1 | /** |
2 | * Copyright (c) 2006-2023 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 | |
21 | // LOVE |
22 | #include "common/config.h" |
23 | #include "common/math.h" |
24 | #include "common/Vector.h" |
25 | |
26 | #include "Graphics.h" |
27 | #include "font/Font.h" |
28 | #include "StreamBuffer.h" |
29 | #include "math/MathModule.h" |
30 | #include "window/Window.h" |
31 | #include "Buffer.h" |
32 | #include "ShaderStage.h" |
33 | |
34 | #include "libraries/xxHash/xxhash.h" |
35 | |
36 | // C++ |
37 | #include <vector> |
38 | #include <sstream> |
39 | #include <algorithm> |
40 | #include <iterator> |
41 | |
42 | // C |
43 | #include <cmath> |
44 | #include <cstdio> |
45 | |
46 | #ifdef LOVE_IOS |
47 | #include <SDL_syswm.h> |
48 | #endif |
49 | |
50 | namespace love |
51 | { |
52 | namespace graphics |
53 | { |
54 | namespace opengl |
55 | { |
56 | |
57 | Graphics::Graphics() |
58 | : windowHasStencil(false) |
59 | , mainVAO(0) |
60 | { |
61 | gl = OpenGL(); |
62 | Canvas::resetFormatSupport(); |
63 | |
64 | auto window = getInstance<love::window::Window>(M_WINDOW); |
65 | |
66 | if (window != nullptr) |
67 | { |
68 | window->setGraphics(this); |
69 | |
70 | if (window->isOpen()) |
71 | { |
72 | int w, h; |
73 | love::window::WindowSettings settings; |
74 | window->getWindow(w, h, settings); |
75 | |
76 | double dpiW = w; |
77 | double dpiH = h; |
78 | window->windowToDPICoords(&dpiW, &dpiH); |
79 | |
80 | setMode((int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil); |
81 | } |
82 | } |
83 | } |
84 | |
85 | Graphics::~Graphics() |
86 | { |
87 | } |
88 | |
89 | const char *Graphics::getName() const |
90 | { |
91 | return "love.graphics.opengl" ; |
92 | } |
93 | |
94 | love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t size) |
95 | { |
96 | return CreateStreamBuffer(type, size); |
97 | } |
98 | |
99 | love::graphics::Image *Graphics::newImage(const Image::Slices &data, const Image::Settings &settings) |
100 | { |
101 | return new Image(data, settings); |
102 | } |
103 | |
104 | love::graphics::Image *Graphics::newImage(TextureType textype, PixelFormat format, int width, int height, int slices, const Image::Settings &settings) |
105 | { |
106 | return new Image(textype, format, width, height, slices, settings); |
107 | } |
108 | |
109 | love::graphics::Canvas *Graphics::newCanvas(const Canvas::Settings &settings) |
110 | { |
111 | return new Canvas(settings); |
112 | } |
113 | |
114 | love::graphics::ShaderStage *Graphics::newShaderStageInternal(ShaderStage::StageType stage, const std::string &cachekey, const std::string &source, bool gles) |
115 | { |
116 | return new ShaderStage(this, stage, source, gles, cachekey); |
117 | } |
118 | |
119 | love::graphics::Shader *Graphics::newShaderInternal(love::graphics::ShaderStage *vertex, love::graphics::ShaderStage *pixel) |
120 | { |
121 | return new Shader(vertex, pixel); |
122 | } |
123 | |
124 | love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags) |
125 | { |
126 | return new Buffer(size, data, type, usage, mapflags); |
127 | } |
128 | |
129 | void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight) |
130 | { |
131 | this->width = width; |
132 | this->height = height; |
133 | this->pixelWidth = pixelwidth; |
134 | this->pixelHeight = pixelheight; |
135 | |
136 | if (!isCanvasActive()) |
137 | { |
138 | // Set the viewport to top-left corner. |
139 | gl.setViewport({0, 0, pixelwidth, pixelheight}); |
140 | |
141 | // Re-apply the scissor if it was active, since the rectangle passed to |
142 | // glScissor is affected by the viewport dimensions. |
143 | if (states.back().scissor) |
144 | setScissor(states.back().scissorRect); |
145 | |
146 | // Set up the projection matrix |
147 | projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0, -10.0f, 10.0f); |
148 | } |
149 | } |
150 | |
151 | bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil) |
152 | { |
153 | this->width = width; |
154 | this->height = height; |
155 | |
156 | this->windowHasStencil = windowhasstencil; |
157 | |
158 | // Okay, setup OpenGL. |
159 | gl.initContext(); |
160 | |
161 | if (gl.isCoreProfile()) |
162 | { |
163 | glGenVertexArrays(1, &mainVAO); |
164 | glBindVertexArray(mainVAO); |
165 | } |
166 | |
167 | gl.setupContext(); |
168 | |
169 | created = true; |
170 | initCapabilities(); |
171 | |
172 | setViewportSize(width, height, pixelwidth, pixelheight); |
173 | |
174 | // Enable blending |
175 | glEnable(GL_BLEND); |
176 | |
177 | // Auto-generated mipmaps should be the best quality possible |
178 | if (!gl.isCoreProfile()) |
179 | glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST); |
180 | |
181 | if (!GLAD_ES_VERSION_2_0 && !gl.isCoreProfile()) |
182 | { |
183 | // Make sure antialiasing works when set elsewhere |
184 | glEnable(GL_MULTISAMPLE); |
185 | |
186 | // Enable texturing |
187 | glEnable(GL_TEXTURE_2D); |
188 | } |
189 | |
190 | gl.setTextureUnit(0); |
191 | |
192 | // Set pixel row alignment |
193 | glPixelStorei(GL_UNPACK_ALIGNMENT, 1); |
194 | glPixelStorei(GL_PACK_ALIGNMENT, 1); |
195 | |
196 | // Always enable seamless cubemap filtering when possible. |
197 | if (GLAD_VERSION_3_2 || GLAD_ARB_seamless_cube_map) |
198 | glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS); |
199 | |
200 | // Set whether drawing converts input from linear -> sRGB colorspace. |
201 | if (!gl.bugs.brokenSRGB && (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB |
202 | || GLAD_EXT_framebuffer_sRGB || GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB)) |
203 | { |
204 | if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) |
205 | gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, isGammaCorrect()); |
206 | } |
207 | else |
208 | setGammaCorrect(false); |
209 | |
210 | setDebug(isDebugEnabled()); |
211 | |
212 | if (streamBufferState.vb[0] == nullptr) |
213 | { |
214 | // Initial sizes that should be good enough for most cases. It will |
