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fixmrt.lua
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fixmrt.lua
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-- Fix Multi-Render Target
-- This script patches LOVE rendering pipeline to workaround MRT bandwidth problem in some GPU drivers.
-- See: https://github.com/love2d/love/commit/1896f82f5d40d33a551f7c5fd9662db3b4ccdf31
if love.getVersion() ~= 11 or love._version >= "11.3" then
-- LOVE pre-11.0 does not have this problem.
-- LOVE 11.3 already have this problem worked around.
return true
end
local love_graphics = package.preload["love.graphics"]
package.preload["love.graphics"] = function()
local graphics = love_graphics()
local table_concat = table.concat
local ipairs = ipairs
-- SHADERS
local GLSL = {}
GLSL.VERSION = { -- index using [target][gles]
glsl1 = {[false]="#version 120", [true]="#version 100"},
glsl3 = {[false]="#version 330 core", [true]="#version 300 es"},
}
GLSL.SYNTAX = [[
#if !defined(GL_ES) && __VERSION__ < 140
#define lowp
#define mediump
#define highp
#endif
#if defined(VERTEX) || __VERSION__ > 100 || defined(GL_FRAGMENT_PRECISION_HIGH)
#define LOVE_HIGHP_OR_MEDIUMP highp
#else
#define LOVE_HIGHP_OR_MEDIUMP mediump
#endif
#define number float
#define Image sampler2D
#define ArrayImage sampler2DArray
#define CubeImage samplerCube
#define VolumeImage sampler3D
#if __VERSION__ >= 300 && !defined(LOVE_GLSL1_ON_GLSL3)
#define DepthImage sampler2DShadow
#define DepthArrayImage sampler2DArrayShadow
#define DepthCubeImage samplerCubeShadow
#endif
#define extern uniform
#ifdef GL_EXT_texture_array
#extension GL_EXT_texture_array : enable
#endif
#ifdef GL_OES_texture_3D
#extension GL_OES_texture_3D : enable
#endif
#ifdef GL_OES_standard_derivatives
#extension GL_OES_standard_derivatives : enable
#endif
]]
-- Uniforms shared by the vertex and pixel shader stages.
GLSL.UNIFORMS = [[
// According to the GLSL ES 1.0 spec, uniform precision must match between stages,
// but we can't guarantee that highp is always supported in fragment shaders...
// We *really* don't want to use mediump for these in vertex shaders though.
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ViewSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromView;
uniform LOVE_HIGHP_OR_MEDIUMP mat4 ClipSpaceFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP mat3 ViewNormalFromLocal;
uniform LOVE_HIGHP_OR_MEDIUMP vec4 love_ScreenSize;
// Compatibility
#define TransformMatrix ViewSpaceFromLocal
#define ProjectionMatrix ClipSpaceFromView
#define TransformProjectionMatrix ClipSpaceFromLocal
#define NormalMatrix ViewNormalFromLocal
]]
GLSL.FUNCTIONS = [[
#ifdef GL_ES
#if __VERSION__ >= 300 || defined(GL_EXT_texture_array)
precision lowp sampler2DArray;
#endif
#if __VERSION__ >= 300 || defined(GL_OES_texture_3D)
precision lowp sampler3D;
#endif
#if __VERSION__ >= 300
precision lowp sampler2DShadow;
precision lowp samplerCubeShadow;
precision lowp sampler2DArrayShadow;
#endif
#endif
#if __VERSION__ >= 130 && !defined(LOVE_GLSL1_ON_GLSL3)
#define Texel texture
#else
#if __VERSION__ >= 130
#define texture2D Texel
#define texture3D Texel
#define textureCube Texel
#define texture2DArray Texel
#define love_texture2D texture
#define love_texture3D texture
#define love_textureCube texture
#define love_texture2DArray texture
#else
#define love_texture2D texture2D
#define love_texture3D texture3D
#define love_textureCube textureCube
#define love_texture2DArray texture2DArray
#endif
vec4 Texel(sampler2D s, vec2 c) { return love_texture2D(s, c); }
vec4 Texel(samplerCube s, vec3 c) { return love_textureCube(s, c); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c) { return love_texture3D(s, c); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c) { return love_texture2DArray(s, c); }
#endif
#ifdef PIXEL
vec4 Texel(sampler2D s, vec2 c, float b) { return love_texture2D(s, c, b); }
