OpenGL.cpp 52 KB

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  1. /**
  2. * Copyright (c) 2006-2017 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. , maxAnisotropy(1.0f)
  85. , max2DTextureSize(0)
  86. , max3DTextureSize(0)
  87. , maxCubeTextureSize(0)
  88. , maxTextureArrayLayers(0)
  89. , maxRenderTargets(1)
  90. , maxRenderbufferSamples(0)
  91. , maxTextureUnits(1)
  92. , maxPointSize(1)
  93. , coreProfile(false)
  94. , vendor(VENDOR_UNKNOWN)
  95. , state()
  96. {
  97. state.constantColor = Colorf(1.0f, 1.0f, 1.0f, 1.0f);
  98. float nan = std::numeric_limits<float>::quiet_NaN();
  99. state.lastConstantColor = Colorf(nan, nan, nan, nan);
  100. }
  101. bool OpenGL::initContext()
  102. {
  103. if (contextInitialized)
  104. return true;
  105. if (!gladLoadGLLoader(LOVEGetProcAddress))
  106. return false;
  107. if (GLAD_VERSION_3_2)
  108. {
  109. GLint profileMask = 0;
  110. glGetIntegerv(GL_CONTEXT_PROFILE_MASK, &profileMask);
  111. coreProfile = (profileMask & GL_CONTEXT_CORE_PROFILE_BIT);
  112. }
  113. else
  114. coreProfile = false;
  115. initOpenGLFunctions();
  116. initVendor();
  117. bugs = {};
  118. #if defined(LOVE_WINDOWS) || defined(LOVE_LINUX)
  119. // See the comments in OpenGL.h.
  120. if (getVendor() == VENDOR_AMD)
  121. {
  122. bugs.clearRequiresDriverTextureStateUpdate = true;
  123. if (!gl.isCoreProfile())
  124. bugs.generateMipmapsRequiresTexture2DEnable = true;
  125. }
  126. #endif
  127. contextInitialized = true;
  128. return true;
  129. }
  130. void OpenGL::setupContext()
  131. {
  132. if (!contextInitialized)
  133. return;
  134. initMaxValues();
  135. GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
  136. glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
  137. glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
  138. GLint maxvertexattribs = 1;
  139. glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
  140. state.enabledAttribArrays = (uint32) ((1ull << uint32(maxvertexattribs)) - 1);
  141. if (GLAD_ES_VERSION_3_0 || isCoreProfile())
  142. state.instancedAttribArrays = state.enabledAttribArrays;
  143. else
  144. state.instancedAttribArrays = 0;
  145. useVertexAttribArrays(0, 0);
  146. // Get the current viewport.
  147. glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
  148. // And the current scissor - but we need to compensate for GL scissors
  149. // starting at the bottom left instead of top left.
  150. glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
  151. state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
  152. if (GLAD_VERSION_1_0)
  153. glGetFloatv(GL_POINT_SIZE, &state.pointSize);
  154. else
  155. state.pointSize = 1.0f;
  156. for (int i = 0; i < 2; i++)
  157. state.boundFramebuffers[i] = std::numeric_limits<GLuint>::max();
  158. bindFramebuffer(FRAMEBUFFER_ALL, getDefaultFBO());
  159. if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
  160. || GLAD_EXT_sRGB_write_control)
  161. {
  162. state.framebufferSRGBEnabled = (glIsEnabled(GL_FRAMEBUFFER_SRGB) == GL_TRUE);
  163. }
  164. else
  165. state.framebufferSRGBEnabled = false;
  166. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  167. {
  168. state.boundBuffers[i] = 0;
  169. glBindBuffer(getGLBufferType((BufferType) i), 0);
  170. }
  171. // Initialize multiple texture unit support for shaders.
  172. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  173. {
  174. state.boundTextures[i].clear();
  175. state.boundTextures[i].resize(maxTextureUnits, 0);
  176. }
  177. for (int i = 0; i < maxTextureUnits; i++)
  178. {
  179. glActiveTexture(GL_TEXTURE0 + i);
  180. for (int j = 0; j < TEXTURE_MAX_ENUM; j++)
  181. {
  182. TextureType textype = (TextureType) j;
  183. if (isTextureTypeSupported(textype))
  184. glBindTexture(getGLTextureType(textype), 0);
  185. }
  186. }
  187. glActiveTexture(GL_TEXTURE0);
  188. state.curTextureUnit = 0;
  189. createDefaultTexture();
  190. contextInitialized = true;
  191. }
  192. void OpenGL::deInitContext()
  193. {
  194. if (!contextInitialized)
  195. return;
  196. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  197. {
  198. if (state.defaultTexture[i] != 0)
  199. {
  200. gl.deleteTexture(state.defaultTexture[i]);
  201. state.defaultTexture[i] = 0;
  202. }
  203. }
  204. contextInitialized = false;
  205. }
  206. void OpenGL::initVendor()
  207. {
  208. const char *vstr = (const char *) glGetString(GL_VENDOR);
  209. if (!vstr)
  210. {
  211. vendor = VENDOR_UNKNOWN;
  212. return;
  213. }
  214. // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
  215. // http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
  216. // http://opengl.gpuinfo.org/gl_stats_caps_single.php?listreportsbycap=GL_VENDOR
  217. if (strstr(vstr, "ATI Technologies") || strstr(vstr, "AMD") || strstr(vstr, "Advanced Micro Devices"))
  218. vendor = VENDOR_AMD;
  219. else if (strstr(vstr, "NVIDIA"))
  220. vendor = VENDOR_NVIDIA;
  221. else if (strstr(vstr, "Intel"))
  222. vendor = VENDOR_INTEL;
  223. else if (strstr(vstr, "Mesa"))
  224. vendor = VENDOR_MESA_SOFT;
  225. else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
  226. vendor = VENDOR_APPLE;
  227. else if (strstr(vstr, "Microsoft"))
  228. vendor = VENDOR_MICROSOFT;
  229. else if (strstr(vstr, "Imagination"))
  230. vendor = VENDOR_IMGTEC;
  231. else if (strstr(vstr, "ARM"))
  232. vendor = VENDOR_ARM;
  233. else if (strstr(vstr, "Qualcomm"))
  234. vendor = VENDOR_QUALCOMM;
  235. else if (strstr(vstr, "Broadcom"))
  236. vendor = VENDOR_BROADCOM;
  237. else if (strstr(vstr, "Vivante"))
  238. vendor = VENDOR_VIVANTE;
  239. else
  240. vendor = VENDOR_UNKNOWN;
  241. }
  242. void OpenGL::initOpenGLFunctions()
  243. {
  244. // Alias extension-suffixed framebuffer functions to core versions since
  245. // there are so many different-named extensions that do the same things...
  246. if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
  247. {
  248. if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
  249. {
  250. fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
  251. fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
  252. fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
  253. fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
  254. fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
  255. fp_glBindFramebuffer = fp_glBindFramebufferEXT;
  256. fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
  257. fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
  258. fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
  259. fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
  260. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DEXT;
  261. fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
  262. fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
  263. fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
  264. }
  265. if (GLAD_VERSION_1_0 && GLAD_EXT_texture_array)
  266. fp_glFramebufferTextureLayer = fp_glFramebufferTextureLayerEXT;
  267. if (GLAD_EXT_framebuffer_blit)
  268. fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
  269. else if (GLAD_ANGLE_framebuffer_blit)
  270. fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
  271. else if (GLAD_NV_framebuffer_blit)
  272. fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
  273. if (GLAD_EXT_framebuffer_multisample)
  274. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
  275. else if (GLAD_APPLE_framebuffer_multisample)
  276. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
  277. else if (GLAD_ANGLE_framebuffer_multisample)
  278. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
  279. else if (GLAD_NV_framebuffer_multisample)
  280. fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
  281. }
  282. if (isInstancingSupported() && !(GLAD_VERSION_3_3 || GLAD_ES_VERSION_3_0))
  283. {
  284. if (GLAD_ARB_instanced_arrays)
  285. {
  286. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedARB;
  287. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedARB;
  288. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorARB;
  289. }
  290. else if (GLAD_EXT_instanced_arrays)
  291. {
  292. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedEXT;
  293. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedEXT;
  294. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorEXT;
  295. }
  296. else if (GLAD_ANGLE_instanced_arrays)
  297. {
  298. fp_glDrawArraysInstanced = fp_glDrawArraysInstancedANGLE;
  299. fp_glDrawElementsInstanced = fp_glDrawElementsInstancedANGLE;
  300. fp_glVertexAttribDivisor = fp_glVertexAttribDivisorANGLE;
  301. }
  302. }
  303. if (GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  304. {
  305. // Function signatures don't match, we'll have to conditionally call it
  306. //fp_glTexImage3D = fp_glTexImage3DOES;
  307. fp_glTexSubImage3D = fp_glTexSubImage3DOES;
  308. fp_glCopyTexSubImage3D = fp_glCopyTexSubImage3DOES;
  309. fp_glCompressedTexImage3D = fp_glCompressedTexImage3DOES;
  310. fp_glCompressedTexSubImage3D = fp_glCompressedTexSubImage3DOES;
  311. fp_glFramebufferTexture3D = fp_glFramebufferTexture3DOES;
  312. }
  313. }
  314. void OpenGL::initMaxValues()
  315. {
  316. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  317. {
  318. GLint range = 0;
  319. GLint precision = 0;
  320. glGetShaderPrecisionFormat(GL_FRAGMENT_SHADER, GL_HIGH_FLOAT, &range, &precision);
  321. pixelShaderHighpSupported = range > 0;
  322. }
  323. else
  324. pixelShaderHighpSupported = true;
  325. // We'll need this value to clamp anisotropy.
