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https://github.com/RGBCube/serenity
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LibGL: Implement basic texture units
These are merely a way to hold the different texture target bind points that a texture can be bound to.
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4 changed files with 74 additions and 0 deletions
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@ -1,6 +1,7 @@
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set(SOURCES
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set(SOURCES
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Tex/NameAllocator.cpp
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Tex/NameAllocator.cpp
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Tex/Texture2D.cpp
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Tex/Texture2D.cpp
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Tex/TextureUnit.cpp
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Clipper.cpp
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Clipper.cpp
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GLBlend.cpp
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GLBlend.cpp
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GLColor.cpp
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GLColor.cpp
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@ -12,6 +12,7 @@
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#include "SoftwareRasterizer.h"
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#include "SoftwareRasterizer.h"
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#include "Tex/NameAllocator.h"
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#include "Tex/NameAllocator.h"
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#include "Tex/Texture.h"
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#include "Tex/Texture.h"
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#include "Tex/TextureUnit.h"
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#include <AK/HashMap.h>
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#include <AK/HashMap.h>
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#include <AK/RefPtr.h>
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#include <AK/RefPtr.h>
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#include <AK/Tuple.h>
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#include <AK/Tuple.h>
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@ -138,6 +139,8 @@ private:
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// Texture objects
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// Texture objects
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TextureNameAllocator m_name_allocator;
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TextureNameAllocator m_name_allocator;
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HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
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HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
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Array<TextureUnit, 32> m_texture_units;
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TextureUnit* m_active_texture_unit { &m_texture_units[0] };
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SoftwareRasterizer m_rasterizer;
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SoftwareRasterizer m_rasterizer;
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39
Userland/Libraries/LibGL/Tex/TextureUnit.cpp
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39
Userland/Libraries/LibGL/Tex/TextureUnit.cpp
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@ -0,0 +1,39 @@
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGL/GL/gl.h>
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#include <LibGL/Tex/TextureUnit.h>
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namespace GL {
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void TextureUnit::bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture)
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{
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switch (texture_target) {
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case GL_TEXTURE_2D:
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m_texture_target_2d = texture;
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m_currently_bound_texture = texture;
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m_currently_bound_target = GL_TEXTURE_2D;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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}
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void TextureUnit::unbind_texture(GLenum texture_target)
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{
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switch (texture_target) {
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case GL_TEXTURE_2D:
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m_texture_target_2d = nullptr;
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m_currently_bound_target = 0;
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break;
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default:
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VERIFY_NOT_REACHED();
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}
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m_currently_bound_texture = nullptr;
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}
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}
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31
Userland/Libraries/LibGL/Tex/TextureUnit.h
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31
Userland/Libraries/LibGL/Tex/TextureUnit.h
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/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/OwnPtr.h>
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#include <LibGL/Tex/Texture2D.h>
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namespace GL {
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class TextureUnit {
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public:
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TextureUnit() = default;
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void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
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void unbind_texture(GLenum texture_target);
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const RefPtr<Texture>& get_bound_texture() const { return m_currently_bound_texture; }
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GLenum currently_bound_target() const { return m_currently_bound_target; }
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bool is_bound() const { return m_currently_bound_texture != nullptr; }
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private:
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RefPtr<Texture2D> m_texture_target_2d { nullptr };
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RefPtr<Texture> m_currently_bound_texture { nullptr };
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GLenum m_currently_bound_target;
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};
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}
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