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- /**
- * Copyright (c) 2006-2022 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.
- **/
- #include "Texture.h"
- #include "graphics/Graphics.h"
- #include "Graphics.h"
- #include "Buffer.h"
- #include "common/int.h"
- // STD
- #include <algorithm> // for min/max
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat format, GLuint texture, int mips, int layers, bool clear)
- {
- // get currently bound fbo to reset to it later
- GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
- glGenFramebuffers(1, &framebuffer);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, framebuffer);
- if (texture != 0)
- {
- if (isPixelFormatDepthStencil(format) && (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);
- }
- bool unusedSRGB = false;
- OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(format, false, unusedSRGB);
- int faces = texType == TEXTURE_CUBE ? 6 : 1;
- // Make sure all faces and layers of the texture are initialized to
- // transparent black. This is unfortunately probably pretty slow for
- // 2D-array and 3D textures with a lot of layers...
- for (int mip = mips - 1; mip >= 0; mip--)
- {
- for (int layer = layers - 1; layer >= 0; layer--)
- {
- for (int face = faces - 1; face >= 0; face--)
- {
- for (GLenum attachment : fmt.framebufferAttachments)
- {
- if (attachment == GL_NONE)
- continue;
- gl.framebufferTexture(attachment, texType, texture, mip, layer, face);
- }
- if (clear)
- {
- if (isPixelFormatDepthStencil(format))
- {
- bool hadDepthWrites = gl.hasDepthWrites();
- if (!hadDepthWrites) // glDepthMask also affects glClear.
- gl.setDepthWrites(true);
- uint32 stencilwrite = gl.getStencilWriteMask();
- if (stencilwrite != LOVE_UINT32_MAX)
- gl.setStencilWriteMask(LOVE_UINT32_MAX);
- gl.clearDepth(1.0);
- glClearStencil(0);
- glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- if (!hadDepthWrites)
- gl.setDepthWrites(hadDepthWrites);
- if (stencilwrite != LOVE_UINT32_MAX)
- gl.setStencilWriteMask(stencilwrite);
- }
- else
- {
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- }
- }
- }
- }
- }
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
- return status;
- }
- static GLenum newRenderbuffer(int width, int height, int &samples, PixelFormat pixelformat, GLuint &buffer)
- {
- bool unusedSRGB = false;
- OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, true, unusedSRGB);
- GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
- // Temporary FBO used to clear the renderbuffer.
- GLuint fbo = 0;
- glGenFramebuffers(1, &fbo);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
- if (isPixelFormatDepthStencil(pixelformat) && (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);
- }
- glGenRenderbuffers(1, &buffer);
- glBindRenderbuffer(GL_RENDERBUFFER, buffer);
- if (samples > 1)
- glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, fmt.internalformat, width, height);
- else
- glRenderbufferStorage(GL_RENDERBUFFER, fmt.internalformat, width, height);
- for (GLenum attachment : fmt.framebufferAttachments)
- {
- if (attachment != GL_NONE)
- glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, buffer);
- }
- if (samples > 1)
- {
- glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
- samples = std::max(1, samples);
- }
- glBindRenderbuffer(GL_RENDERBUFFER, 0);
- GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
- if (status == GL_FRAMEBUFFER_COMPLETE)
- {
- if (isPixelFormatDepthStencil(pixelformat))
- {
- bool hadDepthWrites = gl.hasDepthWrites();
- if (!hadDepthWrites) // glDepthMask also affects glClear.
- gl.setDepthWrites(true);
- gl.clearDepth(1.0);
- glClearStencil(0);
- glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
- if (!hadDepthWrites)
- gl.setDepthWrites(hadDepthWrites);
- }
- else
- {
- // Initialize the buffer to transparent black.
- glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
- glClear(GL_COLOR_BUFFER_BIT);
- }
- }
- else
- {
- glDeleteRenderbuffers(1, &buffer);
- buffer = 0;
- samples = 1;
- }
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
- gl.deleteFramebuffer(fbo);
- return status;
- }
- Texture::Texture(love::graphics::Graphics *gfx, const Settings &settings, const Slices *data)
- : love::graphics::Texture(gfx, settings, data)
- , slices(settings.type)
- , fbo(0)
- , texture(0)
- , renderbuffer(0)
- , framebufferStatus(GL_FRAMEBUFFER_COMPLETE)
- , textureGLError(GL_NO_ERROR)
- , actualSamples(1)
- {
- if (data != nullptr)
- slices = *data;
- if (!loadVolatile())
- {
- if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE)
- throw love::Exception("Cannot create Texture (OpenGL framebuffer error: %s)", OpenGL::framebufferStatusString(framebufferStatus));
- if (textureGLError != GL_NO_ERROR)
- throw love::Exception("Cannot create Texture (OpenGL error: %s)", OpenGL::errorString(textureGLError));
- }
- // ImageData is referenced by the first loadVolatile call, but we don't
- // hang on to it after that so we can save memory.
- slices.clear();
- }
- Texture::~Texture()
- {
- unloadVolatile();
- }
- void Texture::createTexture()
- {
- // The base class handles some validation. For example, if ImageData is
- // given then it must exist for all mip levels, a render target can't use
- // a compressed format, etc.
- glGenTextures(1, &texture);
- gl.bindTextureToUnit(this, 0, false);
- // Use a default texture if the size is too big for the system.
- // validateDimensions is also called in the base class for RTs and
- // non-readable textures.
- if (!renderTarget && !validateDimensions(false))
- {
- usingDefaultTexture = true;
- setSamplerState(samplerState);
- bool isSRGB = false;
- gl.rawTexStorage(texType, 1, PIXELFORMAT_RGBA8_UNORM, isSRGB, 2, 2, 1);
- // A nice friendly checkerboard to signify invalid textures...
- GLubyte px[] = {0xFF,0xFF,0xFF,0xFF, 0xFF,0xA0,0xA0,0xFF,
- 0xFF,0xA0,0xA0,0xFF, 0xFF,0xFF,0xFF,0xFF};
- int slices = texType == TEXTURE_CUBE ? 6 : 1;
- Rect rect = {0, 0, 2, 2};
- for (int slice = 0; slice < slices; slice++)
- uploadByteData(PIXELFORMAT_RGBA8_UNORM, px, sizeof(px), 0, slice, rect);
- return;
- }
- GLenum gltype = OpenGL::getGLTextureType(texType);
- if (renderTarget && GLAD_ANGLE_texture_usage)
- glTexParameteri(gltype, GL_TEXTURE_USAGE_ANGLE, GL_FRAMEBUFFER_ATTACHMENT_ANGLE);
- setSamplerState(samplerState);
- int mipcount = getMipmapCount();
- int slicecount = 1;
- if (texType == TEXTURE_VOLUME)
- slicecount = getDepth();
- else if (texType == TEXTURE_2D_ARRAY)
- slicecount = getLayerCount();
- else if (texType == TEXTURE_CUBE)
- slicecount = 6;
- // For a couple flimsy reasons, we don't initialize the texture here if it's
- // compressed. I need to verify that getPixelFormatSliceSize will return the
- // correct value for all compressed texture formats, and I also vaguely
- // remember some driver issues on some old Android systems, maybe...
- // For now, the base class enforces data on init for compressed textures.