215 | // resize to fit if needed, later. |
216 | streamBufferState.vb[0] = CreateStreamBuffer(BUFFER_VERTEX, 1024 * 1024 * 1); |
217 | streamBufferState.vb[1] = CreateStreamBuffer(BUFFER_VERTEX, 256 * 1024 * 1); |
218 | streamBufferState.indexBuffer = CreateStreamBuffer(BUFFER_INDEX, sizeof(uint16) * LOVE_UINT16_MAX); |
219 | } |
220 | |
221 | // Reload all volatile objects. |
222 | if (!Volatile::loadAll()) |
223 | ::printf("Could not reload all volatile objects.\n" ); |
224 | |
225 | createQuadIndexBuffer(); |
226 | |
227 | // Restore the graphics state. |
228 | restoreState(states.back()); |
229 | |
230 | int gammacorrect = isGammaCorrect() ? 1 : 0; |
231 | Shader::Language target = getShaderLanguageTarget(); |
232 | |
233 | // We always need a default shader. |
234 | for (int i = 0; i < Shader::STANDARD_MAX_ENUM; i++) |
235 | { |
236 | if (i == Shader::STANDARD_ARRAY && !capabilities.textureTypes[TEXTURE_2D_ARRAY]) |
237 | continue; |
238 | |
239 | // Apparently some intel GMA drivers on windows fail to compile shaders |
240 | // which use array textures despite claiming support for the extension. |
241 | try |
242 | { |
243 | if (!Shader::standardShaders[i]) |
244 | { |
245 | const auto &code = defaultShaderCode[i][target][gammacorrect]; |
246 | Shader::standardShaders[i] = love::graphics::Graphics::newShader(code.source[ShaderStage::STAGE_VERTEX], code.source[ShaderStage::STAGE_PIXEL]); |
247 | } |
248 | } |
249 | catch (love::Exception &) |
250 | { |
251 | if (i == Shader::STANDARD_ARRAY) |
252 | capabilities.textureTypes[TEXTURE_2D_ARRAY] = false; |
253 | else |
254 | throw; |
255 | } |
256 | } |
257 | |
258 | // A shader should always be active, but the default shader shouldn't be |
259 | // returned by getShader(), so we don't do setShader(defaultShader). |
260 | if (!Shader::current) |
261 | Shader::standardShaders[Shader::STANDARD_DEFAULT]->attach(); |
262 | |
263 | return true; |
264 | } |
265 | |
266 | void Graphics::unSetMode() |
267 | { |
268 | if (!isCreated()) |
269 | return; |
270 | |
271 | flushStreamDraws(); |
272 | |
273 | // Unload all volatile objects. These must be reloaded after the display |
274 | // mode change. |
275 | Volatile::unloadAll(); |
276 | |
277 | for (const auto &pair : framebufferObjects) |
278 | gl.deleteFramebuffer(pair.second); |
279 | |
280 | for (auto temp : temporaryCanvases) |
281 | temp.canvas->release(); |
282 | |
283 | framebufferObjects.clear(); |
284 | temporaryCanvases.clear(); |
285 | |
286 | if (mainVAO != 0) |
287 | { |
288 | glDeleteVertexArrays(1, &mainVAO); |
289 | mainVAO = 0; |
290 | } |
291 | |
292 | gl.deInitContext(); |
293 | |
294 | created = false; |
295 | } |
296 | |
297 | void Graphics::setActive(bool enable) |
298 | { |
299 | flushStreamDraws(); |
300 | |
301 | // Make sure all pending OpenGL commands have fully executed before |
302 | // returning, when going from active to inactive. This is required on iOS. |
303 | if (isCreated() && this->active && !enable) |
304 | glFinish(); |
305 | |
306 | active = enable; |
307 | } |
308 | |
309 | void Graphics::draw(const DrawCommand &cmd) |
310 | { |
311 | gl.prepareDraw(); |
312 | gl.setVertexAttributes(*cmd.attributes, *cmd.buffers); |
313 | gl.bindTextureToUnit(cmd.texture, 0, false); |
314 | gl.setCullMode(cmd.cullMode); |
315 | |
316 | GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType); |
317 | |
318 | if (cmd.instanceCount > 1) |
319 | glDrawArraysInstanced(glprimitivetype, cmd.vertexStart, cmd.vertexCount, cmd.instanceCount); |
320 | else |
321 | glDrawArrays(glprimitivetype, cmd.vertexStart, cmd.vertexCount); |
322 | |
323 | ++drawCalls; |
324 | } |
325 | |
326 | void Graphics::draw(const DrawIndexedCommand &cmd) |
327 | { |
328 | gl.prepareDraw(); |
329 | gl.setVertexAttributes(*cmd.attributes, *cmd.buffers); |
330 | gl.bindTextureToUnit(cmd.texture, 0, false); |
331 | gl.setCullMode(cmd.cullMode); |
332 | |
333 | const void *gloffset = BUFFER_OFFSET(cmd.indexBufferOffset); |
334 | GLenum glprimitivetype = OpenGL::getGLPrimitiveType(cmd.primitiveType); |
335 | GLenum gldatatype = OpenGL::getGLIndexDataType(cmd.indexType); |
336 | |
337 | gl.bindBuffer(BUFFER_INDEX, cmd.indexBuffer->getHandle()); |
338 | |
339 | if (cmd.instanceCount > 1) |
340 | glDrawElementsInstanced(glprimitivetype, cmd.indexCount, gldatatype, gloffset, cmd.instanceCount); |
341 | else |
342 | glDrawElements(glprimitivetype, cmd.indexCount, gldatatype, gloffset); |
343 | |
344 | ++drawCalls; |
345 | } |
346 | |
347 | static inline void advanceVertexOffsets(const vertex::Attributes &attributes, vertex::BufferBindings &buffers, int vertexcount) |
348 | { |
349 | // TODO: Figure out a better way to avoid touching the same buffer multiple |
350 | // times, if multiple attributes share the buffer. |
351 | uint32 touchedbuffers = 0; |
352 | |
353 | for (unsigned int i = 0; i < vertex::Attributes::MAX; i++) |
354 | { |
355 | if (!attributes.isEnabled(i)) |
356 | continue; |
357 | |
358 | auto &attrib = attributes.attribs[i]; |
359 | |
360 | uint32 bufferbit = 1u << attrib.bufferIndex; |
361 | if ((touchedbuffers & bufferbit) == 0) |
362 | { |
363 | touchedbuffers |= bufferbit; |
364 | const auto &layout = attributes.bufferLayouts[attrib.bufferIndex]; |
365 | buffers.info[attrib.bufferIndex].offset += layout.stride * vertexcount; |
366 | } |
367 | } |
368 | } |
369 | |
370 | void Graphics::drawQuads(int start, int count, const vertex::Attributes &attributes, const vertex::BufferBindings &buffers, love::graphics::Texture *texture) |
371 | { |
372 | const int MAX_VERTICES_PER_DRAW = LOVE_UINT16_MAX; |
373 | const int MAX_QUADS_PER_DRAW = MAX_VERTICES_PER_DRAW / 4; |
374 | |
375 | gl.prepareDraw(); |
376 | gl.bindTextureToUnit(texture, 0, false); |
377 | gl.setCullMode(CULL_NONE); |
378 | |
379 | gl.bindBuffer(BUFFER_INDEX, quadIndexBuffer->getHandle()); |
380 | |
381 | if (gl.isBaseVertexSupported()) |
382 | { |