vec4 Texel(samplerCube s, vec3 c, float b) { return love_textureCube(s, c, b); }
#if __VERSION__ > 100 || defined(GL_OES_texture_3D)
vec4 Texel(sampler3D s, vec3 c, float b) { return love_texture3D(s, c, b); }
#endif
#if __VERSION__ >= 130 || defined(GL_EXT_texture_array)
vec4 Texel(sampler2DArray s, vec3 c, float b) { return love_texture2DArray(s, c, b); }
#endif
#endif
#define texture love_texture
#endif
float gammaToLinearPrecise(float c) {
return c <= 0.04045 ? c * 0.077399380804954 : pow((c + 0.055) * 0.9478672985782, 2.4);
}
vec3 gammaToLinearPrecise(vec3 c) {
bvec3 leq = lessThanEqual(c, vec3(0.04045));
c.r = leq.r ? c.r * 0.077399380804954 : pow((c.r + 0.055) * 0.9478672985782, 2.4);
c.g = leq.g ? c.g * 0.077399380804954 : pow((c.g + 0.055) * 0.9478672985782, 2.4);
c.b = leq.b ? c.b * 0.077399380804954 : pow((c.b + 0.055) * 0.9478672985782, 2.4);
return c;
}
vec4 gammaToLinearPrecise(vec4 c) { return vec4(gammaToLinearPrecise(c.rgb), c.a); }
float linearToGammaPrecise(float c) {
return c < 0.0031308 ? c * 12.92 : 1.055 * pow(c, 1.0 / 2.4) - 0.055;
}
vec3 linearToGammaPrecise(vec3 c) {
bvec3 lt = lessThanEqual(c, vec3(0.0031308));
c.r = lt.r ? c.r * 12.92 : 1.055 * pow(c.r, 1.0 / 2.4) - 0.055;
c.g = lt.g ? c.g * 12.92 : 1.055 * pow(c.g, 1.0 / 2.4) - 0.055;
c.b = lt.b ? c.b * 12.92 : 1.055 * pow(c.b, 1.0 / 2.4) - 0.055;
return c;
}
vec4 linearToGammaPrecise(vec4 c) { return vec4(linearToGammaPrecise(c.rgb), c.a); }
// http://chilliant.blogspot.com.au/2012/08/srgb-approximations-for-hlsl.html?m=1
mediump float gammaToLinearFast(mediump float c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec3 gammaToLinearFast(mediump vec3 c) { return c * (c * (c * 0.305306011 + 0.682171111) + 0.012522878); }
mediump vec4 gammaToLinearFast(mediump vec4 c) { return vec4(gammaToLinearFast(c.rgb), c.a); }
mediump float linearToGammaFast(mediump float c) { return max(1.055 * pow(max(c, 0.0), 0.41666666) - 0.055, 0.0); }
mediump vec3 linearToGammaFast(mediump vec3 c) { return max(1.055 * pow(max(c, vec3(0.0)), vec3(0.41666666)) - 0.055, vec3(0.0)); }
mediump vec4 linearToGammaFast(mediump vec4 c) { return vec4(linearToGammaFast(c.rgb), c.a); }
#define gammaToLinear gammaToLinearFast
#define linearToGamma linearToGammaFast
#ifdef LOVE_GAMMA_CORRECT
#define gammaCorrectColor gammaToLinear
#define unGammaCorrectColor linearToGamma
#define gammaCorrectColorPrecise gammaToLinearPrecise
#define unGammaCorrectColorPrecise linearToGammaPrecise
#define gammaCorrectColorFast gammaToLinearFast
#define unGammaCorrectColorFast linearToGammaFast
#else
#define gammaCorrectColor
#define unGammaCorrectColor
#define gammaCorrectColorPrecise
#define unGammaCorrectColorPrecise
#define gammaCorrectColorFast
#define unGammaCorrectColorFast
#endif]]
GLSL.VERTEX = {
HEADER = [[
#define love_Position gl_Position
#if __VERSION__ >= 130
#define attribute in
#define varying out
#ifndef LOVE_GLSL1_ON_GLSL3
#define love_VertexID gl_VertexID
#define love_InstanceID gl_InstanceID
#endif
#endif
#ifdef GL_ES
uniform mediump float love_PointSize;
#endif]],
FUNCTIONS = [[
void setPointSize() {
#ifdef GL_ES
gl_PointSize = love_PointSize;
#endif
}]],
MAIN = [[
attribute vec4 VertexPosition;
attribute vec4 VertexTexCoord;
attribute vec4 VertexColor;
attribute vec4 ConstantColor;
varying vec4 VaryingTexCoord;
varying vec4 VaryingColor;
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition);
void main() {
VaryingTexCoord = VertexTexCoord;
VaryingColor = gammaCorrectColor(VertexColor) * ConstantColor;
setPointSize();
love_Position = position(ClipSpaceFromLocal, VertexPosition);
}]],
}
GLSL.PIXEL = {
HEADER = [[
#ifdef GL_ES
precision mediump float;
#endif
#define love_MaxCanvases gl_MaxDrawBuffers
#if __VERSION__ >= 130
#define varying in
// Some drivers seem to make the pixel shader do more work when multiple
// pixel shader outputs are defined, even when only one is actually used.