- if (!isCompressed())
- gl.rawTexStorage(texType, mipcount, format, sRGB, pixelWidth, pixelHeight, texType == TEXTURE_VOLUME ? depth : layers);
- int w = pixelWidth;
- int h = pixelHeight;
- int d = depth;
- OpenGL::TextureFormat fmt = gl.convertPixelFormat(format, false, sRGB);
- for (int mip = 0; mip < mipcount; mip++)
- {
- if (isCompressed() && (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME))
- {
- int slicecount = slices.getSliceCount(mip);
- size_t mipsize = 0;
- for (int slice = 0; slice < slicecount; slice++)
- {
- auto id = slices.get(slice, mip);
- if (id != nullptr)
- mipsize += id->getSize();
- }
- if (mipsize > 0)
- glCompressedTexImage3D(gltype, mip, fmt.internalformat, w, h, slicecount, 0, mipsize, nullptr);
- }
- for (int slice = 0; slice < slicecount; slice++)
- {
- love::image::ImageDataBase *id = slices.get(slice, mip);
- if (id != nullptr)
- uploadImageData(id, mip, slice, 0, 0);
- }
- w = std::max(w / 2, 1);
- h = std::max(h / 2, 1);
- if (texType == TEXTURE_VOLUME)
- d = std::max(d / 2, 1);
- }
- bool hasdata = slices.get(0, 0) != nullptr;
- // All mipmap levels need to be initialized - for color formats we can clear
- // the base mip and use glGenerateMipmap after that's done. Depth and
- // stencil formats don't always support glGenerateMipmap so we need to
- // individually clear each mip level in that case. We avoid doing that for
- // color formats because of an Intel driver bug:
- // https://github.com/love2d/love/issues/1585
- int clearmips = 1;
- if (isPixelFormatDepthStencil(format))
- clearmips = mipmapCount;
- // Create a local FBO used for glReadPixels as well as MSAA blitting.
- if (isRenderTarget())
- {
- bool clear = !hasdata;
- int slices = texType == TEXTURE_VOLUME ? depth : layers;
- framebufferStatus = createFBO(fbo, texType, format, texture, clearmips, slices, clear);
- }
- else if (!hasdata)
- {
- // Initialize all slices to transparent black.
- for (int mip = 0; mip < clearmips; mip++)
- {
- int mipw = getPixelWidth(mip);
- int miph = getPixelHeight(mip);
- std::vector<uint8> emptydata(getPixelFormatSliceSize(format, mipw, miph));
- Rect r = {0, 0, mipw, miph};
- int slices = texType == TEXTURE_VOLUME ? getDepth(mip) : layers;
- slices = texType == TEXTURE_CUBE ? 6 : slices;
- for (int i = 0; i < slices; i++)
- uploadByteData(format, emptydata.data(), emptydata.size(), mip, i, r);
- }
- }
- // Non-readable textures can't have mipmaps (enforced in the base class),
- // so generateMipmaps here is fine - when they aren't already initialized.
- if (clearmips < mipmapCount && slices.getMipmapCount() <= 1 && getMipmapsMode() != MIPMAPS_NONE)
- generateMipmaps();
- }
- bool Texture::loadVolatile()
- {
- if (texture != 0 || renderbuffer != 0)
- return true;
- OpenGL::TempDebugGroup debuggroup("Texture load");
- // NPOT textures don't support mipmapping without full NPOT support.
- if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot))
- && (pixelWidth != nextP2(pixelWidth) || pixelHeight != nextP2(pixelHeight)))
- {
- mipmapCount = 1;
- samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NONE;
- }
- actualSamples = std::max(1, std::min(getRequestedMSAA(), gl.getMaxSamples()));
- while (glGetError() != GL_NO_ERROR); // Clear errors.
- framebufferStatus = GL_FRAMEBUFFER_COMPLETE;
- textureGLError = GL_NO_ERROR;
- if (isReadable())
- createTexture();
- if (!usingDefaultTexture && framebufferStatus == GL_FRAMEBUFFER_COMPLETE
- && (!isReadable() || actualSamples > 1))
- {
- framebufferStatus = newRenderbuffer(pixelWidth, pixelHeight, actualSamples, format, renderbuffer);
- }
- textureGLError = glGetError();
- if (framebufferStatus != GL_FRAMEBUFFER_COMPLETE || textureGLError != GL_NO_ERROR)
- {
- unloadVolatile();
- return false;
- }
- int64 memsize = 0;
- for (int mip = 0; mip < getMipmapCount(); mip++)
- {
- int w = getPixelWidth(mip);
- int h = getPixelHeight(mip);
- int slices = getDepth(mip) * layers * (texType == TEXTURE_CUBE ? 6 : 1);
- memsize += getPixelFormatSliceSize(format, w, h) * slices;
- }
- if (actualSamples > 1 && isReadable())
- {
- int slices = depth * layers * (texType == TEXTURE_CUBE ? 6 : 1);
- memsize += getPixelFormatSliceSize(format, pixelWidth, pixelHeight) * slices * actualSamples;
- }
- else if (actualSamples > 1)
- memsize *= actualSamples;
- setGraphicsMemorySize(memsize);
- usingDefaultTexture = false;
- return true;
- }
- void Texture::unloadVolatile()
- {
- if (isRenderTarget() && (fbo != 0 || renderbuffer != 0 || texture != 0))
- {
- // This is a bit ugly, but we need some way to destroy the cached FBO
- // when this texture's GL object is destroyed.
