug output is supported. The AMD ext. is a bit different
- // so we don't make use of it, since AMD drivers now support KHR_debug.
- if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output))
- return;
- // TODO: We don't support GL_KHR_debug in GLES yet.
- if (GLAD_ES_VERSION_2_0)
- return;
- // Ugly hack to reduce code duplication.
- if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug))
- {
- fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB;
- fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB;
- }
- if (!enable)
- {
- // Disable the debug callback function.
- glDebugMessageCallback(nullptr, nullptr);
- // We can disable debug output entirely with KHR_debug.
- if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
- glDisable(GL_DEBUG_OUTPUT);
- return;
- }
- // We don't want asynchronous debug output.
- glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
- glDebugMessageCallback(debugCB, nullptr);
- // Initially, enable everything.
- glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
- // Disable messages about deprecated OpenGL functionality.
- glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
- glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
- if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
- glEnable(GL_DEBUG_OUTPUT);
- ::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
- }
- void Graphics::setRenderTargetsInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBtexture)
- {
- const DisplayState &state = states.back();
- OpenGL::TempDebugGroup debuggroup("setRenderTargets");
- flushBatchedDraws();
- endPass();
- bool iswindow = rts.getFirstTarget().texture == nullptr;
- Winding vertexwinding = state.winding;
- if (iswindow)
- {
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO());
- // The projection matrix is flipped compared to rendering to a texture,
- // due to OpenGL considering (0,0) bottom-left instead of top-left.
- projectionMatrix = Matrix4::ortho(0.0, (float) w, (float) h, 0.0, -10.0f, 10.0f);
- }
- else
- {
- bindCachedFBO(rts);
- projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h, -10.0f, 10.0f);
- // Flip front face winding when rendering to a texture, since our
- // projection matrix is flipped.
- vertexwinding = vertexwinding == WINDING_CW ? WINDING_CCW : WINDING_CW;
- }
- glFrontFace(vertexwinding == WINDING_CW ? GL_CW : GL_CCW);
- gl.setViewport({0, 0, pixelw, pixelh});
- // Re-apply the scissor if it was active, since the rectangle passed to
- // glScissor is affected by the viewport dimensions.
- if (state.scissor)
- setScissor(state.scissorRect);
- // Make sure the correct sRGB setting is used when drawing to the textures.
- if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
- {
- if (hasSRGBtexture != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB))
- gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBtexture);
- }
- }
- void Graphics::endPass()
- {
- auto &rts = states.back().renderTargets;
- love::graphics::Texture *depthstencil = rts.depthStencil.texture.get();
- // Discard the depth/stencil buffer if we're using an internal cached one.
- if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0)
- discard({}, true);
- else if (!rts.getFirstTarget().texture.get())
- discard({}, true); // Backbuffer
- // Resolve MSAA buffers. MSAA is only supported for 2D render targets so we
- // don't have to worry about resolving to slices.
- if (rts.colors.size() > 0 && rts.colors[0].texture->getMSAA() > 1)
- {
- int mip = rts.colors[0].mipmap;
- int w = rts.colors[0].texture->getPixelWidth(mip);
- int h = rts.colors[0].texture->getPixelHeight(mip);
- for (int i = 0; i < (int) rts.colors.size(); i++)
- {
- Texture *c = (Texture *) rts.colors[i].texture.get();
- if (!c->isReadable())
- continue;
- glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, c->getFBO());
- if (GLAD_APPLE_framebuffer_multisample)
- glResolveMultisampleFramebufferAPPLE();
- else
- glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- }
- }
- if (depthstencil != nullptr && depthstencil->getMSAA() > 1 && depthstencil->isReadable())
- {
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, ((Texture *) depthstencil)->getFBO());
- if (GLAD_APPLE_framebuffer_multisample)
- glResolveMultisampleFramebufferAPPLE();
- else
- {
- int mip = rts.depthStencil.mipmap;
- int w = depthstencil->getPixelWidth(mip);
- int h = depthstencil->getPixelHeight(mip);
- PixelFormat format = depthstencil->getPixelFormat();
- GLbitfield mask = 0;
- if (isPixelFormatDepth(format))
- mask |= GL_DEPTH_BUFFER_BIT;
- if (isPixelFormatStencil(format))
- mask |= GL_STENCIL_BUFFER_BIT;
- if (mask != 0)
- glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, mask, GL_NEAREST);
- }
- }
- // generateMipmaps can't be used for depth/stencil textures.