  326. if (GLAD_EXT_texture_filter_anisotropic)
  327. glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
  328. else
  329. maxAnisotropy = 1.0f;
  330. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &max2DTextureSize);
  331. glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &maxCubeTextureSize);
  332. if (isTextureTypeSupported(TEXTURE_VOLUME))
  333. glGetIntegerv(GL_MAX_3D_TEXTURE_SIZE, &max3DTextureSize);
  334. else
  335. max3DTextureSize = 0;
  336. if (isTextureTypeSupported(TEXTURE_2D_ARRAY))
  337. glGetIntegerv(GL_MAX_ARRAY_TEXTURE_LAYERS, &maxTextureArrayLayers);
  338. else
  339. maxTextureArrayLayers = 0;
  340. int maxattachments = 1;
  341. int maxdrawbuffers = 1;
  342. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
  343. {
  344. glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
  345. glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
  346. }
  347. maxRenderTargets = std::max(std::min(maxattachments, maxdrawbuffers), 1);
  348. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
  349. || GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
  350. || GLAD_ANGLE_framebuffer_multisample)
  351. {
  352. glGetIntegerv(GL_MAX_SAMPLES, &maxRenderbufferSamples);
  353. }
  354. else
  355. maxRenderbufferSamples = 0;
  356. glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
  357. GLfloat limits[2];
  358. if (GLAD_VERSION_3_0)
  359. glGetFloatv(GL_POINT_SIZE_RANGE, limits);
  360. else
  361. glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
  362. maxPointSize = limits[1];
  363. if (isSamplerLODBiasSupported())
  364. glGetFloatv(GL_MAX_TEXTURE_LOD_BIAS, &maxLODBias);
  365. else
  366. maxLODBias = 0.0f;
  367. }
  368. void OpenGL::createDefaultTexture()
  369. {
  370. // Set the 'default' texture as a repeating white pixel. Otherwise, texture
  371. // calls inside a shader would return black when drawing graphics primitives
  372. // which would create the need to use different "passthrough" shaders for
  373. // untextured primitives vs images.
  374. const GLubyte pix[] = {255, 255, 255, 255};
  375. Texture::Filter filter;
  376. filter.min = filter.mag = Texture::FILTER_NEAREST;
  377. Texture::Wrap wrap;
  378. wrap.s = wrap.t = wrap.r = Texture::WRAP_CLAMP;
  379. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  380. {
  381. state.defaultTexture[i] = 0;
  382. TextureType type = (TextureType) i;
  383. if (!isTextureTypeSupported(type))
  384. continue;
  385. GLuint curtexture = state.boundTextures[type][0];
  386. glGenTextures(1, &state.defaultTexture[type]);
  387. bindTextureToUnit(type, state.defaultTexture[type], 0, false);
  388. setTextureWrap(type, wrap);
  389. setTextureFilter(type, filter);
  390. bool isSRGB = false;
  391. rawTexStorage(type, 1, PIXELFORMAT_RGBA8, isSRGB, 1, 1);
  392. TextureFormat fmt = convertPixelFormat(PIXELFORMAT_RGBA8, false, isSRGB);
  393. int slices = type == TEXTURE_CUBE ? 6 : 1;
  394. for (int slice = 0; slice < slices; slice++)
  395. {
  396. GLenum gltarget = getGLTextureType(type);
  397. if (type == TEXTURE_CUBE)
  398. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + slice;
  399. if (type == TEXTURE_2D || type == TEXTURE_CUBE)
  400. glTexSubImage2D(gltarget, 0, 0, 0, 1, 1, fmt.externalformat, fmt.type, pix);
  401. else if (type == TEXTURE_2D_ARRAY || type == TEXTURE_VOLUME)
  402. glTexSubImage3D(gltarget, 0, 0, 0, slice, 1, 1, 1, fmt.externalformat, fmt.type, pix);
  403. }
  404. bindTextureToUnit(type, curtexture, 0, false);
  405. }
  406. }
  407. void OpenGL::prepareDraw()
  408. {
  409. TempDebugGroup debuggroup("Prepare OpenGL draw");
  410. // Make sure the active shader's love-provided uniforms are up to date.
  411. if (Shader::current != nullptr)
  412. ((Shader *)Shader::current)->updateBuiltinUniforms();
  413. if (state.constantColor != state.lastConstantColor)
  414. {
  415. state.lastConstantColor = state.constantColor;
  416. Colorf c = state.constantColor;
  417. gammaCorrectColor(c);
  418. glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, c.r, c.g, c.b, c.a);
  419. }
  420. }
  421. GLenum OpenGL::getGLBufferType(BufferType type)
  422. {
  423. switch (type)
  424. {
  425. case BUFFER_VERTEX:
  426. return GL_ARRAY_BUFFER;
  427. case BUFFER_INDEX:
  428. return GL_ELEMENT_ARRAY_BUFFER;
  429. case BUFFER_MAX_ENUM:
  430. return GL_ZERO;
  431. }
  432. return GL_ZERO;
  433. }
  434. GLenum OpenGL::getGLTextureType(TextureType type)
  435. {
  436. switch (type)
  437. {
  438. case TEXTURE_2D:
  439. return GL_TEXTURE_2D;
  440. case TEXTURE_VOLUME:
  441. return GL_TEXTURE_3D;
  442. case TEXTURE_2D_ARRAY:
  443. return GL_TEXTURE_2D_ARRAY;
  444. case TEXTURE_CUBE:
  445. return GL_TEXTURE_CUBE_MAP;
  446. case TEXTURE_MAX_ENUM:
  447. return GL_ZERO;
  448. }
  449. return GL_ZERO;
  450. }
  451. GLenum OpenGL::getGLIndexDataType(IndexDataType type)
  452. {
  453. switch (type)
  454. {
  455. case INDEX_UINT16:
  456. return GL_UNSIGNED_SHORT;
  457. case INDEX_UINT32:
  458. return GL_UNSIGNED_INT;
  459. default:
  460. return GL_ZERO;
  461. }
  462. }
  463. GLenum OpenGL::getGLBufferUsage(vertex::Usage usage)
  464. {
  465. switch (usage)
  466. {
  467. case vertex::USAGE_STREAM:
  468. return GL_STREAM_DRAW;
  469. case vertex::USAGE_DYNAMIC:
  470. return GL_DYNAMIC_DRAW;
  471. case vertex::USAGE_STATIC:
  472. return GL_STATIC_DRAW;
  473. default:
  474. return 0;
  475. }
  476. }
  477. void OpenGL::bindBuffer(BufferType type, GLuint buffer)
  478. {
  479. if (state.boundBuffers[type] != buffer)
  480. {
  481. glBindBuffer(getGLBufferType(type), buffer);
  482. state.boundBuffers[type] = buffer;
  483. }
  484. }
  485. void OpenGL::deleteBuffer(GLuint buffer)
  486. {
  487. glDeleteBuffers(1, &buffer);
  488. for (int i = 0; i < (int) BUFFER_MAX_ENUM; i++)
  489. {
  490. if (state.boundBuffers[i] == buffer)
  491. state.boundBuffers[i] = 0;
  492. }
  493. }
  494. void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count, GLsizei instancecount)
  495. {
  496. if (instancecount > 1)
  497. glDrawArraysInstanced(mode, first, count, instancecount);
  498. else
  499. glDrawArrays(mode, first, count);
  500. ++stats.drawCalls;
  501. }
  502. void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei instancecount)
  503. {
  504. if (instancecount > 1)
  505. glDrawElementsInstanced(mode, count, type, indices, instancecount);
  506. else
  507. glDrawElements(mode, count, type, indices);
  508. ++stats.drawCalls;
  509. }
  510. void OpenGL::useVertexAttribArrays(uint32 arraybits, uint32 instancedbits)
  511. {
  512. uint32 diff = arraybits ^ state.enabledAttribArrays;
  513. uint32 instancediff = instancedbits ^ state.instancedAttribArrays;
  514. if (diff == 0 && instancediff == 0)
  515. return;
  516. // Max 32 attributes. As of when this was written, no GL driver exposes more
  517. // than 32. Lets hope that doesn't change...