- auto gfx = Module::getInstance<Graphics>(Module::M_GRAPHICS);
- if (gfx != nullptr)
- gfx->cleanupRenderTexture(this);
- }
- if (fbo != 0)
- gl.deleteFramebuffer(fbo);
- if (renderbuffer != 0)
- glDeleteRenderbuffers(1, &renderbuffer);
- if (texture != 0)
- gl.deleteTexture(texture);
- fbo = 0;
- renderbuffer = 0;
- texture = 0;
- setGraphicsMemorySize(0);
- }
- void Texture::uploadByteData(PixelFormat pixelformat, const void *data, size_t size, int level, int slice, const Rect &r)
- {
- OpenGL::TempDebugGroup debuggroup("Texture data upload");
- gl.bindTextureToUnit(this, 0, false);
- OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(pixelformat, false, sRGB);
- GLenum gltarget = OpenGL::getGLTextureType(texType);
- if (texType == TEXTURE_CUBE)
- gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
- if (isPixelFormatCompressed(pixelformat))
- {
- if (texType == TEXTURE_2D || texType == TEXTURE_CUBE)
- {
- // Possible issues on some very old drivers if TexSubImage is used.
- if (r.x != 0 || r.y != 0 || r.w != getPixelWidth(level) || r.h != getPixelHeight(level))
- glCompressedTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.internalformat, size, data);
- else
- glCompressedTexImage2D(gltarget, level, fmt.internalformat, r.w, r.h, 0, size, data);
- }
- else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME)
- glCompressedTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.internalformat, size, data);
- }
- else
- {
- if (texType == TEXTURE_2D || texType == TEXTURE_CUBE)
- glTexSubImage2D(gltarget, level, r.x, r.y, r.w, r.h, fmt.externalformat, fmt.type, data);
- else if (texType == TEXTURE_2D_ARRAY || texType == TEXTURE_VOLUME)
- glTexSubImage3D(gltarget, level, r.x, r.y, slice, r.w, r.h, 1, fmt.externalformat, fmt.type, data);
- }
- }
- void Texture::generateMipmapsInternal()
- {
- gl.bindTextureToUnit(this, 0, false);
- GLenum gltextype = OpenGL::getGLTextureType(texType);
- if (gl.bugs.generateMipmapsRequiresTexture2DEnable)
- glEnable(gltextype);
- glGenerateMipmap(gltextype);
- }
- void Texture::readbackInternal(int slice, int mipmap, const Rect &rect, int destwidth, size_t size, void *dest)
- {
- // Not supported in GL with compressed textures...