- for (const auto &rt : rts.colors)
- {
- if (rt.texture->getMipmapsMode() == Texture::MIPMAPS_AUTO && rt.mipmap == 0)
- rt.texture->generateMipmaps();
- }
- }
- void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth)
- {
- if (c.hasValue || stencil.hasValue || depth.hasValue)
- flushBatchedDraws();
- GLbitfield flags = 0;
- if (c.hasValue)
- {
- gammaCorrectColor(c.value);
- glClearColor(c.value.r, c.value.g, c.value.b, c.value.a);
- flags |= GL_COLOR_BUFFER_BIT;
- }
- if (stencil.hasValue)
- {
- glClearStencil(stencil.value);
- flags |= GL_STENCIL_BUFFER_BIT;
- }
- bool hadDepthWrites = gl.hasDepthWrites();
- if (depth.hasValue)
- {
- if (!hadDepthWrites) // glDepthMask also affects glClear.
- gl.setDepthWrites(true);
- gl.clearDepth(depth.value);
- flags |= GL_DEPTH_BUFFER_BIT;
- }
- if (flags != 0)
- glClear(flags);
- if (depth.hasValue && !hadDepthWrites)
- gl.setDepthWrites(hadDepthWrites);
- if (c.hasValue && gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
- {
- // This seems to be enough to fix the bug for me. Other methods I've
- // tried (e.g. dummy draws) don't work in all cases.
- gl.useProgram(0);
- gl.useProgram((GLuint) Shader::current->getHandle());
- }
- }
- void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth)
- {
- if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
- return;
- int ncolorRTs = (int) states.back().renderTargets.colors.size();
- int ncolors = (int) colors.size();
- if (ncolors <= 1 && ncolorRTs <= 1)
- {
- clear(ncolors > 0 ? colors[0] : OptionalColorf(), stencil, depth);
- return;
- }
- flushBatchedDraws();
- bool drawbuffersmodified = false;
- ncolors = std::min(ncolors, ncolorRTs);
- for (int i = 0; i < ncolors; i++)
- {
- if (!colors[i].hasValue)
- continue;
- Colorf c = colors[i].value;
- gammaCorrectColor(c);
- if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0)
- {
- const GLfloat carray[] = {c.r, c.g, c.b, c.a};
- glClearBufferfv(GL_COLOR, i, carray);
- }
- else
- {
- glDrawBuffer(GL_COLOR_ATTACHMENT0 + i);
- glClearColor(c.r, c.g, c.b, c.a);
- glClear(GL_COLOR_BUFFER_BIT);
- drawbuffersmodified = true;
- }
- }
- // Revert to the expected draw buffers once we're done, if glClearBuffer
- // wasn't supported.
- if (drawbuffersmodified)
- {
- GLenum bufs[MAX_COLOR_RENDER_TARGETS];
- for (int i = 0; i < ncolorRTs; i++)
- bufs[i] = GL_COLOR_ATTACHMENT0 + i;
- glDrawBuffers(ncolorRTs, bufs);
- }
- GLbitfield flags = 0;
- if (stencil.hasValue)
- {
- glClearStencil(stencil.value);
- flags |= GL_STENCIL_BUFFER_BIT;
- }
- bool hadDepthWrites = gl.hasDepthWrites();
- if (depth.hasValue)
- {
- if (!hadDepthWrites) // glDepthMask also affects glClear.
- gl.setDepthWrites(true);
- gl.clearDepth(depth.value);
- flags |= GL_DEPTH_BUFFER_BIT;
- }
- if (flags != 0)
- glClear(flags);
- if (depth.hasValue && !hadDepthWrites)
- gl.setDepthWrites(hadDepthWrites);
- if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
- {
- // This seems to be enough to fix the bug for me. Other methods I've
- // tried (e.g. dummy draws) don't work in all cases.