383 | gl.setVertexAttributes(attributes, buffers); |
384 | |
385 | int basevertex = start * 4; |
386 | |
387 | for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW) |
388 | { |
389 | int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex); |
390 | |
391 | glDrawElementsBaseVertex(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0), basevertex); |
392 | ++drawCalls; |
393 | |
394 | basevertex += quadcount * 4; |
395 | } |
396 | } |
397 | else |
398 | { |
399 | vertex::BufferBindings bufferscopy = buffers; |
400 | if (start > 0) |
401 | advanceVertexOffsets(attributes, bufferscopy, start * 4); |
402 | |
403 | for (int quadindex = 0; quadindex < count; quadindex += MAX_QUADS_PER_DRAW) |
404 | { |
405 | gl.setVertexAttributes(attributes, bufferscopy); |
406 | |
407 | int quadcount = std::min(MAX_QUADS_PER_DRAW, count - quadindex); |
408 | |
409 | glDrawElements(GL_TRIANGLES, quadcount * 6, GL_UNSIGNED_SHORT, BUFFER_OFFSET(0)); |
410 | ++drawCalls; |
411 | |
412 | if (count > MAX_QUADS_PER_DRAW) |
413 | advanceVertexOffsets(attributes, bufferscopy, quadcount * 4); |
414 | } |
415 | } |
416 | } |
417 | |
418 | static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/) |
419 | { |
420 | // Human-readable strings for the debug info. |
421 | const char *sourceStr = OpenGL::debugSourceString(source); |
422 | const char *typeStr = OpenGL::debugTypeString(type); |
423 | const char *severityStr = OpenGL::debugSeverityString(severity); |
424 | |
425 | const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n" ; |
426 | printf(fmt, msg, sourceStr, typeStr, severityStr, id); |
427 | } |
428 | |
429 | void Graphics::setDebug(bool enable) |
430 | { |
431 | // Make sure debug output is supported. The AMD ext. is a bit different |
432 | // so we don't make use of it, since AMD drivers now support KHR_debug. |
433 | if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output)) |
434 | return; |
435 | |
436 | // TODO: We don't support GL_KHR_debug in GLES yet. |
437 | if (GLAD_ES_VERSION_2_0) |
438 | return; |
439 | |
440 | // Ugly hack to reduce code duplication. |
441 | if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug)) |
442 | { |
443 | fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB; |
444 | fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB; |
445 | } |
446 | |
447 | if (!enable) |
448 | { |
449 | // Disable the debug callback function. |
450 | glDebugMessageCallback(nullptr, nullptr); |
451 | |
452 | // We can disable debug output entirely with KHR_debug. |
453 | if (GLAD_VERSION_4_3 || GLAD_KHR_debug) |
454 | glDisable(GL_DEBUG_OUTPUT); |
455 | |
456 | return; |
457 | } |
458 | |
459 | // We don't want asynchronous debug output. |
460 | glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS); |
461 | |
462 | glDebugMessageCallback(debugCB, nullptr); |
463 | |
464 | // Initially, enable everything. |
465 | glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE); |
466 | |
467 | // Disable messages about deprecated OpenGL functionality. |
468 | glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE); |
469 | glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE); |
470 | |
471 | if (GLAD_VERSION_4_3 || GLAD_KHR_debug) |
472 | glEnable(GL_DEBUG_OUTPUT); |
473 | |
474 | ::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n" ); |
475 | } |
476 | |
477 | void Graphics::setCanvasInternal(const RenderTargets &rts, int w, int h, int pixelw, int pixelh, bool hasSRGBcanvas) |
478 | { |
479 | const DisplayState &state = states.back(); |
480 | |
481 | OpenGL::TempDebugGroup debuggroup("setCanvas" ); |
482 | |
483 | flushStreamDraws(); |
484 | endPass(); |
485 | |
486 | bool iswindow = rts.getFirstTarget().canvas == nullptr; |
487 | vertex::Winding vertexwinding = state.winding; |
488 | |
489 | if (iswindow) |
490 | { |
491 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO()); |
492 | |
493 | // The projection matrix is flipped compared to rendering to a canvas, due |
494 | // to OpenGL considering (0,0) bottom-left instead of top-left. |
495 | projectionMatrix = Matrix4::ortho(0.0, (float) w, (float) h, 0.0, -10.0f, 10.0f); |
496 | } |
497 | else |
498 | { |
499 | bindCachedFBO(rts); |
500 | |
501 | projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h, -10.0f, 10.0f); |
502 | |
503 | // Flip front face winding when rendering to a canvas, since our |
504 | // projection matrix is flipped. |
505 | vertexwinding = vertexwinding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW; |
506 | } |
507 | |
508 | glFrontFace(vertexwinding == vertex::WINDING_CW ? GL_CW : GL_CCW); |
509 | |
510 | gl.setViewport({0, 0, pixelw, pixelh}); |
511 | |
512 | // Re-apply the scissor if it was active, since the rectangle passed to |
513 | // glScissor is affected by the viewport dimensions. |
514 | if (state.scissor) |
515 | setScissor(state.scissorRect); |
516 | |
517 | // Make sure the correct sRGB setting is used when drawing to the canvases. |
518 | if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) |
519 | { |
520 | if (hasSRGBcanvas != gl.isStateEnabled(OpenGL::ENABLE_FRAMEBUFFER_SRGB)) |
521 | gl.setEnableState(OpenGL::ENABLE_FRAMEBUFFER_SRGB, hasSRGBcanvas); |
522 | } |
523 | } |
524 | |
525 | void Graphics::endPass() |
526 | { |
527 | auto &rts = states.back().renderTargets; |
528 | love::graphics::Canvas *depthstencil = rts.depthStencil.canvas.get(); |
529 | |
530 | // Discard the depth/stencil buffer if we're using an internal cached one. |
531 | if (depthstencil == nullptr && (rts.temporaryRTFlags & (TEMPORARY_RT_DEPTH | TEMPORARY_RT_STENCIL)) != 0) |
532 | discard({}, true); |
533 | |
534 | // Resolve MSAA buffers. MSAA is only supported for 2D render targets so we |
535 | // don't have to worry about resolving to slices. |
536 | if (rts.colors.size() > 0 && rts.colors[0].canvas->getMSAA() > 1) |
537 | { |
538 | int mip = rts.colors[0].mipmap; |
539 | int w = rts.colors[0].canvas->getPixelWidth(mip); |