- if ((GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0) && !isCompressed())
- glPixelStorei(GL_PACK_ROW_LENGTH, destwidth);
- gl.bindTextureToUnit(this, 0, false);
- bool isSRGB = false;
- OpenGL::TextureFormat fmt = gl.convertPixelFormat(format, false, isSRGB);
- if (gl.isCopyTextureToBufferSupported())
- {
- if (isCompressed())
- glGetCompressedTextureSubImage(texture, mipmap, rect.x, rect.y, slice, rect.w, rect.h, 1, size, dest);
- else
- glGetTextureSubImage(texture, mipmap, rect.x, rect.y, slice, rect.w, rect.h, 1, fmt.externalformat, fmt.type, size, dest);
- }
- else if (fbo)
- {
- GLuint current_fbo = gl.getFramebuffer(OpenGL::FRAMEBUFFER_ALL);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, getFBO());
- if (slice > 0 || mipmap > 0)
- {
- int layer = texType == TEXTURE_CUBE ? 0 : slice;
- int face = texType == TEXTURE_CUBE ? slice : 0;
- gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, mipmap, layer, face);
- }
- glReadPixels(rect.x, rect.y, rect.w, rect.h, fmt.externalformat, fmt.type, dest);
- if (slice > 0 || mipmap > 0)
- gl.framebufferTexture(GL_COLOR_ATTACHMENT0, texType, texture, 0, 0, 0);
- gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, current_fbo);
- }
- if ((GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0) && !isCompressed())
- glPixelStorei(GL_PACK_ROW_LENGTH, 0);
- }
- void Texture::copyFromBuffer(love::graphics::Buffer *source, size_t sourceoffset, int sourcewidth, size_t size, int slice, int mipmap, const Rect &rect)
- {
- // Higher level code does validation.
- GLuint glbuffer = (GLuint) source->getHandle();
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, glbuffer);
- if (!isCompressed()) // Not supported in GL with compressed textures...
- glPixelStorei(GL_UNPACK_ROW_LENGTH, sourcewidth);
- // glTexSubImage and friends copy from the active pixel_unpack_buffer by
- // treating the pointer as a byte offset.
- const uint8 *byteoffset = (const uint8 *)(ptrdiff_t)sourceoffset;
- uploadByteData(format, byteoffset, size, mipmap, slice, rect);
- glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
- glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
- }
- void Texture::copyToBuffer(love::graphics::Buffer *dest, int slice, int mipmap, const Rect &rect, size_t destoffset, int destwidth, size_t size)
- {
- // Higher level code does validation.
- GLuint glbuffer = (GLuint) dest->getHandle();
- glBindBuffer(GL_PIXEL_PACK_BUFFER, glbuffer);
- // glTexSubImage and friends copy to the active PIXEL_PACK_BUFFER by
- // treating the pointer as a byte offset.
- uint8 *byteoffset = (uint8 *)(ptrdiff_t)destoffset;
- readbackInternal(slice, mipmap, rect, destwidth, size, byteoffset);
- glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
- }
- void Texture::setSamplerState(const SamplerState &s)
- {
- if (s.depthSampleMode.hasValue && !gl.isDepthCompareSampleSupported())
- throw love::Exception("Depth comparison sampling in shaders is not supported on this system.");
- // Base class does common validation and assigns samplerState.
- love::graphics::Texture::setSamplerState(s);
- auto supportedflags = OpenGL::getPixelFormatUsageFlags(getPixelFormat());
- if ((supportedflags & PIXELFORMATUSAGEFLAGS_LINEAR) == 0)
- {
- samplerState.magFilter = samplerState.minFilter = SamplerState::FILTER_NEAREST;
- if (samplerState.mipmapFilter == SamplerState::MIPMAP_FILTER_LINEAR)
- samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NEAREST;
- }
- // We don't want filtering or (attempted) mipmaps on the default texture.
- if (usingDefaultTexture)
- {
- samplerState.mipmapFilter = SamplerState::MIPMAP_FILTER_NONE;
- samplerState.minFilter = samplerState.magFilter = SamplerState::FILTER_NEAREST;
- }
- // If we only have limited NPOT support then the wrap mode must be CLAMP.
- if ((GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot))
- && (pixelWidth != nextP2(pixelWidth) || pixelHeight != nextP2(pixelHeight) || depth != nextP2(depth)))
- {
- samplerState.wrapU = samplerState.wrapV = samplerState.wrapW = SamplerState::WRAP_CLAMP;
- }
- gl.bindTextureToUnit(this, 0, false);
- gl.setSamplerState(texType, samplerState);
- }
- ptrdiff_t Texture::getHandle() const
- {
- return texture;
- }
- ptrdiff_t Texture::getRenderTargetHandle() const
- {
- return renderTarget ? (renderbuffer != 0 ? renderbuffer : texture) : 0;
- }
- } // opengl
- } // graphics
- } // love
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