- gl.useProgram(0);
- gl.useProgram((GLuint) Shader::current->getHandle());
- }
- }
- void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
- {
- flushBatchedDraws();
- discard(OpenGL::FRAMEBUFFER_ALL, colorbuffers, depthstencil);
- }
- void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector<bool> &colorbuffers, bool depthstencil)
- {
- if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer))
- return;
- GLenum gltarget = GL_FRAMEBUFFER;
- if (target == OpenGL::FRAMEBUFFER_READ)
- gltarget = GL_READ_FRAMEBUFFER;
- else if (target == OpenGL::FRAMEBUFFER_DRAW)
- gltarget = GL_DRAW_FRAMEBUFFER;
- std::vector<GLenum> attachments;
- attachments.reserve(colorbuffers.size());
- // glDiscardFramebuffer uses different attachment enums for the default FBO.
- if (!isRenderTargetActive() && getInternalBackbufferFBO() == 0)
- {
- if (colorbuffers.size() > 0 && colorbuffers[0])
- attachments.push_back(GL_COLOR);
- if (depthstencil)
- {
- attachments.push_back(GL_STENCIL);
- attachments.push_back(GL_DEPTH);
- }
- }
- else
- {
- int rendertargetcount = std::max((int) states.back().renderTargets.colors.size(), 1);
- for (int i = 0; i < (int) colorbuffers.size(); i++)
- {
- if (colorbuffers[i] && i < rendertargetcount)
- attachments.push_back(GL_COLOR_ATTACHMENT0 + i);
- }
- if (depthstencil)
- {
- attachments.push_back(GL_STENCIL_ATTACHMENT);
- attachments.push_back(GL_DEPTH_ATTACHMENT);
- }
- }
- // Hint for the driver that it doesn't need to save these buffers.
- if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0)
- glInvalidateFramebuffer(gltarget, (GLint) attachments.size(), &attachments[0]);
- else if (GLAD_EXT_discard_framebuffer)
- glDiscardFramebufferEXT(gltarget, (GLint) attachments.size(), &attachments[0]);
- }
- void Graphics::cleanupRenderTexture(love::graphics::Texture *texture)
- {
- if (!texture->isRenderTarget())
- return;
- for (auto it = framebufferObjects.begin(); it != framebufferObjects.end(); /**/)
- {
- bool hastexture = false;
- const auto &rts = it->first;
- for (const RenderTarget &rt : rts.colors)
- {
- if (rt.texture == texture)
- {
- hastexture = true;
- break;
- }
- }
- hastexture = hastexture || rts.depthStencil.texture == texture;
- if (hastexture)
- {
- if (isCreated())
- gl.deleteFramebuffer(it->second);
- it = framebufferObjects.erase(it);
- }
- else
- ++it;
- }
- }
- GLuint Graphics::bindCachedFBO(const RenderTargets &targets)
- {
- GLuint fbo = framebufferObjects[targets];
- if (fbo != 0)
- {
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
- }
- else
- {
- int msaa = targets.getFirstTarget().texture->getMSAA();
- bool hasDS = targets.depthStencil.texture != nullptr;
- glGenFramebuffers(1, &fbo);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
- int ncolortargets = 0;
- GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS];
- auto attachRT = [&](const RenderTarget &rt)
- {
- bool renderbuffer = msaa > 1 || !rt.texture->isReadable();
- bool srgb = false;
- OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.texture->getPixelFormat(), renderbuffer, srgb);
- if (fmt.framebufferAttachments[0] == GL_COLOR_ATTACHMENT0)
- {
- fmt.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0 + ncolortargets;
- drawbuffers[ncolortargets] = fmt.framebufferAttachments[0];
- ncolortargets++;
- }
- GLuint handle = (GLuint) rt.texture->getRenderTargetHandle();
- for (GLenum attachment : fmt.framebufferAttachments)
- {
- if (attachment == GL_NONE)
- continue;
- else if (renderbuffer)
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, handle);
- else
- {
- TextureType textype = rt.texture->getTextureType();
- int layer = textype == TEXTURE_CUBE ? 0 : rt.slice;
- int face = textype == TEXTURE_CUBE ? rt.slice : 0;
- int level = rt.mipmap;
- gl.framebufferTexture(attachment, textype, handle, level, layer, face);
- }
- }
- };
- for (const auto &rt : targets.colors)
- attachRT(rt);
- if (hasDS)
- attachRT(targets.depthStencil);
- if (ncolortargets > 1)
- glDrawBuffers(ncolortargets, drawbuffers);
- else if (ncolortargets == 0 && hasDS && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0))
- {
- // glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3.