540 | int h = rts.colors[0].canvas->getPixelHeight(mip); |
541 | |
542 | for (int i = 0; i < (int) rts.colors.size(); i++) |
543 | { |
544 | Canvas *c = (Canvas *) rts.colors[i].canvas.get(); |
545 | |
546 | if (!c->isReadable()) |
547 | continue; |
548 | |
549 | glReadBuffer(GL_COLOR_ATTACHMENT0 + i); |
550 | |
551 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, c->getFBO()); |
552 | |
553 | if (GLAD_APPLE_framebuffer_multisample) |
554 | glResolveMultisampleFramebufferAPPLE(); |
555 | else |
556 | glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); |
557 | } |
558 | } |
559 | |
560 | if (depthstencil != nullptr && depthstencil->getMSAA() > 1 && depthstencil->isReadable()) |
561 | { |
562 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, ((Canvas *) depthstencil)->getFBO()); |
563 | |
564 | if (GLAD_APPLE_framebuffer_multisample) |
565 | glResolveMultisampleFramebufferAPPLE(); |
566 | else |
567 | { |
568 | int mip = rts.depthStencil.mipmap; |
569 | int w = depthstencil->getPixelWidth(mip); |
570 | int h = depthstencil->getPixelHeight(mip); |
571 | PixelFormat format = depthstencil->getPixelFormat(); |
572 | |
573 | GLbitfield mask = 0; |
574 | |
575 | if (isPixelFormatDepth(format)) |
576 | mask |= GL_DEPTH_BUFFER_BIT; |
577 | if (isPixelFormatStencil(format)) |
578 | mask |= GL_STENCIL_BUFFER_BIT; |
579 | |
580 | if (mask != 0) |
581 | glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, mask, GL_NEAREST); |
582 | } |
583 | } |
584 | |
585 | for (const auto &rt : rts.colors) |
586 | { |
587 | if (rt.canvas->getMipmapMode() == Canvas::MIPMAPS_AUTO && rt.mipmap == 0) |
588 | rt.canvas->generateMipmaps(); |
589 | } |
590 | } |
591 | |
592 | void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth) |
593 | { |
594 | if (c.hasValue || stencil.hasValue || depth.hasValue) |
595 | flushStreamDraws(); |
596 | |
597 | GLbitfield flags = 0; |
598 | |
599 | if (c.hasValue) |
600 | { |
601 | gammaCorrectColor(c.value); |
602 | glClearColor(c.value.r, c.value.g, c.value.b, c.value.a); |
603 | flags |= GL_COLOR_BUFFER_BIT; |
604 | } |
605 | |
606 | if (stencil.hasValue) |
607 | { |
608 | glClearStencil(stencil.value); |
609 | flags |= GL_STENCIL_BUFFER_BIT; |
610 | } |
611 | |
612 | bool hadDepthWrites = gl.hasDepthWrites(); |
613 | |
614 | if (depth.hasValue) |
615 | { |
616 | if (!hadDepthWrites) // glDepthMask also affects glClear. |
617 | gl.setDepthWrites(true); |
618 | |
619 | gl.clearDepth(depth.value); |
620 | flags |= GL_DEPTH_BUFFER_BIT; |
621 | } |
622 | |
623 | if (flags != 0) |
624 | glClear(flags); |
625 | |
626 | if (depth.hasValue && !hadDepthWrites) |
627 | gl.setDepthWrites(hadDepthWrites); |
628 | |
629 | if (c.hasValue && gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current) |
630 | { |
631 | // This seems to be enough to fix the bug for me. Other methods I've |
632 | // tried (e.g. dummy draws) don't work in all cases. |
633 | gl.useProgram(0); |
634 | gl.useProgram((GLuint) Shader::current->getHandle()); |
635 | } |
636 | } |
637 | |
638 | void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth) |
639 | { |
640 | if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue) |
641 | return; |
642 | |
643 | int ncolorcanvases = (int) states.back().renderTargets.colors.size(); |
644 | int ncolors = (int) colors.size(); |
645 | |
646 | if (ncolors <= 1 && ncolorcanvases <= 1) |
647 | { |
648 | clear(ncolors > 0 ? colors[0] : OptionalColorf(), stencil, depth); |
649 | return; |
650 | } |
651 | |
652 | flushStreamDraws(); |
653 | |
654 | bool drawbuffersmodified = false; |
655 | ncolors = std::min(ncolors, ncolorcanvases); |
656 | |
657 | for (int i = 0; i < ncolors; i++) |
658 | { |
659 | if (!colors[i].hasValue) |
660 | continue; |
661 | |
662 | Colorf c = colors[i].value; |
663 | gammaCorrectColor(c); |
664 | |
665 | if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0) |
666 | { |
667 | const GLfloat carray[] = {c.r, c.g, c.b, c.a}; |
668 | glClearBufferfv(GL_COLOR, i, carray); |
669 | } |
670 | else |
671 | { |
672 | glDrawBuffer(GL_COLOR_ATTACHMENT0 + i); |
673 | glClearColor(c.r, c.g, c.b, c.a); |
674 | glClear(GL_COLOR_BUFFER_BIT); |
675 | |
676 | drawbuffersmodified = true; |
677 | } |
678 | } |
679 | |
680 | // Revert to the expected draw buffers once we're done, if glClearBuffer |
681 | // wasn't supported. |
682 | if (drawbuffersmodified) |
683 | { |
684 | GLenum bufs[MAX_COLOR_RENDER_TARGETS]; |
685 | |
686 | for (int i = 0; i < ncolorcanvases; i++) |
687 | bufs[i] = GL_COLOR_ATTACHMENT0 + i; |
688 | |
689 | glDrawBuffers(ncolorcanvases, bufs); |
690 | } |
691 | |
692 | GLbitfield flags = 0; |
693 | |
694 | if (stencil.hasValue) |
695 | { |
696 | glClearStencil(stencil.value); |
697 | flags |= GL_STENCIL_BUFFER_BIT; |
698 | } |
699 | |
700 | bool hadDepthWrites = gl.hasDepthWrites(); |
701 | |
702 | if (depth.hasValue) |
703 | { |
704 | if (!hadDepthWrites) // glDepthMask also affects glClear. |
705 | gl.setDepthWrites(true); |
706 | |
707 | gl.clearDepth(depth.value); |
708 | flags |= GL_DEPTH_BUFFER_BIT; |
709 | } |
710 | |
711 | if (flags != 0) |
712 | glClear(flags); |
713 | |
714 | if (depth.hasValue && !hadDepthWrites) |
715 | gl.setDepthWrites(hadDepthWrites); |
716 | |
717 | if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current) |
718 | { |
719 | // This seems to be enough to fix the bug for me. Other methods I've |
720 | // tried (e.g. dummy draws) don't work in all cases. |
721 | gl.useProgram(0); |
722 | gl.useProgram((GLuint) Shader::current->getHandle()); |
723 | } |
724 | } |
725 | |
726 | void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil) |
727 | { |
728 | flushStreamDraws(); |
729 | discard(OpenGL::FRAMEBUFFER_ALL, colorbuffers, depthstencil); |
730 | } |
731 | |
732 | void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector<bool> &colorbuffers, bool depthstencil) |
733 | { |
