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LibGL: Remove sampling code from Sampler2D

Texture sampling now happens entirely in SoftGPU thus this class will
now only be used to hold the sampler configuration.
This commit is contained in:
Stephan Unverwerth 2021-12-23 13:28:19 +01:00 committed by Brian Gianforcaro
parent 39995548e4
commit 4c944eaa41
4 changed files with 0 additions and 121 deletions

View file

@ -14,7 +14,6 @@ set(SOURCES
GLVertexArrays.cpp
SoftwareGLContext.cpp
Tex/NameAllocator.cpp
Tex/Sampler2D.cpp
Tex/Texture2D.cpp
Tex/TextureUnit.cpp
)

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@ -1,101 +0,0 @@
/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Sampler2D.h"
#include <LibGL/Tex/Texture2D.h>
#include <math.h>
namespace GL {
static constexpr float wrap_repeat(float value)
{
return value - floorf(value);
}
static constexpr float wrap_clamp_to_edge(float value, int num_texels)
{
float const clamp_limit = 1.f / (2 * num_texels);
return clamp(value, clamp_limit, 1.0f - clamp_limit);
}
static constexpr float wrap_mirrored_repeat(float value, int num_texels)
{
float integer = floorf(value);
float frac = value - integer;
bool iseven = fmodf(integer, 2.0f) == 0.0f;
return wrap_clamp_to_edge(iseven ? frac : 1 - frac, num_texels);
}
static constexpr float wrap(float value, GLint mode, int num_texels)
{
switch (mode) {
case GL_REPEAT:
return wrap_repeat(value);
// FIXME: These clamp modes actually have slightly different behavior. Currently we use GL_CLAMP_TO_EDGE for all of them.
case GL_CLAMP:
case GL_CLAMP_TO_BORDER:
case GL_CLAMP_TO_EDGE:
return wrap_clamp_to_edge(value, num_texels);
case GL_MIRRORED_REPEAT:
return wrap_mirrored_repeat(value, num_texels);
default:
VERIFY_NOT_REACHED();
}
}
FloatVector4 Sampler2D::sample(FloatVector4 const& uv) const
{
// FIXME: Calculate the correct mipmap level here, need to receive uv derivatives for that
unsigned lod = 0;
MipMap const& mip = m_texture.mipmap(lod);
if (mip.width() < 1 || mip.height() < 1)
return { 1, 1, 1, 1 };
float x = wrap(uv.x(), m_wrap_s_mode, mip.width());
float y = wrap(uv.y(), m_wrap_t_mode, mip.height());
x *= mip.width();
y *= mip.height();
// Sampling implemented according to https://www.khronos.org/registry/OpenGL/specs/gl/glspec121.pdf Chapter 3.8
if (m_mag_filter == GL_NEAREST) {
return mip.texel(static_cast<unsigned>(x), static_cast<unsigned>(y));
} else if (m_mag_filter == GL_LINEAR) {
// FIXME: Implement different sampling points for wrap modes other than GL_REPEAT
x -= 0.5f;
y -= 0.5f;
unsigned i0 = static_cast<unsigned>(x) % mip.width();
unsigned j0 = static_cast<unsigned>(y) % mip.height();
unsigned i1 = (i0 + 1) % mip.width();
unsigned j1 = (j0 + 1) % mip.height();
auto t0 = mip.texel(i0, j0);
auto t1 = mip.texel(i1, j0);
auto t2 = mip.texel(i0, j1);
auto t3 = mip.texel(i1, j1);
float frac_x = x - floorf(x);
float frac_y = y - floorf(y);
float one_minus_frac_x = 1 - frac_x;
auto h1 = t0 * one_minus_frac_x + t1 * frac_x;
auto h2 = t2 * one_minus_frac_x + t3 * frac_x;
return h1 * (1 - frac_y) + h2 * frac_y;
} else {
VERIFY_NOT_REACHED();
}
}
}

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@ -7,20 +7,11 @@
#pragma once
#include <LibGL/GL/gl.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
namespace GL {
class Texture2D;
class Sampler2D final {
public:
Sampler2D(Texture2D const& texture)
: m_texture(texture)
{
}
GLint min_filter() const { return m_min_filter; }
GLint mag_filter() const { return m_mag_filter; }
GLint wrap_s_mode() const { return m_wrap_s_mode; }
@ -31,11 +22,7 @@ public:
void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; }
void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; }
FloatVector4 sample(FloatVector4 const& uv) const;
private:
Texture2D const& m_texture;
GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
GLint m_mag_filter { GL_LINEAR };
GLint m_wrap_s_mode { GL_REPEAT };

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@ -27,12 +27,6 @@ public:
static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
public:
Texture2D()
: m_sampler(*this)
{
}
~Texture2D() { }
virtual bool is_texture_2d() const override { return true; }
void upload_texture_data(GLuint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels, GLsizei pixels_per_row, u8 byte_alignment);