  518. for (uint32 i = 0; i < 32; i++)
  519. {
  520. uint32 bit = 1u << i;
  521. if (diff & bit)
  522. {
  523. if (arraybits & bit)
  524. glEnableVertexAttribArray(i);
  525. else
  526. glDisableVertexAttribArray(i);
  527. }
  528. if (instancediff & bit)
  529. glVertexAttribDivisor(i, (instancedbits & bit) != 0 ? 1 : 0);
  530. }
  531. state.enabledAttribArrays = arraybits;
  532. state.instancedAttribArrays = instancedbits;
  533. // glDisableVertexAttribArray will make the constant value for a vertex
  534. // attribute undefined. We rely on the per-vertex color attribute being
  535. // white when no per-vertex color is used, so we set it here.
  536. // FIXME: Is there a better place to do this?
  537. if ((diff & ATTRIBFLAG_COLOR) && !(arraybits & ATTRIBFLAG_COLOR))
  538. glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
  539. }
  540. void OpenGL::setVertexPointers(vertex::CommonFormat format, size_t stride, size_t offset)
  541. {
  542. using namespace vertex;
  543. switch (format)
  544. {
  545. case CommonFormat::NONE:
  546. break;
  547. case CommonFormat::XYf:
  548. glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset));
  549. break;
  550. case CommonFormat::XYZf:
  551. glVertexAttribPointer(ATTRIB_POS, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset));
  552. break;
  553. case CommonFormat::RGBAub:
  554. glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset));
  555. break;
  556. case CommonFormat::STf_RGBAub:
  557. glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(STf_RGBAub, s)));
  558. glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(STf_RGBAub, color.r)));
  559. break;
  560. case CommonFormat::STPf_RGBAub:
  561. glVertexAttribPointer(ATTRIB_TEXCOORD, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(STPf_RGBAub, s)));
  562. glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(STPf_RGBAub, color.r)));
  563. break;
  564. case CommonFormat::XYf_STf:
  565. glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf, x)));
  566. glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf, s)));
  567. break;
  568. case CommonFormat::XYf_STPf:
  569. glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STPf, x)));
  570. glVertexAttribPointer(ATTRIB_TEXCOORD, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STPf, s)));
  571. break;
  572. case CommonFormat::XYf_STf_RGBAub:
  573. glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, x)));
  574. glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, s)));
  575. glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, color.r)));
  576. break;
  577. case CommonFormat::XYf_STus_RGBAub:
  578. glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, x)));
  579. glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, s)));
  580. glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, color.r)));
  581. break;
  582. case CommonFormat::XYf_STPf_RGBAub:
  583. glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STPf_RGBAub, x)));
  584. glVertexAttribPointer(ATTRIB_TEXCOORD, 3, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STPf_RGBAub, s)));
  585. glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STPf_RGBAub, color.r)));
  586. break;
  587. }
  588. }
  589. void OpenGL::setVertexPointers(vertex::CommonFormat format, size_t offset)
  590. {
  591. setVertexPointers(format, getFormatStride(format), offset);
  592. }
  593. void OpenGL::setVertexPointers(vertex::CommonFormat format, love::graphics::Buffer *buffer, size_t offset)
  594. {
  595. bindBuffer(BUFFER_VERTEX, (GLuint) buffer->getHandle());
  596. setVertexPointers(format, offset);
  597. }
  598. void OpenGL::setVertexPointers(vertex::CommonFormat format, love::graphics::Buffer *buffer, size_t stride, size_t offset)
  599. {
  600. bindBuffer(BUFFER_VERTEX, (GLuint) buffer->getHandle());
  601. setVertexPointers(format, stride, offset);
  602. }
  603. void OpenGL::clearDepth(double value)
  604. {
  605. if (GLAD_ES_VERSION_2_0)
  606. glClearDepthf((GLfloat) value);
  607. else
  608. glClearDepth(value);
  609. }
  610. void OpenGL::setViewport(const Rect &v)
  611. {
  612. glViewport(v.x, v.y, v.w, v.h);
  613. state.viewport = v;
  614. }
  615. Rect OpenGL::getViewport() const
  616. {
  617. return state.viewport;
  618. }
  619. void OpenGL::setScissor(const Rect &v, bool canvasActive)
  620. {
  621. if (canvasActive)
  622. glScissor(v.x, v.y, v.w, v.h);
  623. else
  624. {
  625. // With no Canvas active, we need to compensate for glScissor starting
  626. // from the lower left of the viewport instead of the top left.
  627. glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
  628. }
  629. state.scissor = v;
  630. }
  631. void OpenGL::setConstantColor(const Colorf &color)
  632. {
  633. state.constantColor = color;
  634. }
  635. const Colorf &OpenGL::getConstantColor() const
  636. {
  637. return state.constantColor;
  638. }
  639. void OpenGL::setPointSize(float size)
  640. {
  641. if (GLAD_VERSION_1_0)
  642. glPointSize(size);
  643. state.pointSize = size;
  644. }
  645. float OpenGL::getPointSize() const
  646. {
  647. return state.pointSize;
  648. }
  649. void OpenGL::setFramebufferSRGB(bool enable)
  650. {
  651. if (enable)
  652. glEnable(GL_FRAMEBUFFER_SRGB);
  653. else
  654. glDisable(GL_FRAMEBUFFER_SRGB);
  655. state.framebufferSRGBEnabled = enable;
  656. }
  657. bool OpenGL::hasFramebufferSRGB() const
  658. {
  659. return state.framebufferSRGBEnabled;
  660. }
  661. void OpenGL::bindFramebuffer(FramebufferTarget target, GLuint framebuffer)
  662. {
  663. bool bindingmodified = false;
  664. if ((target & FRAMEBUFFER_DRAW) && state.boundFramebuffers[0] != framebuffer)
  665. {
  666. bindingmodified = true;
  667. state.boundFramebuffers[0] = framebuffer;
  668. }
  669. if ((target & FRAMEBUFFER_READ) && state.boundFramebuffers[1] != framebuffer)
  670. {
  671. bindingmodified = true;
  672. state.boundFramebuffers[1] = framebuffer;
  673. }
  674. if (bindingmodified)
  675. {
  676. GLenum gltarget = GL_FRAMEBUFFER;
  677. if (target == FRAMEBUFFER_DRAW)
  678. gltarget = GL_DRAW_FRAMEBUFFER;
  679. else if (target == FRAMEBUFFER_READ)
  680. gltarget = GL_READ_FRAMEBUFFER;
  681. glBindFramebuffer(gltarget, framebuffer);
  682. }
  683. }
  684. GLenum OpenGL::getFramebuffer(FramebufferTarget target) const
  685. {
  686. if (target & FRAMEBUFFER_DRAW)
  687. return state.boundFramebuffers[0];
  688. else if (target & FRAMEBUFFER_READ)
  689. return state.boundFramebuffers[1];
  690. else
  691. return 0;
  692. }
  693. void OpenGL::deleteFramebuffer(GLuint framebuffer)
  694. {
  695. glDeleteFramebuffers(1, &framebuffer);
  696. for (int i = 0; i < 2; i++)
  697. {
  698. if (state.boundFramebuffers[i] == framebuffer)
  699. state.boundFramebuffers[i] = 0;
  700. }
  701. }
  702. void OpenGL::framebufferTexture(GLenum attachment, TextureType texType, GLuint texture, int level, int layer, int face)
  703. {
  704. GLenum textarget = getGLTextureType(texType);
  705. switch (texType)
  706. {
  707. case TEXTURE_2D:
  708. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, textarget, texture, level);
  709. break;
  710. case TEXTURE_VOLUME:
  711. glFramebufferTexture3D(GL_FRAMEBUFFER, attachment, textarget, texture, level, layer);
  712. break;
  713. case TEXTURE_2D_ARRAY:
  714. glFramebufferTextureLayer(GL_FRAMEBUFFER, attachment, texture, level, layer);
  715. break;
  716. case TEXTURE_CUBE:
  717. glFramebufferTexture2D(GL_FRAMEBUFFER, attachment, GL_TEXTURE_CUBE_MAP_POSITIVE_X + face, texture, level);
  718. break;
  719. default:
  720. break;
  721. }
  722. }
  723. void OpenGL::useProgram(GLuint program)
  724. {
  725. glUseProgram(program);
  726. ++stats.shaderSwitches;
  727. }
  728. GLuint OpenGL::getDefaultFBO() const
  729. {
  730. #ifdef LOVE_IOS
  731. // Hack: iOS uses a custom FBO.