- GLenum none = GL_NONE;
- if (GLAD_ES_VERSION_3_0)
- glDrawBuffers(1, &none);
- else
- glDrawBuffer(GL_NONE);
- glReadBuffer(GL_NONE);
- }
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status != GL_FRAMEBUFFER_COMPLETE)
- {
- gl.deleteFramebuffer(fbo);
- const char *sstr = OpenGL::framebufferStatusString(status);
- throw love::Exception("Could not create Framebuffer Object! %s", sstr);
- }
- framebufferObjects[targets] = fbo;
- }
- return fbo;
- }
- void Graphics::present(void *screenshotCallbackData)
- {
- if (!isActive())
- return;
- if (isRenderTargetActive())
- throw love::Exception("present cannot be called while a render target is active.");
- deprecations.draw(this);
- flushBatchedDraws();
- endPass();
- int w = getPixelWidth();
- int h = getPixelHeight();
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO());
- // Copy internal backbuffer to system backbuffer. When MSAA is used this
- // is a direct MSAA resolve.
- if (internalBackbuffer.get())
- {
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, getSystemBackbufferFBO());
- // Discard system backbuffer to prevent it from copying its contents
- // from VRAM to chip memory.
- discard(OpenGL::FRAMEBUFFER_DRAW, {true}, true);
- // updateBackbuffer checks for glBlitFramebuffer support.
- if (GLAD_APPLE_framebuffer_multisample && internalBackbuffer->getMSAA() > 1)
- glResolveMultisampleFramebufferAPPLE();
- else
- glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
- // Discarding the internal backbuffer directly after resolving it should
- // eliminate any copy back to vram it might need to do.
- discard(OpenGL::FRAMEBUFFER_READ, {true}, false);
- }
- if (!pendingScreenshotCallbacks.empty())
- {
- size_t row = 4 * w;
- size_t size = row * h;
- GLubyte *pixels = nullptr;
- GLubyte *screenshot = nullptr;
- try
- {
- pixels = new GLubyte[size];
- screenshot = new GLubyte[size];
- }
- catch (std::exception &)
- {
- delete[] pixels;
- delete[] screenshot;
- throw love::Exception("Out of memory.");
- }
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getSystemBackbufferFBO());
- glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- // Replace alpha values with full opacity.
- for (size_t i = 3; i < size; i += 4)
- pixels[i] = 255;
- // OpenGL sucks and reads pixels from the lower-left. Let's fix that.
- GLubyte *src = pixels - row;
- GLubyte *dst = screenshot + size;
- for (int i = 0; i < h; ++i)
- memcpy(dst-=row, src+=row, row);
- delete[] pixels;
- auto imagemodule = Module::getInstance<love::image::Image>(M_IMAGE);
- for (int i = 0; i < (int) pendingScreenshotCallbacks.size(); i++)
- {
- const auto &info = pendingScreenshotCallbacks[i];
- image::ImageData *img = nullptr;
- try
- {
- img = imagemodule->newImageData(w, h, PIXELFORMAT_RGBA8_UNORM, screenshot);
- }
- catch (love::Exception &)
- {
- delete[] screenshot;
- info.callback(&info, nullptr, nullptr);
- for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++)
- {
- const auto &ninfo = pendingScreenshotCallbacks[j];
- ninfo.callback(&ninfo, nullptr, nullptr);
- }
- pendingScreenshotCallbacks.clear();
- throw;
- }
- info.callback(&info, img, screenshotCallbackData);
- img->release();
- }
- delete[] screenshot;
- pendingScreenshotCallbacks.clear();
- }
- #ifdef LOVE_IOS
- // Hack: SDL's color renderbuffer must be bound when swapBuffers is called.
