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LibGL: Implement Texture State Management

Some very primitive Texture State management. Data can now be
uploaded to textures.
This commit is contained in:
Jesse Buhagiar 2021-05-13 22:18:17 +10:00 committed by Ali Mohammad Pur
parent 21dff6d40b
commit 4f324ba4d7
8 changed files with 309 additions and 0 deletions

View file

@ -10,6 +10,9 @@
#include "GLContext.h"
#include "GLStruct.h"
#include "SoftwareRasterizer.h"
#include "Tex/NameAllocator.h"
#include "Tex/Texture.h"
#include <AK/HashMap.h>
#include <AK/RefPtr.h>
#include <AK/Tuple.h>
#include <AK/Variant.h>
@ -63,6 +66,7 @@ public:
virtual void gl_hint(GLenum target, GLenum mode) override;
virtual void gl_read_buffer(GLenum mode) override;
virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) override;
virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) override;
virtual void present() override;
@ -126,7 +130,10 @@ private:
NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
Clipper m_clipper;
// Texture objects
TextureNameAllocator m_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
SoftwareRasterizer m_rasterizer;