  732. SDL_SysWMinfo info = {};
  733. SDL_VERSION(&info.version);
  734. SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
  735. return info.info.uikit.framebuffer;
  736. #else
  737. return 0;
  738. #endif
  739. }
  740. GLuint OpenGL::getDefaultTexture(TextureType type) const
  741. {
  742. return state.defaultTexture[type];
  743. }
  744. void OpenGL::setTextureUnit(int textureunit)
  745. {
  746. if (textureunit != state.curTextureUnit)
  747. glActiveTexture(GL_TEXTURE0 + textureunit);
  748. state.curTextureUnit = textureunit;
  749. }
  750. void OpenGL::bindTextureToUnit(TextureType target, GLuint texture, int textureunit, bool restoreprev)
  751. {
  752. if (texture != state.boundTextures[target][textureunit])
  753. {
  754. int oldtextureunit = state.curTextureUnit;
  755. if (oldtextureunit != textureunit)
  756. glActiveTexture(GL_TEXTURE0 + textureunit);
  757. state.boundTextures[target][textureunit] = texture;
  758. glBindTexture(getGLTextureType(target), texture);
  759. if (restoreprev && oldtextureunit != textureunit)
  760. glActiveTexture(GL_TEXTURE0 + oldtextureunit);
  761. else
  762. state.curTextureUnit = textureunit;
  763. }
  764. }
  765. void OpenGL::bindTextureToUnit(Texture *texture, int textureunit, bool restoreprev)
  766. {
  767. TextureType textype = TEXTURE_2D;
  768. GLuint handle = 0;
  769. if (texture != nullptr)
  770. {
  771. textype = texture->getTextureType();
  772. handle = (GLuint) texture->getHandle();
  773. }
  774. else
  775. {
  776. if (textureunit == 0 && Shader::current != nullptr)
  777. {
  778. TextureType shadertex = Shader::current->getMainTextureType();
  779. if (shadertex != TEXTURE_MAX_ENUM)
  780. textype = shadertex;
  781. }
  782. handle = getDefaultTexture(textype);
  783. }
  784. bindTextureToUnit(textype, handle, textureunit, restoreprev);
  785. }
  786. void OpenGL::deleteTexture(GLuint texture)
  787. {
  788. // glDeleteTextures binds texture 0 to all texture units the deleted texture
  789. // was bound to before deletion.
  790. for (int i = 0; i < TEXTURE_MAX_ENUM; i++)
  791. {
  792. for (GLuint &texid : state.boundTextures[i])
  793. {
  794. if (texid == texture)
  795. texid = 0;
  796. }
  797. }
  798. glDeleteTextures(1, &texture);
  799. }
  800. void OpenGL::setTextureFilter(TextureType target, graphics::Texture::Filter &f)
  801. {
  802. GLint gmin = f.min == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  803. GLint gmag = f.mag == Texture::FILTER_NEAREST ? GL_NEAREST : GL_LINEAR;
  804. if (f.mipmap != Texture::FILTER_NONE)
  805. {
  806. if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
  807. gmin = GL_NEAREST_MIPMAP_NEAREST;
  808. else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
  809. gmin = GL_NEAREST_MIPMAP_LINEAR;
  810. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
  811. gmin = GL_LINEAR_MIPMAP_NEAREST;
  812. else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
  813. gmin = GL_LINEAR_MIPMAP_LINEAR;
  814. else
  815. gmin = GL_LINEAR;
  816. }
  817. GLenum gltarget = getGLTextureType(target);
  818. glTexParameteri(gltarget, GL_TEXTURE_MIN_FILTER, gmin);
  819. glTexParameteri(gltarget, GL_TEXTURE_MAG_FILTER, gmag);
  820. if (GLAD_EXT_texture_filter_anisotropic)
  821. {
  822. f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
  823. glTexParameterf(gltarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
  824. }
  825. else
  826. f.anisotropy = 1.0f;
  827. }
  828. GLint OpenGL::getGLWrapMode(Texture::WrapMode wmode)
  829. {
  830. switch (wmode)
  831. {
  832. case Texture::WRAP_CLAMP:
  833. default:
  834. return GL_CLAMP_TO_EDGE;
  835. case Texture::WRAP_CLAMP_ZERO:
  836. return GL_CLAMP_TO_BORDER;
  837. case Texture::WRAP_REPEAT:
  838. return GL_REPEAT;
  839. case Texture::WRAP_MIRRORED_REPEAT:
  840. return GL_MIRRORED_REPEAT;
  841. }
  842. }
  843. GLint OpenGL::getGLCompareMode(CompareMode mode)
  844. {
  845. switch (mode)
  846. {
  847. case COMPARE_LESS:
  848. return GL_LESS;
  849. case COMPARE_LEQUAL:
  850. return GL_LEQUAL;
  851. case COMPARE_EQUAL:
  852. return GL_EQUAL;
  853. case COMPARE_GEQUAL:
  854. return GL_GEQUAL;
  855. case COMPARE_GREATER:
  856. return GL_GREATER;
  857. case COMPARE_NOTEQUAL:
  858. return GL_NOTEQUAL;
  859. case COMPARE_ALWAYS:
  860. return GL_ALWAYS;
  861. default:
  862. return GL_NEVER;
  863. }
  864. }
  865. void OpenGL::setTextureWrap(TextureType target, const graphics::Texture::Wrap &w)
  866. {
  867. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_S, getGLWrapMode(w.s));
  868. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_T, getGLWrapMode(w.t));
  869. if (target == TEXTURE_VOLUME)
  870. glTexParameteri(getGLTextureType(target), GL_TEXTURE_WRAP_R, getGLWrapMode(w.r));
  871. }
  872. bool OpenGL::rawTexStorage(TextureType target, int levels, PixelFormat pixelformat, bool &isSRGB, int width, int height, int depth)
  873. {
  874. GLenum gltarget = getGLTextureType(target);
  875. TextureFormat fmt = convertPixelFormat(pixelformat, false, isSRGB);
  876. if (fmt.swizzled)
  877. {
  878. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_R, fmt.swizzle[0]);
  879. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_G, fmt.swizzle[1]);
  880. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_B, fmt.swizzle[2]);
  881. glTexParameteri(gltarget, GL_TEXTURE_SWIZZLE_A, fmt.swizzle[3]);
  882. }
  883. if (isTexStorageSupported())
  884. {
  885. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  886. glTexStorage2D(gltarget, levels, fmt.internalformat, width, height);
  887. else if (target == TEXTURE_VOLUME || target == TEXTURE_2D_ARRAY)
  888. glTexStorage3D(gltarget, levels, fmt.internalformat, width, height, depth);
  889. }
  890. else
  891. {
  892. int w = width;
  893. int h = height;
  894. int d = depth;
  895. for (int level = 0; level < levels; level++)
  896. {
  897. if (target == TEXTURE_2D || target == TEXTURE_CUBE)
  898. {
  899. int faces = target == TEXTURE_CUBE ? 6 : 1;
  900. for (int face = 0; face < faces; face++)
  901. {
  902. if (target == TEXTURE_CUBE)
  903. gltarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + face;
  904. glTexImage2D(gltarget, level, fmt.internalformat, w, h, 0,
  905. fmt.externalformat, fmt.type, nullptr);
  906. }
  907. }
  908. else if (target == TEXTURE_2D_ARRAY || target == TEXTURE_VOLUME)
  909. {
  910. if (target == TEXTURE_VOLUME && GLAD_ES_VERSION_2_0 && GLAD_OES_texture_3D && !GLAD_ES_VERSION_3_0)
  911. {
  912. glTexImage3DOES(gltarget, level, fmt.internalformat, w, h,
  913. d, 0, fmt.externalformat, fmt.type, nullptr);
  914. }
  915. else
  916. {
  917. glTexImage3D(gltarget, level, fmt.internalformat, w, h, d,
  918. 0, fmt.externalformat, fmt.type, nullptr);
  919. }
  920. }
  921. w = std::max(w / 2, 1);
  922. h = std::max(h / 2, 1);
  923. if (target == TEXTURE_VOLUME)
  924. d = std::max(d / 2, 1);
  925. }
  926. }
  927. return gltarget != GL_ZERO;
  928. }
  929. bool OpenGL::isTexStorageSupported()
  930. {
  931. bool supportsTexStorage = GLAD_VERSION_4_2 || GLAD_ARB_texture_storage;
  932. // Apparently there are bugs with glTexStorage on some Android drivers. I'd
  933. // rather not find out the hard way, so we'll avoid it for now...
