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https://github.com/RGBCube/serenity
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LibGL: Implement glBindTexture()
Textures are now initialized with a nullptr upon generation. They are only actually created once they are bound to a target. Currently only the GL_TEXTURE_2D target is supported. The software rasterizer now allows rendering with or without a bound TEXTURE_2D.
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fde0045ebe
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755393e684
8 changed files with 85 additions and 4 deletions
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@ -313,7 +313,12 @@ void SoftwareGLContext::gl_end()
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}
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// FIXME: Change this when we have texture units/multi-texturing
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m_rasterizer.submit_triangle(triangle, *static_ptr_cast<Texture2D>(m_allocated_textures.find(1)->value));
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if (m_bound_texture_2d == 0) {
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m_rasterizer.submit_triangle(triangle);
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} else {
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auto it = m_allocated_textures.find(m_bound_texture_2d);
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m_rasterizer.submit_triangle(triangle, *static_ptr_cast<Texture2D>(it->value));
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}
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}
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triangle_list.clear();
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@ -663,11 +668,11 @@ void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
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m_name_allocator.allocate(n, textures);
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// Let's allocate a new texture for each texture name
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// Initialize all texture names with a nullptr
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for (auto i = 0; i < n; i++) {
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GLuint name = textures[i];
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m_allocated_textures.set(name, adopt_ref(*new Texture2D()));
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m_allocated_textures.set(name, nullptr);
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}
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}
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@ -678,10 +683,13 @@ void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
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m_name_allocator.free(n, textures);
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// Let's allocate a new texture for each texture name
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for (auto i = 0; i < n; i++) {
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GLuint name = textures[i];
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// unbind texture if it is currently bound
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if (m_bound_texture_2d == name)
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m_bound_texture_2d = 0;
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m_allocated_textures.remove(name);
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}
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}
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@ -693,6 +701,9 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
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// We only support GL_TEXTURE_2D for now
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RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
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// Check if there is actually a texture bound
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RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_bound_texture_2d == 0, GL_INVALID_OPERATION);
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// We only support symbolic constants for now
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RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
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RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE, GL_INVALID_VALUE);
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@ -1226,6 +1237,55 @@ void SoftwareGLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei
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}
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}
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void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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// FIXME: We only support GL_TEXTURE_2D for now
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RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
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if (texture == 0) {
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switch (target) {
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case GL_TEXTURE_2D:
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m_bound_texture_2d = 0;
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return;
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default:
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VERIFY_NOT_REACHED();
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return;
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}
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}
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auto it = m_allocated_textures.find(texture);
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// The texture name does not exist
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RETURN_WITH_ERROR_IF(it == m_allocated_textures.end(), GL_INVALID_VALUE);
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auto texture_object = it->value;
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// Binding a texture to a different target than it was first bound is an invalid operation
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// FIXME: We only support GL_TEXTURE_2D for now
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RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && !texture_object.is_null() && !texture_object->is_texture_2d(), GL_INVALID_OPERATION);
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if (!texture_object) {
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// This is the first time the texture is bound. Allocate an actual texture object
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switch (target) {
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case GL_TEXTURE_2D:
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texture_object = adopt_ref(*new Texture2D());
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break;
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default:
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VERIFY_NOT_REACHED();
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break;
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}
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m_allocated_textures.set(texture, texture_object);
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}
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switch (target) {
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case GL_TEXTURE_2D:
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m_bound_texture_2d = texture;
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break;
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}
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}
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void SoftwareGLContext::present()
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{
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m_rasterizer.blit_to(*m_frontbuffer);
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