// TODO: We should use reflection or something instead of this, to determine
// how many outputs are actually used in the shader code.
#ifdef LOVE_MULTI_CANVAS
layout(location = 0) out vec4 love_Canvases[love_MaxCanvases];
#define love_PixelColor love_Canvases[0]
#else
layout(location = 0) out vec4 love_PixelColor;
#endif
#else
#ifdef LOVE_MULTI_CANVAS
#define love_Canvases gl_FragData
#endif
#define love_PixelColor gl_FragColor
#endif
// See Shader::updateScreenParams in Shader.cpp.
#define love_PixelCoord (vec2(gl_FragCoord.x, (gl_FragCoord.y * love_ScreenSize.z) + love_ScreenSize.w))]],
FUNCTIONS = [[
uniform sampler2D love_VideoYChannel;
uniform sampler2D love_VideoCbChannel;
uniform sampler2D love_VideoCrChannel;
vec4 VideoTexel(vec2 texcoords) {
vec3 yuv;
yuv[0] = Texel(love_VideoYChannel, texcoords).r;
yuv[1] = Texel(love_VideoCbChannel, texcoords).r;
yuv[2] = Texel(love_VideoCrChannel, texcoords).r;
yuv += vec3(-0.0627451017, -0.501960814, -0.501960814);
vec4 color;
color.r = dot(yuv, vec3(1.164, 0.000, 1.596));
color.g = dot(yuv, vec3(1.164, -0.391, -0.813));
color.b = dot(yuv, vec3(1.164, 2.018, 0.000));
color.a = 1.0;
return gammaCorrectColor(color);
}]],
MAIN = [[
uniform sampler2D MainTex;
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord);
void main() {
love_PixelColor = effect(VaryingColor, MainTex, VaryingTexCoord.st, love_PixelCoord);
}]],
MAIN_CUSTOM = [[
varying LOVE_HIGHP_OR_MEDIUMP vec4 VaryingTexCoord;
varying mediump vec4 VaryingColor;
void effect();
void main() {
effect();
}]],
}
local function getLanguageTarget(code)
if not code then return nil end
return (code:match("^%s*#pragma language (%w+)")) or "glsl1"
end
local function createShaderStageCode(stage, code, lang, gles, glsl1on3, gammacorrect, custom, multicanvas)
stage = stage:upper()
return table_concat({
GLSL.VERSION[lang][gles],
"#define " ..stage .. " " .. stage,
glsl1on3 and "#define LOVE_GLSL1_ON_GLSL3 1" or "",
gammacorrect and "#define LOVE_GAMMA_CORRECT 1" or "",
multicanvas and "#define LOVE_MULTI_CANVAS 1" or "",
GLSL.SYNTAX,
GLSL[stage].HEADER,
GLSL.UNIFORMS,
GLSL.FUNCTIONS,
GLSL[stage].FUNCTIONS,
custom and GLSL[stage].MAIN_CUSTOM or GLSL[stage].MAIN,
((lang == "glsl1" or glsl1on3) and not gles) and "#line 0" or "#line 1",
code,
}, "\n")
end
local function isVertexCode(code)
return code:match("vec4%s+position%s*%(") ~= nil
end
local function isPixelCode(code)
if code:match("vec4%s+effect%s*%(") then
return true
elseif code:match("void%s+effect%s*%(") then -- custom effect function
local multicanvas = code:match("love_Canvases") ~= nil
return true, true, multicanvas
else
return false
end
end
function graphics._shaderCodeToGLSL(gles, arg1, arg2)
local vertexcode, pixelcode
local is_custompixel = false -- whether pixel code has "effects" function instead of "effect"
local is_multicanvas = false
if arg1 then
if isVertexCode(arg1) then
vertexcode = arg1 -- first arg contains vertex shader code
end
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg1)