  934. #ifndef LOVE_ANDROID
  935. if (GLAD_ES_VERSION_3_0)
  936. supportsTexStorage = true;
  937. #endif
  938. return supportsTexStorage;
  939. }
  940. bool OpenGL::isTextureTypeSupported(TextureType type) const
  941. {
  942. switch (type)
  943. {
  944. case TEXTURE_2D:
  945. return true;
  946. case TEXTURE_VOLUME:
  947. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_3D;
  948. case TEXTURE_2D_ARRAY:
  949. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_array;
  950. case TEXTURE_CUBE:
  951. return GLAD_VERSION_1_3 || GLAD_ES_VERSION_2_0;
  952. default:
  953. return false;
  954. }
  955. }
  956. bool OpenGL::isClampZeroTextureWrapSupported() const
  957. {
  958. return GLAD_VERSION_1_3 || GLAD_EXT_texture_border_clamp || GLAD_NV_texture_border_clamp;
  959. }
  960. bool OpenGL::isPixelShaderHighpSupported() const
  961. {
  962. return pixelShaderHighpSupported;
  963. }
  964. bool OpenGL::isInstancingSupported() const
  965. {
  966. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_3
  967. || GLAD_ARB_instanced_arrays || GLAD_EXT_instanced_arrays || GLAD_ANGLE_instanced_arrays;
  968. }
  969. bool OpenGL::isDepthCompareSampleSupported() const
  970. {
  971. // Our official API only supports this in GLSL3 shaders, but unofficially
  972. // the requirements are more lax.
  973. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_shadow_samplers;
  974. }
  975. bool OpenGL::isSamplerLODBiasSupported() const
  976. {
  977. return GLAD_VERSION_1_4;
  978. }
  979. int OpenGL::getMax2DTextureSize() const
  980. {
  981. return std::max(max2DTextureSize, 1);
  982. }
  983. int OpenGL::getMax3DTextureSize() const
  984. {
  985. return std::max(max3DTextureSize, 1);
  986. }
  987. int OpenGL::getMaxCubeTextureSize() const
  988. {
  989. return std::max(maxCubeTextureSize, 1);
  990. }
  991. int OpenGL::getMaxTextureLayers() const
  992. {
  993. return std::max(maxTextureArrayLayers, 1);
  994. }
  995. int OpenGL::getMaxRenderTargets() const
  996. {
  997. return std::min(maxRenderTargets, MAX_COLOR_RENDER_TARGETS);
  998. }
  999. int OpenGL::getMaxRenderbufferSamples() const
  1000. {
  1001. return maxRenderbufferSamples;
  1002. }
  1003. int OpenGL::getMaxTextureUnits() const
  1004. {
  1005. return maxTextureUnits;
  1006. }
  1007. float OpenGL::getMaxPointSize() const
  1008. {
  1009. return maxPointSize;
  1010. }
  1011. float OpenGL::getMaxAnisotropy() const
  1012. {
  1013. return maxAnisotropy;
  1014. }
  1015. float OpenGL::getMaxLODBias() const
  1016. {
  1017. return maxLODBias;
  1018. }
  1019. bool OpenGL::isCoreProfile() const
  1020. {
  1021. return coreProfile;
  1022. }
  1023. OpenGL::Vendor OpenGL::getVendor() const
  1024. {
  1025. return vendor;
  1026. }
  1027. OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool renderbuffer, bool &isSRGB)
  1028. {
  1029. TextureFormat f;
  1030. f.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0;
  1031. f.framebufferAttachments[1] = GL_NONE;
  1032. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1033. pixelformat = PIXELFORMAT_sRGBA8;
  1034. else if (pixelformat == PIXELFORMAT_ETC1)
  1035. {
  1036. // The ETC2 format can load ETC1 textures.
  1037. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility)
  1038. pixelformat = PIXELFORMAT_ETC2_RGB;
  1039. }
  1040. switch (pixelformat)
  1041. {
  1042. case PIXELFORMAT_R8:
  1043. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1044. {
  1045. f.internalformat = GL_R8;
  1046. f.externalformat = GL_RED;
  1047. }
  1048. else
  1049. {
  1050. f.internalformat = GL_LUMINANCE8;
  1051. f.externalformat = GL_LUMINANCE;
  1052. }
  1053. f.type = GL_UNSIGNED_BYTE;
  1054. break;
  1055. case PIXELFORMAT_RG8:
  1056. f.internalformat = GL_RG8;
  1057. f.externalformat = GL_RG;
  1058. f.type = GL_UNSIGNED_BYTE;
  1059. break;
  1060. case PIXELFORMAT_RGBA8:
  1061. f.internalformat = GL_RGBA8;
  1062. f.externalformat = GL_RGBA;
  1063. f.type = GL_UNSIGNED_BYTE;
  1064. break;
  1065. case PIXELFORMAT_sRGBA8:
  1066. f.internalformat = GL_SRGB8_ALPHA8;
  1067. f.type = GL_UNSIGNED_BYTE;
  1068. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0)
  1069. f.externalformat = GL_SRGB_ALPHA;
  1070. else
  1071. f.externalformat = GL_RGBA;
  1072. break;
  1073. case PIXELFORMAT_R16:
  1074. f.internalformat = GL_R16;
  1075. f.externalformat = GL_RED;
  1076. f.type = GL_UNSIGNED_SHORT;
  1077. break;
  1078. case PIXELFORMAT_RG16:
  1079. f.internalformat = GL_RG16;
  1080. f.externalformat = GL_RG;
  1081. f.type = GL_UNSIGNED_SHORT;
  1082. break;
  1083. case PIXELFORMAT_RGBA16:
  1084. f.internalformat = GL_RGBA16;
  1085. f.externalformat = GL_RGBA;
  1086. f.type = GL_UNSIGNED_SHORT;
  1087. break;
  1088. case PIXELFORMAT_R16F:
  1089. f.internalformat = GL_R16F;
  1090. f.externalformat = GL_RED;
  1091. if (GLAD_OES_texture_half_float)
  1092. f.type = GL_HALF_FLOAT_OES;
  1093. else
  1094. f.type = GL_HALF_FLOAT;
  1095. break;
  1096. case PIXELFORMAT_RG16F:
  1097. f.internalformat = GL_RG16F;
  1098. f.externalformat = GL_RG;
  1099. if (GLAD_OES_texture_half_float)
  1100. f.type = GL_HALF_FLOAT_OES;
  1101. else
  1102. f.type = GL_HALF_FLOAT;
  1103. break;
  1104. case PIXELFORMAT_RGBA16F:
  1105. f.internalformat = GL_RGBA16F;
  1106. f.externalformat = GL_RGBA;
  1107. if (GLAD_OES_texture_half_float)
  1108. f.type = GL_HALF_FLOAT_OES;
  1109. else
  1110. f.type = GL_HALF_FLOAT;
  1111. break;
  1112. case PIXELFORMAT_R32F:
  1113. f.internalformat = GL_R32F;
  1114. f.externalformat = GL_RED;
  1115. f.type = GL_FLOAT;
  1116. break;
  1117. case PIXELFORMAT_RG32F:
  1118. f.internalformat = GL_RG32F;
  1119. f.externalformat = GL_RG;
  1120. f.type = GL_FLOAT;
  1121. break;
  1122. case PIXELFORMAT_RGBA32F:
  1123. f.internalformat = GL_RGBA32F;
  1124. f.externalformat = GL_RGBA;
  1125. f.type = GL_FLOAT;
  1126. break;
  1127. case PIXELFORMAT_LA8:
  1128. if (gl.isCoreProfile() || GLAD_ES_VERSION_3_0)
  1129. {
  1130. f.internalformat = GL_RG8;
  1131. f.externalformat = GL_RG;
  1132. f.type = GL_UNSIGNED_BYTE;
  1133. f.swizzled = true;
  1134. f.swizzle[0] = f.swizzle[1] = f.swizzle[2] = GL_RED;
  1135. f.swizzle[3] = GL_GREEN;
  1136. }
  1137. else
  1138. {
  1139. f.internalformat = GL_LUMINANCE8_ALPHA8;
  1140. f.externalformat = GL_LUMINANCE_ALPHA;
  1141. f.type = GL_UNSIGNED_BYTE;
  1142. }
  1143. break;
  1144. case PIXELFORMAT_RGBA4:
  1145. f.internalformat = GL_RGBA4;
  1146. f.externalformat = GL_RGBA;
  1147. f.type = GL_UNSIGNED_SHORT_4_4_4_4;
  1148. break;
  1149. case PIXELFORMAT_RGB5A1:
  1150. f.internalformat = GL_RGB5_A1;
  1151. f.externalformat = GL_RGBA;
  1152. f.type = GL_UNSIGNED_SHORT_5_5_5_1;
  1153. break;
  1154. case PIXELFORMAT_RGB565:
  1155. f.internalformat = GL_RGB565;
  1156. f.externalformat = GL_RGB;
  1157. f.type = GL_UNSIGNED_SHORT_5_6_5;
  1158. break;
  1159. case PIXELFORMAT_RGB10A2:
  1160. f.internalformat = GL_RGB10_A2;
  1161. f.externalformat = GL_RGBA;
  1162. f.type = GL_UNSIGNED_INT_2_10_10_10_REV;
  1163. break;
  1164. case PIXELFORMAT_RG11B10F:
  1165. f.internalformat = GL_R11F_G11F_B10F;
  1166. f.externalformat = GL_RGB;