734 | if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer)) |
735 | return; |
736 | |
737 | GLenum gltarget = GL_FRAMEBUFFER; |
738 | if (target == OpenGL::FRAMEBUFFER_READ) |
739 | gltarget = GL_READ_FRAMEBUFFER; |
740 | else if (target == OpenGL::FRAMEBUFFER_DRAW) |
741 | gltarget = GL_DRAW_FRAMEBUFFER; |
742 | |
743 | std::vector<GLenum> attachments; |
744 | attachments.reserve(colorbuffers.size()); |
745 | |
746 | // glDiscardFramebuffer uses different attachment enums for the default FBO. |
747 | if (!isCanvasActive() && gl.getDefaultFBO() == 0) |
748 | { |
749 | if (colorbuffers.size() > 0 && colorbuffers[0]) |
750 | attachments.push_back(GL_COLOR); |
751 | |
752 | if (depthstencil) |
753 | { |
754 | attachments.push_back(GL_STENCIL); |
755 | attachments.push_back(GL_DEPTH); |
756 | } |
757 | } |
758 | else |
759 | { |
760 | int rendertargetcount = std::max((int) states.back().renderTargets.colors.size(), 1); |
761 | |
762 | for (int i = 0; i < (int) colorbuffers.size(); i++) |
763 | { |
764 | if (colorbuffers[i] && i < rendertargetcount) |
765 | attachments.push_back(GL_COLOR_ATTACHMENT0 + i); |
766 | } |
767 | |
768 | if (depthstencil) |
769 | { |
770 | attachments.push_back(GL_STENCIL_ATTACHMENT); |
771 | attachments.push_back(GL_DEPTH_ATTACHMENT); |
772 | } |
773 | } |
774 | |
775 | // Hint for the driver that it doesn't need to save these buffers. |
776 | if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0) |
777 | glInvalidateFramebuffer(gltarget, (GLint) attachments.size(), &attachments[0]); |
778 | else if (GLAD_EXT_discard_framebuffer) |
779 | glDiscardFramebufferEXT(gltarget, (GLint) attachments.size(), &attachments[0]); |
780 | } |
781 | |
782 | void Graphics::cleanupCanvas(Canvas *canvas) |
783 | { |
784 | for (auto it = framebufferObjects.begin(); it != framebufferObjects.end(); /**/) |
785 | { |
786 | bool hascanvas = false; |
787 | const auto &rts = it->first; |
788 | |
789 | for (const RenderTarget &rt : rts.colors) |
790 | { |
791 | if (rt.canvas == canvas) |
792 | { |
793 | hascanvas = true; |
794 | break; |
795 | } |
796 | } |
797 | |
798 | hascanvas = hascanvas || rts.depthStencil.canvas == canvas; |
799 | |
800 | if (hascanvas) |
801 | { |
802 | if (isCreated()) |
803 | gl.deleteFramebuffer(it->second); |
804 | it = framebufferObjects.erase(it); |
805 | } |
806 | else |
807 | ++it; |
808 | } |
809 | } |
810 | |
811 | void Graphics::bindCachedFBO(const RenderTargets &targets) |
812 | { |
813 | GLuint fbo = framebufferObjects[targets]; |
814 | |
815 | if (fbo != 0) |
816 | { |
817 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); |
818 | } |
819 | else |
820 | { |
821 | int msaa = targets.getFirstTarget().canvas->getMSAA(); |
822 | bool hasDS = targets.depthStencil.canvas != nullptr; |
823 | |
824 | glGenFramebuffers(1, &fbo); |
825 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); |
826 | |
827 | int ncolortargets = 0; |
828 | GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS]; |
829 | |
830 | auto attachCanvas = [&](const RenderTarget &rt) |
831 | { |
832 | bool renderbuffer = msaa > 1 || !rt.canvas->isReadable(); |
833 | bool srgb = false; |
834 | OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(rt.canvas->getPixelFormat(), renderbuffer, srgb); |
835 | |
836 | if (fmt.framebufferAttachments[0] == GL_COLOR_ATTACHMENT0) |
837 | { |
838 | fmt.framebufferAttachments[0] = GL_COLOR_ATTACHMENT0 + ncolortargets; |
839 | drawbuffers[ncolortargets] = fmt.framebufferAttachments[0]; |
840 | ncolortargets++; |
841 | } |
842 | |
843 | GLuint handle = (GLuint) rt.canvas->getRenderTargetHandle(); |
844 | |
845 | for (GLenum attachment : fmt.framebufferAttachments) |
846 | { |
847 | if (attachment == GL_NONE) |
848 | continue; |
849 | else if (renderbuffer) |
850 | glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, handle); |
851 | else |
852 | { |
853 | TextureType textype = rt.canvas->getTextureType(); |
854 | |
855 | int layer = textype == TEXTURE_CUBE ? 0 : rt.slice; |
856 | int face = textype == TEXTURE_CUBE ? rt.slice : 0; |
857 | int level = rt.mipmap; |
858 | |
859 | gl.framebufferTexture(attachment, textype, handle, level, layer, face); |
860 | } |
861 | } |
862 | }; |
863 | |
864 | for (const auto &rt : targets.colors) |
865 | attachCanvas(rt); |
866 | |
867 | if (hasDS) |
868 | attachCanvas(targets.depthStencil); |
869 | |
870 | if (ncolortargets > 1) |
871 | glDrawBuffers(ncolortargets, drawbuffers); |
872 | else if (ncolortargets == 0 && hasDS && (GLAD_ES_VERSION_3_0 || !GLAD_ES_VERSION_2_0)) |
873 | { |
874 | // glDrawBuffers is an ext in GL2. glDrawBuffer doesn't exist in ES3. |
875 | GLenum none = GL_NONE; |
876 | if (GLAD_ES_VERSION_3_0) |
877 | glDrawBuffers(1, &none); |
878 | else |
879 | glDrawBuffer(GL_NONE); |
880 | glReadBuffer(GL_NONE); |
881 | } |
882 | |
883 | GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); |
884 | |
885 | if (status != GL_FRAMEBUFFER_COMPLETE) |
886 | { |
887 | gl.deleteFramebuffer(fbo); |
888 | const char *sstr = OpenGL::framebufferStatusString(status); |
889 | throw love::Exception("Could not create Framebuffer Object! %s" , sstr); |
890 | } |
891 | |
892 | framebufferObjects[targets] = fbo; |
893 | } |
894 | } |
895 | |
896 | void Graphics::present(void *screenshotCallbackData) |
897 | { |
898 | if (!isActive()) |
899 | return; |
900 | |
901 | if (isCanvasActive()) |
902 | throw love::Exception("present cannot be called while a Canvas is active." ); |
903 | |
904 | deprecations.draw(this); |
905 | |
906 | flushStreamDraws(); |
907 | endPass(); |
908 | |
909 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO()); |
910 | |
911 | if (!pendingScreenshotCallbacks.empty()) |
912 | { |
913 | int w = getPixelWidth(); |
914 | int h = getPixelHeight(); |
915 | |
916 | size_t row = 4 * w; |
917 | size_t size = row * h; |
918 | |
919 | GLubyte *pixels = nullptr; |
920 | GLubyte *screenshot = nullptr; |
921 | |
922 | try |
923 | { |