- SDL_SysWMinfo info = {};
- SDL_VERSION(&info.version);
- SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
- glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer);
- #endif
- for (StreamBuffer *buffer : batchedDrawState.vb)
- buffer->nextFrame();
- batchedDrawState.indexBuffer->nextFrame();
- auto window = getInstance<love::window::Window>(M_WINDOW);
- if (window != nullptr)
- window->swapBuffers();
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getInternalBackbufferFBO());
- // Reset the per-frame stat counts.
- drawCalls = 0;
- gl.stats.shaderSwitches = 0;
- renderTargetSwitchCount = 0;
- drawCallsBatched = 0;
- // This assumes temporary textures will only be used within a render pass.
- for (int i = (int) temporaryTextures.size() - 1; i >= 0; i--)
- {
- if (temporaryTextures[i].framesSinceUse >= MAX_TEMPORARY_TEXTURE_UNUSED_FRAMES)
- {
- temporaryTextures[i].texture->release();
- temporaryTextures[i] = temporaryTextures.back();
- temporaryTextures.pop_back();
- }
- else
- temporaryTextures[i].framesSinceUse++;
- }
- }
- int Graphics::getRequestedBackbufferMSAA() const
- {
- return requestedBackbufferMSAA;
- }
- int Graphics::getBackbufferMSAA() const
- {
- return internalBackbuffer.get() ? internalBackbuffer->getMSAA() : 0;
- }
- void Graphics::setScissor(const Rect &rect)
- {
- flushBatchedDraws();
- DisplayState &state = states.back();
- if (!gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST))
- gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, true);
- double dpiscale = getCurrentDPIScale();
- Rect glrect;
- glrect.x = (int) (rect.x * dpiscale);
- glrect.y = (int) (rect.y * dpiscale);
- glrect.w = (int) (rect.w * dpiscale);
- glrect.h = (int) (rect.h * dpiscale);
- // OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
- gl.setScissor(glrect, isRenderTargetActive());
- state.scissor = true;
- state.scissorRect = rect;
- }
- void Graphics::setScissor()
- {
- if (states.back().scissor)
- flushBatchedDraws();
- states.back().scissor = false;
- if (gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST))
- gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, false);
- }
- void Graphics::drawToStencilBuffer(StencilAction action, int value)
- {
- const auto &rts = states.back().renderTargets;
- love::graphics::Texture *dstexture = rts.depthStencil.texture.get();
- if (!isRenderTargetActive() && !windowHasStencil)
- throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer.");
- else if (isRenderTargetActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dstexture == nullptr || !isPixelFormatStencil(dstexture->getPixelFormat())))
- throw love::Exception("Drawing to the stencil buffer with a render target active requires either stencil=true or a custom stencil-type texture to be used, in setRenderTarget.");
- flushBatchedDraws();
- writingToStencil = true;
- // Disable color writes but don't save the state for it.
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- GLenum glaction = GL_REPLACE;
- switch (action)
- {
- case STENCIL_REPLACE:
- default:
- glaction = GL_REPLACE;
- break;
- case STENCIL_INCREMENT:
- glaction = GL_INCR;
- break;
- case STENCIL_DECREMENT:
- glaction = GL_DECR;
- break;
- case STENCIL_INCREMENT_WRAP:
- glaction = GL_INCR_WRAP;
- break;
- case STENCIL_DECREMENT_WRAP:
- glaction = GL_DECR_WRAP;
- break;
- case STENCIL_INVERT:
- glaction = GL_INVERT;
- break;
- }
- // The stencil test must be enabled in order to write to the stencil buffer.
- if (!gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST))
- gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, true);
- glStencilFunc(GL_ALWAYS, value, 0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, glaction);
- }
- void Graphics::stopDrawToStencilBuffer()
- {
- if (!writingToStencil)
- return;
- flushBatchedDraws();
- writingToStencil = false;
- const DisplayState &state = states.back();
- // Revert the color write mask.
- setColorMask(state.colorMask);
- // Use the user-set stencil test state when writes are disabled.