  1167. f.type = GL_UNSIGNED_INT_10F_11F_11F_REV;
  1168. break;
  1169. case PIXELFORMAT_STENCIL8:
  1170. // Prefer a combined depth/stencil buffer due to driver issues.
  1171. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1172. {
  1173. f.internalformat = GL_DEPTH24_STENCIL8;
  1174. f.externalformat = GL_DEPTH_STENCIL;
  1175. f.type = GL_UNSIGNED_INT_24_8;
  1176. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1177. }
  1178. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1179. {
  1180. f.internalformat = GL_DEPTH24_STENCIL8;
  1181. f.externalformat = GL_DEPTH_STENCIL;
  1182. f.type = GL_UNSIGNED_INT_24_8;
  1183. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1184. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1185. }
  1186. else
  1187. {
  1188. f.internalformat = GL_STENCIL_INDEX8;
  1189. f.externalformat = GL_STENCIL;
  1190. f.type = GL_UNSIGNED_BYTE;
  1191. f.framebufferAttachments[0] = GL_STENCIL_ATTACHMENT;
  1192. }
  1193. break;
  1194. case PIXELFORMAT_DEPTH16:
  1195. f.internalformat = GL_DEPTH_COMPONENT16;
  1196. f.externalformat = GL_DEPTH_COMPONENT;
  1197. f.type = GL_UNSIGNED_SHORT;
  1198. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1199. break;
  1200. case PIXELFORMAT_DEPTH24:
  1201. if (GLAD_ES_VERSION_2_0 && !GLAD_ES_VERSION_3_0 && !GLAD_OES_depth24 && GLAD_OES_packed_depth_stencil)
  1202. {
  1203. f.internalformat = GL_DEPTH24_STENCIL8;
  1204. f.externalformat = GL_DEPTH_STENCIL;
  1205. f.type = GL_UNSIGNED_INT_24_8;
  1206. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1207. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1208. }
  1209. else
  1210. {
  1211. f.internalformat = GL_DEPTH_COMPONENT24;
  1212. f.externalformat = GL_DEPTH_COMPONENT;
  1213. f.type = GL_UNSIGNED_INT;
  1214. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1215. }
  1216. break;
  1217. case PIXELFORMAT_DEPTH32F:
  1218. f.internalformat = GL_DEPTH_COMPONENT32F;
  1219. f.externalformat = GL_DEPTH_COMPONENT;
  1220. f.type = GL_FLOAT;
  1221. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1222. break;
  1223. case PIXELFORMAT_DEPTH24_STENCIL8:
  1224. f.internalformat = GL_DEPTH24_STENCIL8;
  1225. f.externalformat = GL_DEPTH_STENCIL;
  1226. f.type = GL_UNSIGNED_INT_24_8;
  1227. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
  1228. {
  1229. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1230. }
  1231. else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
  1232. {
  1233. f.framebufferAttachments[0] = GL_DEPTH_ATTACHMENT;
  1234. f.framebufferAttachments[1] = GL_STENCIL_ATTACHMENT;
  1235. }
  1236. break;
  1237. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1238. f.internalformat = GL_DEPTH32F_STENCIL8;
  1239. f.externalformat = GL_DEPTH_STENCIL;
  1240. f.type = GL_FLOAT_32_UNSIGNED_INT_24_8_REV;
  1241. f.framebufferAttachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
  1242. break;
  1243. case PIXELFORMAT_DXT1:
  1244. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_S3TC_DXT1_EXT : GL_COMPRESSED_RGB_S3TC_DXT1_EXT;
  1245. break;
  1246. case PIXELFORMAT_DXT3:
  1247. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT : GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
  1248. break;
  1249. case PIXELFORMAT_DXT5:
  1250. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT : GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
  1251. break;
  1252. case PIXELFORMAT_BC4:
  1253. isSRGB = false;
  1254. f.internalformat = GL_COMPRESSED_RED_RGTC1;
  1255. break;
  1256. case PIXELFORMAT_BC4s:
  1257. isSRGB = false;
  1258. f.internalformat = GL_COMPRESSED_SIGNED_RED_RGTC1;
  1259. break;
  1260. case PIXELFORMAT_BC5:
  1261. isSRGB = false;
  1262. f.internalformat = GL_COMPRESSED_RG_RGTC2;
  1263. break;
  1264. case PIXELFORMAT_BC5s:
  1265. isSRGB = false;
  1266. f.internalformat = GL_COMPRESSED_SIGNED_RG_RGTC2;
  1267. break;
  1268. case PIXELFORMAT_BC6H:
  1269. isSRGB = false;
  1270. f.internalformat = GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT;
  1271. break;
  1272. case PIXELFORMAT_BC6Hs:
  1273. isSRGB = false;
  1274. f.internalformat = GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT;
  1275. break;
  1276. case PIXELFORMAT_BC7:
  1277. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM : GL_COMPRESSED_RGBA_BPTC_UNORM;
  1278. break;
  1279. case PIXELFORMAT_PVR1_RGB2:
  1280. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  1281. break;
  1282. case PIXELFORMAT_PVR1_RGB4:
  1283. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  1284. break;
  1285. case PIXELFORMAT_PVR1_RGBA2:
  1286. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_2BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
  1287. break;
  1288. case PIXELFORMAT_PVR1_RGBA4:
  1289. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB_ALPHA_PVRTC_4BPPV1_EXT : GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  1290. break;
  1291. case PIXELFORMAT_ETC1:
  1292. isSRGB = false;
  1293. f.internalformat = GL_ETC1_RGB8_OES;
  1294. break;
  1295. case PIXELFORMAT_ETC2_RGB:
  1296. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ETC2 : GL_COMPRESSED_RGB8_ETC2;
  1297. break;
  1298. case PIXELFORMAT_ETC2_RGBA:
  1299. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : GL_COMPRESSED_RGBA8_ETC2_EAC;
  1300. break;
  1301. case PIXELFORMAT_ETC2_RGBA1:
  1302. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 : GL_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2;
  1303. break;
  1304. case PIXELFORMAT_EAC_R:
  1305. isSRGB = false;
  1306. f.internalformat = GL_COMPRESSED_R11_EAC;
  1307. break;
  1308. case PIXELFORMAT_EAC_Rs:
  1309. isSRGB = false;
  1310. f.internalformat = GL_COMPRESSED_SIGNED_R11_EAC;
  1311. break;
  1312. case PIXELFORMAT_EAC_RG:
  1313. isSRGB = false;
  1314. f.internalformat = GL_COMPRESSED_RG11_EAC;
  1315. break;
  1316. case PIXELFORMAT_EAC_RGs:
  1317. isSRGB = false;
  1318. f.internalformat = GL_COMPRESSED_SIGNED_RG11_EAC;
  1319. break;
  1320. case PIXELFORMAT_ASTC_4x4:
  1321. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : GL_COMPRESSED_RGBA_ASTC_4x4_KHR;
  1322. break;
  1323. case PIXELFORMAT_ASTC_5x4:
  1324. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : GL_COMPRESSED_RGBA_ASTC_5x4_KHR;
  1325. break;
  1326. case PIXELFORMAT_ASTC_5x5:
  1327. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : GL_COMPRESSED_RGBA_ASTC_5x5_KHR;
  1328. break;
  1329. case PIXELFORMAT_ASTC_6x5:
  1330. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : GL_COMPRESSED_RGBA_ASTC_6x5_KHR;
  1331. break;
  1332. case PIXELFORMAT_ASTC_6x6:
  1333. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : GL_COMPRESSED_RGBA_ASTC_6x6_KHR;
  1334. break;
  1335. case PIXELFORMAT_ASTC_8x5:
  1336. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : GL_COMPRESSED_RGBA_ASTC_8x5_KHR;
  1337. break;
  1338. case PIXELFORMAT_ASTC_8x6:
  1339. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : GL_COMPRESSED_RGBA_ASTC_8x6_KHR;
  1340. break;
  1341. case PIXELFORMAT_ASTC_8x8:
  1342. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : GL_COMPRESSED_RGBA_ASTC_8x8_KHR;
  1343. break;
  1344. case PIXELFORMAT_ASTC_10x5:
  1345. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : GL_COMPRESSED_RGBA_ASTC_10x5_KHR;
  1346. break;
  1347. case PIXELFORMAT_ASTC_10x6:
  1348. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : GL_COMPRESSED_RGBA_ASTC_10x6_KHR;
  1349. break;
  1350. case PIXELFORMAT_ASTC_10x8:
  1351. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : GL_COMPRESSED_RGBA_ASTC_10x8_KHR;
  1352. break;
  1353. case PIXELFORMAT_ASTC_10x10:
  1354. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : GL_COMPRESSED_RGBA_ASTC_10x10_KHR;
  1355. break;
  1356. case PIXELFORMAT_ASTC_12x10:
  1357. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : GL_COMPRESSED_RGBA_ASTC_12x10_KHR;
  1358. break;
  1359. case PIXELFORMAT_ASTC_12x12:
  1360. f.internalformat = isSRGB ? GL_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : GL_COMPRESSED_RGBA_ASTC_12x12_KHR;
  1361. break;
  1362. default:
  1363. printf("Unhandled pixel format when converting to OpenGL enums!");
  1364. break;
  1365. }
  1366. if (!isPixelFormatCompressed(pixelformat))
  1367. {
  1368. if (GLAD_ES_VERSION_2_0 && !(GLAD_ES_VERSION_3_0 && pixelformat == PIXELFORMAT_LA8)
  1369. && !renderbuffer && !isTexStorageSupported())
  1370. {
  1371. f.internalformat = f.externalformat;
  1372. }
  1373. if (pixelformat != PIXELFORMAT_sRGBA8)
  1374. isSRGB = false;
  1375. }
  1376. return f;
  1377. }
  1378. bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget, bool readable, bool isSRGB)
  1379. {
  1380. if (rendertarget && isPixelFormatCompressed(pixelformat))
  1381. return false;
  1382. if (pixelformat == PIXELFORMAT_RGBA8 && isSRGB)
  1383. pixelformat = PIXELFORMAT_sRGBA8;
  1384. switch (pixelformat)
  1385. {
  1386. case PIXELFORMAT_R8:
  1387. case PIXELFORMAT_RG8:
  1388. if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
  1389. return true;
  1390. else if (pixelformat == PIXELFORMAT_R8 && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
  1391. return true; // We'll use OpenGL's luminance format internally.
  1392. else
  1393. return false;
  1394. case PIXELFORMAT_RGBA8:
  1395. if (rendertarget)
  1396. return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
  1397. else
  1398. return true;
  1399. case PIXELFORMAT_sRGBA8:
  1400. if (rendertarget)
  1401. {
  1402. if (GLAD_VERSION_1_0)
  1403. {
  1404. return GLAD_VERSION_3_0 || ((GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB)
  1405. && (GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB));
  1406. }
  1407. else
  1408. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB;
  1409. }
  1410. else
  1411. return GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB || GLAD_VERSION_2_1 || GLAD_EXT_texture_sRGB;
  1412. case PIXELFORMAT_R16:
  1413. case PIXELFORMAT_RG16:
  1414. if (rendertarget)
  1415. return false;
  1416. else
  1417. return (GLAD_VERSION_1_1 && GLAD_EXT_texture_rg) || (GLAD_EXT_texture_norm16 && (GLAD_ES_VERSION_3_0 || GLAD_EXT_texture_rg));
  1418. case PIXELFORMAT_RGBA16:
  1419. if (rendertarget)
  1420. return false;
  1421. else
  1422. return GLAD_VERSION_1_1 || GLAD_EXT_texture_norm16;
  1423. case PIXELFORMAT_R16F:
  1424. case PIXELFORMAT_RG16F:
  1425. if (GLAD_VERSION_1_0)
  1426. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel && GLAD_ARB_texture_rg);
  1427. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1428. return false;
  1429. else
  1430. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_half_float && GLAD_EXT_texture_rg);
  1431. case PIXELFORMAT_RGBA16F:
  1432. if (GLAD_VERSION_1_0)
  1433. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_half_float_pixel);
  1434. else if (rendertarget && !GLAD_EXT_color_buffer_half_float)
  1435. return false;
  1436. else
  1437. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float;
  1438. case PIXELFORMAT_R32F:
  1439. case PIXELFORMAT_RG32F:
  1440. if (GLAD_VERSION_1_0)
  1441. return GLAD_VERSION_3_0 || (GLAD_ARB_texture_float && GLAD_ARB_texture_rg);
  1442. else if (!rendertarget)
  1443. return GLAD_ES_VERSION_3_0 || (GLAD_OES_texture_float && GLAD_EXT_texture_rg);
  1444. else
  1445. return false;
  1446. case PIXELFORMAT_RGBA32F:
  1447. if (GLAD_VERSION_1_0)
  1448. return GLAD_VERSION_3_0 || GLAD_ARB_texture_float;
  1449. else if (!rendertarget)
  1450. return GLAD_ES_VERSION_3_0 || GLAD_OES_texture_float;
  1451. else
  1452. return false;
  1453. case PIXELFORMAT_LA8:
  1454. return !rendertarget;
  1455. case PIXELFORMAT_RGBA4:
  1456. case PIXELFORMAT_RGB5A1:
  1457. return true;
  1458. case PIXELFORMAT_RGB565:
  1459. return GLAD_ES_VERSION_2_0 || GLAD_VERSION_4_2 || GLAD_ARB_ES2_compatibility;
  1460. case PIXELFORMAT_RGB10A2:
  1461. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_1_0;
  1462. case PIXELFORMAT_RG11B10F:
  1463. if (rendertarget)
  1464. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_color_buffer_packed_float;
  1465. else
  1466. return GLAD_VERSION_3_0 || GLAD_EXT_packed_float || GLAD_APPLE_texture_packed_float;
  1467. case PIXELFORMAT_STENCIL8:
  1468. return rendertarget && !readable;
  1469. case PIXELFORMAT_DEPTH16:
  1470. if (!rendertarget)
  1471. return false;
  1472. else if (readable)
  1473. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth_texture;
  1474. else
  1475. return true;
  1476. case PIXELFORMAT_DEPTH24:
  1477. if (!rendertarget)
  1478. return false;
  1479. else if (readable)
  1480. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || (GLAD_OES_depth_texture && (GLAD_OES_depth24 || GLAD_OES_depth_texture));
  1481. else
  1482. return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_depth24 || GLAD_OES_depth_texture;
  1483. case PIXELFORMAT_DEPTH24_STENCIL8:
  1484. if (!rendertarget)
  1485. return false;
  1486. else if (readable)
  1487. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || (GLAD_OES_depth_texture && GLAD_OES_packed_depth_stencil);
  1488. else
  1489. return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil;
  1490. case PIXELFORMAT_DEPTH32F:
  1491. case PIXELFORMAT_DEPTH32F_STENCIL8:
  1492. return rendertarget && (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_depth_buffer_float);
  1493. case PIXELFORMAT_DXT1:
  1494. return GLAD_EXT_texture_compression_s3tc || GLAD_EXT_texture_compression_dxt1;
  1495. case PIXELFORMAT_DXT3:
  1496. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt3;
  1497. case PIXELFORMAT_DXT5:
  1498. return GLAD_EXT_texture_compression_s3tc || GLAD_ANGLE_texture_compression_dxt5;
  1499. case PIXELFORMAT_BC4:
  1500. case PIXELFORMAT_BC4s:
  1501. case PIXELFORMAT_BC5:
  1502. case PIXELFORMAT_BC5s:
  1503. return (GLAD_VERSION_3_0 || GLAD_ARB_texture_compression_rgtc || GLAD_EXT_texture_compression_rgtc);
  1504. case PIXELFORMAT_BC6H:
  1505. case PIXELFORMAT_BC6Hs:
  1506. case PIXELFORMAT_BC7:
  1507. return GLAD_VERSION_4_2 || GLAD_ARB_texture_compression_bptc;
  1508. case PIXELFORMAT_PVR1_RGB2:
  1509. case PIXELFORMAT_PVR1_RGB4:
  1510. case PIXELFORMAT_PVR1_RGBA2:
  1511. case PIXELFORMAT_PVR1_RGBA4:
  1512. return isSRGB ? GLAD_EXT_pvrtc_sRGB : GLAD_IMG_texture_compression_pvrtc;
  1513. case PIXELFORMAT_ETC1:
  1514. // ETC2 support guarantees ETC1 support as well.