924 | pixels = new GLubyte[size]; |
925 | screenshot = new GLubyte[size]; |
926 | } |
927 | catch (std::exception &) |
928 | { |
929 | delete[] pixels; |
930 | delete[] screenshot; |
931 | throw love::Exception("Out of memory." ); |
932 | } |
933 | |
934 | #ifdef LOVE_IOS |
935 | SDL_SysWMinfo info = {}; |
936 | SDL_VERSION(&info.version); |
937 | SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); |
938 | |
939 | if (info.info.uikit.resolveFramebuffer != 0) |
940 | { |
941 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, info.info.uikit.resolveFramebuffer); |
942 | |
943 | // We need to do an explicit MSAA resolve on iOS, because it uses |
944 | // GLES FBOs rather than a system framebuffer. |
945 | if (GLAD_ES_VERSION_3_0) |
946 | glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); |
947 | else if (GLAD_APPLE_framebuffer_multisample) |
948 | glResolveMultisampleFramebufferAPPLE(); |
949 | |
950 | gl.bindFramebuffer(OpenGL::FRAMEBUFFER_READ, info.info.uikit.resolveFramebuffer); |
951 | } |
952 | #endif |
953 | |
954 | glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
955 | |
956 | // Replace alpha values with full opacity. |
957 | for (size_t i = 3; i < size; i += 4) |
958 | pixels[i] = 255; |
959 | |
960 | // OpenGL sucks and reads pixels from the lower-left. Let's fix that. |
961 | GLubyte *src = pixels - row; |
962 | GLubyte *dst = screenshot + size; |
963 | |
964 | for (int i = 0; i < h; ++i) |
965 | memcpy(dst-=row, src+=row, row); |
966 | |
967 | delete[] pixels; |
968 | |
969 | auto imagemodule = Module::getInstance<love::image::Image>(M_IMAGE); |
970 | |
971 | for (int i = 0; i < (int) pendingScreenshotCallbacks.size(); i++) |
972 | { |
973 | const auto &info = pendingScreenshotCallbacks[i]; |
974 | image::ImageData *img = nullptr; |
975 | |
976 | try |
977 | { |
978 | img = imagemodule->newImageData(w, h, PIXELFORMAT_RGBA8, screenshot); |
979 | } |
980 | catch (love::Exception &) |
981 | { |
982 | delete[] screenshot; |
983 | info.callback(&info, nullptr, nullptr); |
984 | for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++) |
985 | { |
986 | const auto &ninfo = pendingScreenshotCallbacks[j]; |
987 | ninfo.callback(&ninfo, nullptr, nullptr); |
988 | } |
989 | pendingScreenshotCallbacks.clear(); |
990 | throw; |
991 | } |
992 | |
993 | info.callback(&info, img, screenshotCallbackData); |
994 | img->release(); |
995 | } |
996 | |
997 | delete[] screenshot; |
998 | pendingScreenshotCallbacks.clear(); |
999 | } |
1000 | |
1001 | #ifdef LOVE_IOS |
1002 | // Hack: SDL's color renderbuffer must be bound when swapBuffers is called. |
1003 | SDL_SysWMinfo info = {}; |
1004 | SDL_VERSION(&info.version); |
1005 | SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); |
1006 | glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer); |
1007 | #endif |
1008 | |
1009 | for (StreamBuffer *buffer : streamBufferState.vb) |
1010 | buffer->nextFrame(); |
1011 | streamBufferState.indexBuffer->nextFrame(); |
1012 | |
1013 | auto window = getInstance<love::window::Window>(M_WINDOW); |
1014 | if (window != nullptr) |
1015 | window->swapBuffers(); |
1016 | |
1017 | // Reset the per-frame stat counts. |
1018 | drawCalls = 0; |
1019 | gl.stats.shaderSwitches = 0; |
1020 | canvasSwitchCount = 0; |
1021 | drawCallsBatched = 0; |
1022 | |
1023 | // This assumes temporary canvases will only be used within a render pass. |
1024 | for (int i = (int) temporaryCanvases.size() - 1; i >= 0; i--) |
1025 | { |
1026 | if (temporaryCanvases[i].framesSinceUse >= MAX_TEMPORARY_CANVAS_UNUSED_FRAMES) |
1027 | { |
1028 | temporaryCanvases[i].canvas->release(); |
1029 | temporaryCanvases[i] = temporaryCanvases.back(); |
1030 | temporaryCanvases.pop_back(); |
1031 | } |
1032 | else |
1033 | temporaryCanvases[i].framesSinceUse++; |
1034 | } |
1035 | } |
1036 | |
1037 | void Graphics::setScissor(const Rect &rect) |
1038 | { |
1039 | flushStreamDraws(); |
1040 | |
1041 | DisplayState &state = states.back(); |
1042 | |
1043 | if (!gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST)) |
1044 | gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, true); |
1045 | |
1046 | double dpiscale = getCurrentDPIScale(); |
1047 | |
1048 | Rect glrect; |
1049 | glrect.x = (int) (rect.x * dpiscale); |
1050 | glrect.y = (int) (rect.y * dpiscale); |
1051 | glrect.w = (int) (rect.w * dpiscale); |
1052 | glrect.h = (int) (rect.h * dpiscale); |
1053 | |
1054 | // OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor. |
1055 | gl.setScissor(glrect, isCanvasActive()); |
1056 | |
1057 | state.scissor = true; |
1058 | state.scissorRect = rect; |
1059 | } |
1060 | |
1061 | void Graphics::setScissor() |
1062 | { |
1063 | if (states.back().scissor) |
1064 | flushStreamDraws(); |
1065 | |
1066 | states.back().scissor = false; |
1067 | |
1068 | if (gl.isStateEnabled(OpenGL::ENABLE_SCISSOR_TEST)) |
1069 | gl.setEnableState(OpenGL::ENABLE_SCISSOR_TEST, false); |
1070 | } |
1071 | |
1072 | void Graphics::drawToStencilBuffer(StencilAction action, int value) |
1073 | { |
1074 | const auto &rts = states.back().renderTargets; |
1075 | love::graphics::Canvas *dscanvas = rts.depthStencil.canvas.get(); |
1076 | |
1077 | if (!isCanvasActive() && !windowHasStencil) |
1078 | throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer." ); |
1079 | else if (isCanvasActive() && (rts.temporaryRTFlags & TEMPORARY_RT_STENCIL) == 0 && (dscanvas == nullptr || !isPixelFormatStencil(dscanvas->getPixelFormat()))) |
1080 | throw love::Exception("Drawing to the stencil buffer with a Canvas active requires either stencil=true or a custom stencil-type Canvas to be used, in setCanvas." ); |
1081 | |
1082 | flushStreamDraws(); |
1083 | |
1084 | writingToStencil = true; |
1085 | |
1086 | // Disable color writes but don't save the state for it. |
1087 | glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); |
1088 | |
1089 | GLenum glaction = GL_REPLACE; |
1090 | |