- setStencilTest(state.stencilCompare, state.stencilTestValue);
- }
- void Graphics::setStencilTest(CompareMode compare, int value)
- {
- DisplayState &state = states.back();
- if (state.stencilCompare != compare || state.stencilTestValue != value)
- flushBatchedDraws();
- state.stencilCompare = compare;
- state.stencilTestValue = value;
- if (writingToStencil)
- return;
- if (compare == COMPARE_ALWAYS)
- {
- if (gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST))
- gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, false);
- return;
- }
- /**
- * OpenGL / GPUs do the comparison in the opposite way that makes sense
- * for this API. For example, if the compare function is GL_GREATER then the
- * stencil test will pass if the reference value is greater than the value
- * in the stencil buffer. With our API it's more intuitive to assume that
- * setStencilTest(COMPARE_GREATER, 4) will make it pass if the stencil
- * buffer has a value greater than 4.
- **/
- GLenum glcompare = OpenGL::getGLCompareMode(getReversedCompareMode(compare));
- if (!gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST))
- gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, true);
- glStencilFunc(glcompare, value, 0xFFFFFFFF);
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- }
- void Graphics::setDepthMode(CompareMode compare, bool write)
- {
- DisplayState &state = states.back();
- if (state.depthTest != compare || state.depthWrite != write)
- flushBatchedDraws();
- state.depthTest = compare;
- state.depthWrite = write;
- bool depthenable = compare != COMPARE_ALWAYS || write;
- if (depthenable != gl.isStateEnabled(OpenGL::ENABLE_DEPTH_TEST))
- gl.setEnableState(OpenGL::ENABLE_DEPTH_TEST, depthenable);
- if (depthenable)
- {
- glDepthFunc(OpenGL::getGLCompareMode(compare));
- gl.setDepthWrites(write);
- }
- }
- void Graphics::setFrontFaceWinding(Winding winding)
- {
- DisplayState &state = states.back();
- if (state.winding != winding)
- flushBatchedDraws();
- state.winding = winding;
- if (isRenderTargetActive())
- winding = winding == WINDING_CW ? WINDING_CCW : WINDING_CW;
- glFrontFace(winding == WINDING_CW ? GL_CW : GL_CCW);
- }
- void Graphics::setColor(Colorf c)
- {
- c.r = std::min(std::max(c.r, 0.0f), 1.0f);
- c.g = std::min(std::max(c.g, 0.0f), 1.0f);
- c.b = std::min(std::max(c.b, 0.0f), 1.0f);
- c.a = std::min(std::max(c.a, 0.0f), 1.0f);
- states.back().color = c;
- }
- void Graphics::setColorMask(ColorChannelMask mask)
- {
- flushBatchedDraws();
- glColorMask(mask.r, mask.g, mask.b, mask.a);
- states.back().colorMask = mask;
- }
- void Graphics::setBlendState(const BlendState &blend)
- {
- if (!(blend == states.back().blend))
- flushBatchedDraws();
- if (blend.operationRGB == BLENDOP_MAX || blend.operationA == BLENDOP_MAX
- || blend.operationRGB == BLENDOP_MIN || blend.operationA == BLENDOP_MIN)
- {
- if (!capabilities.features[FEATURE_BLEND_MINMAX])
- throw love::Exception("The 'min' and 'max' blend operations are not supported on this system.");
- }
- if (blend.enable != gl.isStateEnabled(OpenGL::ENABLE_BLEND))
- gl.setEnableState(OpenGL::ENABLE_BLEND, blend.enable);
- if (blend.enable)
- {
- GLenum opRGB = getGLBlendOperation(blend.operationRGB);
- GLenum opA = getGLBlendOperation(blend.operationA);
- GLenum srcRGB = getGLBlendFactor(blend.srcFactorRGB);
- GLenum srcA = getGLBlendFactor(blend.srcFactorA);
- GLenum dstRGB = getGLBlendFactor(blend.dstFactorRGB);
- GLenum dstA = getGLBlendFactor(blend.dstFactorA);
- glBlendEquationSeparate(opRGB, opA);
- glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA);
- }
- states.back().blend = blend;
- }
- void Graphics::setPointSize(float size)
- {
- if (size != states.back().pointSize)
- flushBatchedDraws();
- states.back().pointSize = size;
- }
- void Graphics::setWireframe(bool enable)
- {
- // Not supported in OpenGL ES.
- if (GLAD_ES_VERSION_2_0)
- return;
- flushBatchedDraws();
- glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
- states.back().wireframe = enable;
- }
- void *Graphics::getBufferMapMemory(size_t size)
- {
- // We don't need anything more complicated because get/release calls are
- // never interleaved (as of when this comment was written.)