  1515. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility || GLAD_OES_compressed_ETC1_RGB8_texture;
  1516. case PIXELFORMAT_ETC2_RGB:
  1517. case PIXELFORMAT_ETC2_RGBA:
  1518. case PIXELFORMAT_ETC2_RGBA1:
  1519. case PIXELFORMAT_EAC_R:
  1520. case PIXELFORMAT_EAC_Rs:
  1521. case PIXELFORMAT_EAC_RG:
  1522. case PIXELFORMAT_EAC_RGs:
  1523. return GLAD_ES_VERSION_3_0 || GLAD_VERSION_4_3 || GLAD_ARB_ES3_compatibility;
  1524. case PIXELFORMAT_ASTC_4x4:
  1525. case PIXELFORMAT_ASTC_5x4:
  1526. case PIXELFORMAT_ASTC_5x5:
  1527. case PIXELFORMAT_ASTC_6x5:
  1528. case PIXELFORMAT_ASTC_6x6:
  1529. case PIXELFORMAT_ASTC_8x5:
  1530. case PIXELFORMAT_ASTC_8x6:
  1531. case PIXELFORMAT_ASTC_8x8:
  1532. case PIXELFORMAT_ASTC_10x5:
  1533. case PIXELFORMAT_ASTC_10x6:
  1534. case PIXELFORMAT_ASTC_10x8:
  1535. case PIXELFORMAT_ASTC_10x10:
  1536. case PIXELFORMAT_ASTC_12x10:
  1537. case PIXELFORMAT_ASTC_12x12:
  1538. return GLAD_ES_VERSION_3_2 || GLAD_KHR_texture_compression_astc_ldr;
  1539. default:
  1540. return false;
  1541. }
  1542. }
  1543. bool OpenGL::hasTextureFilteringSupport(PixelFormat pixelformat)
  1544. {
  1545. switch (pixelformat)
  1546. {
  1547. case PIXELFORMAT_R16F:
  1548. case PIXELFORMAT_RG16F:
  1549. case PIXELFORMAT_RGBA16F:
  1550. return GLAD_VERSION_1_1 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_half_float_linear;
  1551. case PIXELFORMAT_R32F:
  1552. case PIXELFORMAT_RG32F:
  1553. case PIXELFORMAT_RGBA32F:
  1554. return GLAD_VERSION_1_1 || GLAD_OES_texture_float_linear;
  1555. default:
  1556. return true;
  1557. }
  1558. }
  1559. const char *OpenGL::errorString(GLenum errorcode)
  1560. {
  1561. switch (errorcode)
  1562. {
  1563. case GL_NO_ERROR:
  1564. return "no error";
  1565. case GL_INVALID_ENUM:
  1566. return "invalid enum";
  1567. case GL_INVALID_VALUE:
  1568. return "invalid value";
  1569. case GL_INVALID_OPERATION:
  1570. return "invalid operation";
  1571. case GL_OUT_OF_MEMORY:
  1572. return "out of memory";
  1573. case GL_INVALID_FRAMEBUFFER_OPERATION:
  1574. return "invalid framebuffer operation";
  1575. case GL_CONTEXT_LOST:
  1576. return "OpenGL context has been lost";
  1577. default:
  1578. break;
  1579. }
  1580. static char text[64] = {};
  1581. memset(text, 0, sizeof(text));
  1582. sprintf(text, "0x%x", errorcode);
  1583. return text;
  1584. }
  1585. const char *OpenGL::framebufferStatusString(GLenum status)
  1586. {
  1587. switch (status)
  1588. {
  1589. case GL_FRAMEBUFFER_COMPLETE:
  1590. return "complete (success)";
  1591. case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
  1592. return "Texture format cannot be rendered to on this system.";
  1593. case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
  1594. return "Error in graphics driver (missing render texture attachment)";
  1595. case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
  1596. return "Error in graphics driver (incomplete draw buffer)";
  1597. case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
  1598. return "Error in graphics driver (incomplete read buffer)";
  1599. case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
  1600. return "Canvas with the specified MSAA count cannot be rendered to on this system.";
  1601. case GL_FRAMEBUFFER_UNSUPPORTED:
  1602. return "Renderable textures are unsupported";
  1603. default:
  1604. break;
  1605. }
  1606. static char text[64] = {};
  1607. memset(text, 0, sizeof(text));
  1608. sprintf(text, "0x%x", status);
  1609. return text;
  1610. }
  1611. const char *OpenGL::debugSeverityString(GLenum severity)
  1612. {
  1613. switch (severity)
  1614. {
  1615. case GL_DEBUG_SEVERITY_HIGH:
  1616. return "high";
  1617. case GL_DEBUG_SEVERITY_MEDIUM:
  1618. return "medium";
  1619. case GL_DEBUG_SEVERITY_LOW:
  1620. return "low";
  1621. default:
  1622. return "unknown";
  1623. }
  1624. }
  1625. const char *OpenGL::debugSourceString(GLenum source)
  1626. {
  1627. switch (source)
  1628. {
  1629. case GL_DEBUG_SOURCE_API:
  1630. return "API";
  1631. case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
  1632. return "window";
  1633. case GL_DEBUG_SOURCE_SHADER_COMPILER:
  1634. return "shader";
  1635. case GL_DEBUG_SOURCE_THIRD_PARTY:
  1636. return "external";
  1637. case GL_DEBUG_SOURCE_APPLICATION:
  1638. return "LOVE";
  1639. case GL_DEBUG_SOURCE_OTHER:
  1640. return "other";
  1641. default:
  1642. return "unknown";
  1643. }
  1644. }
  1645. const char *OpenGL::debugTypeString(GLenum type)
  1646. {
  1647. switch (type)
  1648. {
  1649. case GL_DEBUG_TYPE_ERROR:
  1650. return "error";
  1651. case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
  1652. return "deprecated behavior";
  1653. case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
  1654. return "undefined behavior";
  1655. case GL_DEBUG_TYPE_PERFORMANCE:
  1656. return "performance";
  1657. case GL_DEBUG_TYPE_PORTABILITY:
  1658. return "portability";
  1659. case GL_DEBUG_TYPE_OTHER:
  1660. return "other";
  1661. default:
  1662. return "unknown";
  1663. }
  1664. }
  1665. // OpenGL class instance singleton.
  1666. OpenGL gl;
  1667. } // opengl
  1668. } // graphics
  1669. } // love