1091 | switch (action) |
1092 | { |
1093 | case STENCIL_REPLACE: |
1094 | default: |
1095 | glaction = GL_REPLACE; |
1096 | break; |
1097 | case STENCIL_INCREMENT: |
1098 | glaction = GL_INCR; |
1099 | break; |
1100 | case STENCIL_DECREMENT: |
1101 | glaction = GL_DECR; |
1102 | break; |
1103 | case STENCIL_INCREMENT_WRAP: |
1104 | glaction = GL_INCR_WRAP; |
1105 | break; |
1106 | case STENCIL_DECREMENT_WRAP: |
1107 | glaction = GL_DECR_WRAP; |
1108 | break; |
1109 | case STENCIL_INVERT: |
1110 | glaction = GL_INVERT; |
1111 | break; |
1112 | } |
1113 | |
1114 | // The stencil test must be enabled in order to write to the stencil buffer. |
1115 | if (!gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST)) |
1116 | gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, true); |
1117 | |
1118 | glStencilFunc(GL_ALWAYS, value, 0xFFFFFFFF); |
1119 | glStencilOp(GL_KEEP, GL_KEEP, glaction); |
1120 | } |
1121 | |
1122 | void Graphics::stopDrawToStencilBuffer() |
1123 | { |
1124 | if (!writingToStencil) |
1125 | return; |
1126 | |
1127 | flushStreamDraws(); |
1128 | |
1129 | writingToStencil = false; |
1130 | |
1131 | const DisplayState &state = states.back(); |
1132 | |
1133 | // Revert the color write mask. |
1134 | setColorMask(state.colorMask); |
1135 | |
1136 | // Use the user-set stencil test state when writes are disabled. |
1137 | setStencilTest(state.stencilCompare, state.stencilTestValue); |
1138 | } |
1139 | |
1140 | void Graphics::setStencilTest(CompareMode compare, int value) |
1141 | { |
1142 | DisplayState &state = states.back(); |
1143 | |
1144 | if (state.stencilCompare != compare || state.stencilTestValue != value) |
1145 | flushStreamDraws(); |
1146 | |
1147 | state.stencilCompare = compare; |
1148 | state.stencilTestValue = value; |
1149 | |
1150 | if (writingToStencil) |
1151 | return; |
1152 | |
1153 | if (compare == COMPARE_ALWAYS) |
1154 | { |
1155 | if (gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST)) |
1156 | gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, false); |
1157 | return; |
1158 | } |
1159 | |
1160 | /** |
1161 | * OpenGL / GPUs do the comparison in the opposite way that makes sense |
1162 | * for this API. For example, if the compare function is GL_GREATER then the |
1163 | * stencil test will pass if the reference value is greater than the value |
1164 | * in the stencil buffer. With our API it's more intuitive to assume that |
1165 | * setStencilTest(COMPARE_GREATER, 4) will make it pass if the stencil |
1166 | * buffer has a value greater than 4. |
1167 | **/ |
1168 | GLenum glcompare = OpenGL::getGLCompareMode(getReversedCompareMode(compare)); |
1169 | |
1170 | if (!gl.isStateEnabled(OpenGL::ENABLE_STENCIL_TEST)) |
1171 | gl.setEnableState(OpenGL::ENABLE_STENCIL_TEST, true); |
1172 | |
1173 | glStencilFunc(glcompare, value, 0xFFFFFFFF); |
1174 | glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); |
1175 | } |
1176 | |
1177 | void Graphics::setDepthMode(CompareMode compare, bool write) |
1178 | { |
1179 | DisplayState &state = states.back(); |
1180 | |
1181 | if (state.depthTest != compare || state.depthWrite != write) |
1182 | flushStreamDraws(); |
1183 | |
1184 | state.depthTest = compare; |
1185 | state.depthWrite = write; |
1186 | |
1187 | bool depthenable = compare != COMPARE_ALWAYS || write; |
1188 | |
1189 | if (depthenable != gl.isStateEnabled(OpenGL::ENABLE_DEPTH_TEST)) |
1190 | gl.setEnableState(OpenGL::ENABLE_DEPTH_TEST, depthenable); |
1191 | |
1192 | if (depthenable) |
1193 | { |
1194 | glDepthFunc(OpenGL::getGLCompareMode(compare)); |
1195 | gl.setDepthWrites(write); |
1196 | } |
1197 | } |
1198 | |
1199 | void Graphics::setFrontFaceWinding(vertex::Winding winding) |
1200 | { |
1201 | DisplayState &state = states.back(); |
1202 | |
1203 | if (state.winding != winding) |
1204 | flushStreamDraws(); |
1205 | |
1206 | state.winding = winding; |
1207 | |
1208 | if (isCanvasActive()) |
1209 | winding = winding == vertex::WINDING_CW ? vertex::WINDING_CCW : vertex::WINDING_CW; |
1210 | |
1211 | glFrontFace(winding == vertex::WINDING_CW ? GL_CW : GL_CCW); |
1212 | } |
1213 | |
1214 | void Graphics::setColor(Colorf c) |
1215 | { |
1216 | c.r = std::min(std::max(c.r, 0.0f), 1.0f); |
1217 | c.g = std::min(std::max(c.g, 0.0f), 1.0f); |
1218 | c.b = std::min(std::max(c.b, 0.0f), 1.0f); |
1219 | c.a = std::min(std::max(c.a, 0.0f), 1.0f); |
1220 | |
1221 | gl.setConstantColor(c); |
1222 | |
1223 | states.back().color = c; |
1224 | } |
1225 | |
1226 | void Graphics::setColorMask(ColorMask mask) |
1227 | { |
1228 | flushStreamDraws(); |
1229 | |
1230 | glColorMask(mask.r, mask.g, mask.b, mask.a); |
1231 | states.back().colorMask = mask; |
1232 | } |
1233 | |
1234 | void Graphics::setBlendMode(BlendMode mode, BlendAlpha alphamode) |
1235 | { |
1236 | if (mode != states.back().blendMode || alphamode != states.back().blendAlphaMode) |
1237 | flushStreamDraws(); |
1238 | |
1239 | if (mode == BLEND_LIGHTEN || mode == BLEND_DARKEN) |
1240 | { |
1241 | if (!capabilities.features[FEATURE_LIGHTEN]) |
1242 | throw love::Exception("The 'lighten' and 'darken' blend modes are not supported on this system." ); |
1243 | } |
1244 | |
1245 | if (alphamode != BLENDALPHA_PREMULTIPLIED) |
1246 | { |
1247 | const char *modestr = "unknown" ; |
1248 | switch (mode) |
1249 | { |
1250 | case BLEND_LIGHTEN: |
1251 | case BLEND_DARKEN: |
1252 | case BLEND_MULTIPLY: |
1253 | getConstant(mode, modestr); |
1254 | throw love::Exception("The '%s' blend mode must be used with premultiplied alpha." , modestr); |
1255 | break; |
1256 | default: |
1257 | break; |
1258 | } |
1259 | } |
1260 | |
1261 | GLenum func = GL_FUNC_ADD; |
1262 | GLenum srcRGB = GL_ONE; |
1263 | GLenum srcA = GL_ONE; |
1264 | GLenum dstRGB = GL_ZERO; |
1265 | GLenum dstA = GL_ZERO; |
1266 | |
1267 | switch (mode) |
1268 | { |
1269 | case BLEND_ALPHA: |
1270 | srcRGB = srcA = GL_ONE; |
1271 | dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA; |