- if (bufferMapMemory == nullptr || size > bufferMapMemorySize)
- return malloc(size);
- return bufferMapMemory;
- }
- void Graphics::releaseBufferMapMemory(void *mem)
- {
- if (mem != bufferMapMemory)
- free(mem);
- }
- Graphics::Renderer Graphics::getRenderer() const
- {
- return GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL;
- }
- Graphics::RendererInfo Graphics::getRendererInfo() const
- {
- RendererInfo info;
- if (GLAD_ES_VERSION_2_0)
- info.name = "OpenGL ES";
- else
- info.name = "OpenGL";
- const char *str = (const char *) glGetString(GL_VERSION);
- if (str)
- info.version = str;
- else
- throw love::Exception("Cannot retrieve renderer version information.");
- str = (const char *) glGetString(GL_VENDOR);
- if (str)
- info.vendor = str;
- else
- throw love::Exception("Cannot retrieve renderer vendor information.");
- str = (const char *) glGetString(GL_RENDERER);
- if (str)
- info.device = str;
- else
- throw love::Exception("Cannot retrieve renderer device information.");
- return info;
- }
- void Graphics::getAPIStats(int &shaderswitches) const
- {
- shaderswitches = gl.stats.shaderSwitches;
- }
- void Graphics::initCapabilities()
- {
- capabilities.features[FEATURE_MULTI_RENDER_TARGET_FORMATS] = gl.isMultiFormatMRTSupported();
- capabilities.features[FEATURE_CLAMP_ZERO] = gl.isClampZeroOneTextureWrapSupported();
- capabilities.features[FEATURE_BLEND_MINMAX] = GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax;
- capabilities.features[FEATURE_LIGHTEN] = capabilities.features[FEATURE_BLEND_MINMAX];
- capabilities.features[FEATURE_FULL_NPOT] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot;
- capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = gl.isPixelShaderHighpSupported();
- capabilities.features[FEATURE_SHADER_DERIVATIVES] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_standard_derivatives;
- capabilities.features[FEATURE_GLSL3] = GLAD_ES_VERSION_3_0 || gl.isCoreProfile();
- capabilities.features[FEATURE_GLSL4] = GLAD_ES_VERSION_3_1 || (gl.isCoreProfile() && GLAD_VERSION_4_3);
- capabilities.features[FEATURE_INSTANCING] = gl.isInstancingSupported();
- capabilities.features[FEATURE_TEXEL_BUFFER] = gl.isBufferUsageSupported(BUFFERUSAGE_TEXEL);
- capabilities.features[FEATURE_COPY_BUFFER] = gl.isBufferUsageSupported(BUFFERUSAGE_COPY_SOURCE);
- static_assert(FEATURE_MAX_ENUM == 12, "Graphics::initCapabilities must be updated when adding a new graphics feature!");
- capabilities.limits[LIMIT_POINT_SIZE] = gl.getMaxPointSize();
- capabilities.limits[LIMIT_TEXTURE_SIZE] = gl.getMax2DTextureSize();
- capabilities.limits[LIMIT_TEXTURE_LAYERS] = gl.getMaxTextureLayers();
- capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = gl.getMax3DTextureSize();
- capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize();
- capabilities.limits[LIMIT_TEXEL_BUFFER_SIZE] = gl.getMaxTexelBufferSize();
- capabilities.limits[LIMIT_SHADER_STORAGE_BUFFER_SIZE] = gl.getMaxShaderStorageBufferSize();
- capabilities.limits[LIMIT_RENDER_TARGETS] = gl.getMaxRenderTargets();
- capabilities.limits[LIMIT_TEXTURE_MSAA] = gl.getMaxSamples();
- capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy();
- static_assert(LIMIT_MAX_ENUM == 10, "Graphics::initCapabilities must be updated when adding a new system limit!");
- for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
- capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i);
- }
- PixelFormat Graphics::getSizedFormat(PixelFormat format, bool rendertarget, bool readable) const
- {
- uint32 requiredflags = 0;
- if (rendertarget)
- requiredflags |= PIXELFORMATUSAGEFLAGS_RENDERTARGET;
- if (readable)
- requiredflags |= PIXELFORMATUSAGEFLAGS_SAMPLE;
- switch (format)
- {
- case PIXELFORMAT_NORMAL:
- if (isGammaCorrect())
- return PIXELFORMAT_sRGBA8_UNORM;
- else if ((OpenGL::getPixelFormatUsageFlags(PIXELFORMAT_RGBA8_UNORM) & requiredflags) != requiredflags)
- // 32-bit render targets don't have guaranteed support on GLES2.