if ispixel then
pixelcode = arg1 -- first arg contains pixel shader code
is_custompixel = isCustomPixel
is_multicanvas = isMultiCanvas
end
end
if arg2 then
if isVertexCode(arg2) then
vertexcode = arg2 -- second arg contains vertex shader code
end
local ispixel, isCustomPixel, isMultiCanvas = isPixelCode(arg2)
if ispixel then
pixelcode = arg2 -- second arg contains pixel shader code
is_custompixel = isCustomPixel
is_multicanvas = isMultiCanvas
end
end
local supportsGLSL3 = graphics.getSupported().glsl3
local gammacorrect = graphics.isGammaCorrect()
local targetlang = getLanguageTarget(pixelcode or vertexcode)
if getLanguageTarget(vertexcode or pixelcode) ~= targetlang then
error("vertex and pixel shader languages must match", 2)
end
if targetlang == "glsl3" and not supportsGLSL3 then
error("GLSL 3 shaders are not supported on this system!", 2)
end
if targetlang ~= nil and not GLSL.VERSION[targetlang] then
error("Invalid shader language: " .. targetlang, 2)
end
local lang = targetlang or "glsl1"
local glsl1on3 = false
if lang == "glsl1" and supportsGLSL3 then
lang = "glsl3"
glsl1on3 = true
end
if vertexcode then
vertexcode = createShaderStageCode("VERTEX", vertexcode, lang, gles, glsl1on3, gammacorrect)
end
if pixelcode then
pixelcode = createShaderStageCode("PIXEL", pixelcode, lang, gles, glsl1on3, gammacorrect, is_custompixel, is_multicanvas)
end
return vertexcode, pixelcode
end
if love.graphics then
love.graphics._shaderCodeToGLSL = graphics._shaderCodeToGLSL
end
local defaultcode = {
vertex = [[
vec4 position(mat4 clipSpaceFromLocal, vec4 localPosition) {
return clipSpaceFromLocal * localPosition;
}]],
pixel = [[
vec4 effect(vec4 vcolor, Image tex, vec2 texcoord, vec2 pixcoord) {
return Texel(tex, texcoord) * vcolor;
}]],
videopixel = [[
void effect() {
love_PixelColor = VideoTexel(VaryingTexCoord.xy) * VaryingColor;
}]],
arraypixel = [[
uniform ArrayImage MainTex;
void effect() {
love_PixelColor = Texel(MainTex, VaryingTexCoord.xyz) * VaryingColor;
}]],
}
local defaults = {}
local defaults_gammacorrect = {}
local langs = {
glsl1 = {target="glsl1", gles=false},
essl1 = {target="glsl1", gles=true},
glsl3 = {target="glsl3", gles=false},
essl3 = {target="glsl3", gles=true},
}
for lang, info in pairs(langs) do
for _, gammacorrect in ipairs{false, true} do
local t = gammacorrect and defaults_gammacorrect or defaults
t[lang] = {
vertex = createShaderStageCode("VERTEX", defaultcode.vertex, info.target, info.gles, false, gammacorrect),
pixel = createShaderStageCode("PIXEL", defaultcode.pixel, info.target, info.gles, false, gammacorrect, false),
videopixel = createShaderStageCode("PIXEL", defaultcode.videopixel, info.target, info.gles, false, gammacorrect, true),
arraypixel = createShaderStageCode("PIXEL", defaultcode.arraypixel, info.target, info.gles, false, gammacorrect, true),
}
end
end
graphics._setDefaultShaderCode(defaults, defaults_gammacorrect)
graphics._nfmrt = true
return graphics
end
return true