1272 | break; |
1273 | case BLEND_MULTIPLY: |
1274 | srcRGB = srcA = GL_DST_COLOR; |
1275 | dstRGB = dstA = GL_ZERO; |
1276 | break; |
1277 | case BLEND_SUBTRACT: |
1278 | func = GL_FUNC_REVERSE_SUBTRACT; |
1279 | case BLEND_ADD: |
1280 | srcRGB = GL_ONE; |
1281 | srcA = GL_ZERO; |
1282 | dstRGB = dstA = GL_ONE; |
1283 | break; |
1284 | case BLEND_LIGHTEN: |
1285 | func = GL_MAX; |
1286 | break; |
1287 | case BLEND_DARKEN: |
1288 | func = GL_MIN; |
1289 | break; |
1290 | case BLEND_SCREEN: |
1291 | srcRGB = srcA = GL_ONE; |
1292 | dstRGB = dstA = GL_ONE_MINUS_SRC_COLOR; |
1293 | break; |
1294 | case BLEND_REPLACE: |
1295 | case BLEND_NONE: |
1296 | default: |
1297 | srcRGB = srcA = GL_ONE; |
1298 | dstRGB = dstA = GL_ZERO; |
1299 | break; |
1300 | } |
1301 | |
1302 | // We can only do alpha-multiplication when srcRGB would have been unmodified. |
1303 | if (srcRGB == GL_ONE && alphamode == BLENDALPHA_MULTIPLY && mode != BLEND_NONE) |
1304 | srcRGB = GL_SRC_ALPHA; |
1305 | |
1306 | glBlendEquation(func); |
1307 | glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA); |
1308 | |
1309 | states.back().blendMode = mode; |
1310 | states.back().blendAlphaMode = alphamode; |
1311 | } |
1312 | |
1313 | void Graphics::setPointSize(float size) |
1314 | { |
1315 | if (streamBufferState.primitiveMode == PRIMITIVE_POINTS) |
1316 | flushStreamDraws(); |
1317 | |
1318 | gl.setPointSize(size * getCurrentDPIScale()); |
1319 | states.back().pointSize = size; |
1320 | } |
1321 | |
1322 | void Graphics::setWireframe(bool enable) |
1323 | { |
1324 | // Not supported in OpenGL ES. |
1325 | if (GLAD_ES_VERSION_2_0) |
1326 | return; |
1327 | |
1328 | flushStreamDraws(); |
1329 | |
1330 | glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL); |
1331 | states.back().wireframe = enable; |
1332 | } |
1333 | |
1334 | Graphics::Renderer Graphics::getRenderer() const |
1335 | { |
1336 | return GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL; |
1337 | } |
1338 | |
1339 | Graphics::RendererInfo Graphics::getRendererInfo() const |
1340 | { |
1341 | RendererInfo info; |
1342 | |
1343 | if (GLAD_ES_VERSION_2_0) |
1344 | info.name = "OpenGL ES" ; |
1345 | else |
1346 | info.name = "OpenGL" ; |
1347 | |
1348 | const char *str = (const char *) glGetString(GL_VERSION); |
1349 | if (str) |
1350 | info.version = str; |
1351 | else |
1352 | throw love::Exception("Cannot retrieve renderer version information." ); |
1353 | |
1354 | str = (const char *) glGetString(GL_VENDOR); |
1355 | if (str) |
1356 | info.vendor = str; |
1357 | else |
1358 | throw love::Exception("Cannot retrieve renderer vendor information." ); |
1359 | |
1360 | str = (const char *) glGetString(GL_RENDERER); |
1361 | if (str) |
1362 | info.device = str; |
1363 | else |
1364 | throw love::Exception("Cannot retrieve renderer device information." ); |
1365 | |
1366 | return info; |
1367 | } |
1368 | |
1369 | void Graphics::getAPIStats(int &shaderswitches) const |
1370 | { |
1371 | shaderswitches = gl.stats.shaderSwitches; |
1372 | } |
1373 | |
1374 | void Graphics::initCapabilities() |
1375 | { |
1376 | capabilities.features[FEATURE_MULTI_CANVAS_FORMATS] = Canvas::isMultiFormatMultiCanvasSupported(); |
1377 | capabilities.features[FEATURE_CLAMP_ZERO] = gl.isClampZeroTextureWrapSupported(); |
1378 | capabilities.features[FEATURE_LIGHTEN] = GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax; |
1379 | capabilities.features[FEATURE_FULL_NPOT] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot; |
1380 | capabilities.features[FEATURE_PIXEL_SHADER_HIGHP] = gl.isPixelShaderHighpSupported(); |
1381 | capabilities.features[FEATURE_SHADER_DERIVATIVES] = GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_standard_derivatives; |
1382 | capabilities.features[FEATURE_GLSL3] = GLAD_ES_VERSION_3_0 || gl.isCoreProfile(); |
1383 | capabilities.features[FEATURE_INSTANCING] = gl.isInstancingSupported(); |
1384 | static_assert(FEATURE_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new graphics feature!" ); |
1385 | |
1386 | capabilities.limits[LIMIT_POINT_SIZE] = gl.getMaxPointSize(); |
1387 | capabilities.limits[LIMIT_TEXTURE_SIZE] = gl.getMax2DTextureSize(); |
1388 | capabilities.limits[LIMIT_TEXTURE_LAYERS] = gl.getMaxTextureLayers(); |
1389 | capabilities.limits[LIMIT_VOLUME_TEXTURE_SIZE] = gl.getMax3DTextureSize(); |
1390 | capabilities.limits[LIMIT_CUBE_TEXTURE_SIZE] = gl.getMaxCubeTextureSize(); |
1391 | capabilities.limits[LIMIT_MULTI_CANVAS] = gl.getMaxRenderTargets(); |
1392 | capabilities.limits[LIMIT_CANVAS_MSAA] = gl.getMaxRenderbufferSamples(); |
1393 | capabilities.limits[LIMIT_ANISOTROPY] = gl.getMaxAnisotropy(); |
1394 | static_assert(LIMIT_MAX_ENUM == 8, "Graphics::initCapabilities must be updated when adding a new system limit!" ); |
1395 | |
1396 | for (int i = 0; i < TEXTURE_MAX_ENUM; i++) |
1397 | capabilities.textureTypes[i] = gl.isTextureTypeSupported((TextureType) i); |
1398 | } |
1399 | |
1400 | bool Graphics::isCanvasFormatSupported(PixelFormat format) const |
1401 | { |
1402 | return Canvas::isFormatSupported(format); |
1403 | } |
1404 | |
1405 | bool Graphics::isCanvasFormatSupported(PixelFormat format, bool readable) const |
1406 | { |
1407 | return Canvas::isFormatSupported(format, readable); |
1408 | } |
1409 | |
1410 | bool Graphics::isImageFormatSupported(PixelFormat format, bool sRGB) const |
1411 | { |
1412 | return Image::isFormatSupported(format, sRGB); |
1413 | } |
1414 | |
1415 | Shader::Language Graphics::getShaderLanguageTarget() const |
1416 | { |
1417 | if (gl.isCoreProfile()) |
1418 | return Shader::LANGUAGE_GLSL3; |
1419 | else if (GLAD_ES_VERSION_3_0) |
1420 | return Shader::LANGUAGE_ESSL3; |
1421 | else if (GLAD_ES_VERSION_2_0) |
1422 | return Shader::LANGUAGE_ESSL1; |
1423 | else |
1424 | return Shader::LANGUAGE_GLSL1; |
1425 | } |
1426 | |
1427 | } // opengl |
1428 | } // graphics |
1429 | } // love |
1430 | |