- return PIXELFORMAT_RGBA4_UNORM;
- else
- return PIXELFORMAT_RGBA8_UNORM;
- case PIXELFORMAT_HDR:
- return PIXELFORMAT_RGBA16_FLOAT;
- default:
- return format;
- }
- }
- bool Graphics::isPixelFormatSupported(PixelFormat format, bool rendertarget, bool readable, bool sRGB)
- {
- if (sRGB && format == PIXELFORMAT_RGBA8_UNORM)
- {
- format = getSRGBPixelFormat(format);
- sRGB = false;
- }
- uint32 requiredflags = 0;
- if (rendertarget)
- requiredflags |= PIXELFORMATUSAGEFLAGS_RENDERTARGET;
- if (readable)
- requiredflags |= PIXELFORMATUSAGEFLAGS_SAMPLE;
- format = getSizedFormat(format, rendertarget, readable);
- OptionalBool &supported = supportedFormats[format][rendertarget ? 1 : 0][readable ? 1 : 0][sRGB ? 1 : 0];
- if (supported.hasValue)
- return supported.value;
- auto supportedflags = OpenGL::getPixelFormatUsageFlags(format);
- if ((requiredflags & supportedflags) != requiredflags)
- {
- supported.set(false);
- return supported.value;
- }
- if (!rendertarget)
- {
- supported.set(true);
- return supported.value;
- }
- // Even though we might have the necessary OpenGL version or extension,
- // drivers are still allowed to throw FRAMEBUFFER_UNSUPPORTED when attaching
- // a texture to a FBO whose format the driver doesn't like. So we should
- // test with an actual FBO.
- GLuint texture = 0;
- GLuint renderbuffer = 0;
- // Avoid the test for depth/stencil formats - not every GL version
- // guarantees support for depth/stencil-only render targets (which we would
- // need for the test below to work), and we already do some finagling in
- // convertPixelFormat to try to use the best-supported internal
- // depth/stencil format for a particular driver.
- if (isPixelFormatDepthStencil(format))
- {
- supported.set(true);
- return true;
- }
- OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, !readable, sRGB);
- GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
- GLuint fbo = 0;
- glGenFramebuffers(1, &fbo);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
- // Make sure at least something is bound to a color attachment. I believe
- // this is required on ES2 but I'm not positive.
- if (isPixelFormatDepthStencil(format))
- gl.framebufferTexture(GL_COLOR_ATTACHMENT0, TEXTURE_2D, gl.getDefaultTexture(TEXTURE_2D), 0, 0, 0);
- if (readable)
- {
- glGenTextures(1, &texture);
- gl.bindTextureToUnit(TEXTURE_2D, texture, 0, false);
- SamplerState s;
- s.minFilter = s.magFilter = SamplerState::FILTER_NEAREST;
- gl.setSamplerState(TEXTURE_2D, s);
- gl.rawTexStorage(TEXTURE_2D, 1, format, sRGB, 1, 1);
- }
- else
- {
- glGenRenderbuffers(1, &renderbuffer);
- glBindRenderbuffer(GL_RENDERBUFFER, renderbuffer);
- glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, 1, 1);
- }
- for (GLenum attachment : fmt.framebufferAttachments)
- {
- if (attachment == GL_NONE)
- continue;
- if (readable)
- gl.framebufferTexture(attachment, TEXTURE_2D, texture, 0, 0, 0);
- else
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, renderbuffer);
- }
- supported.set(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
- gl.deleteFramebuffer(fbo);
- if (texture != 0)
- gl.deleteTexture(texture);
- if (renderbuffer != 0)
- glDeleteRenderbuffers(1, &renderbuffer);
- return supported.value;
- }
- } // opengl
- } // graphics
- } // love
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