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LibGL: Use Texture Units in Rasterizer and Context

The Context and Software Rasterizer now gets the array of texture units
instead of a single texture object. _Technically_, we now support some
primitive form of multi-texturing, though I'm not entirely sure how well
it will work in its current state.
This commit is contained in:
Jesse Buhagiar 2021-05-30 21:39:31 +10:00 committed by Linus Groh
parent 573c1c82f7
commit 8298e406a4
5 changed files with 38 additions and 27 deletions

View file

@ -312,13 +312,7 @@ void SoftwareGLContext::gl_end()
continue;
}
// FIXME: Change this when we have texture units/multi-texturing
if (m_bound_texture_2d == 0) {
m_rasterizer.submit_triangle(triangle);
} else {
auto it = m_allocated_textures.find(m_bound_texture_2d);
m_rasterizer.submit_triangle(triangle, *static_ptr_cast<Texture2D>(it->value));
}
m_rasterizer.submit_triangle(triangle, m_texture_units);
}
triangle_list.clear();
@ -686,9 +680,15 @@ void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
for (auto i = 0; i < n; i++) {
GLuint name = textures[i];
// unbind texture if it is currently bound
if (m_bound_texture_2d == name)
m_bound_texture_2d = 0;
auto texture_object = m_allocated_textures.find(name);
if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
continue;
// Check all texture units
for (auto& texture_unit : m_texture_units) {
if (texture_object->value == texture_unit.bound_texture())
texture_unit.unbind_texture(GL_TEXTURE_2D);
}
m_allocated_textures.remove(name);
}
@ -702,7 +702,7 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// Check if there is actually a texture bound
RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_bound_texture_2d == 0, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, GL_INVALID_OPERATION);
// We only support symbolic constants for now
RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
@ -712,9 +712,7 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
RETURN_WITH_ERROR_IF((width & 2) != 0 || (height & 2) != 0, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(border < 0 || border > 1, GL_INVALID_VALUE);
// TODO: Load texture from the currently active texture unit
// This is to test the functionality of texture data upload
static_ptr_cast<Texture2D>(m_allocated_textures.find(1)->value)->upload_texture_data(target, level, internal_format, width, height, border, format, type, data);
m_active_texture_unit->bound_texture_2d()->upload_texture_data(target, level, internal_format, width, height, border, format, type, data);
}
void SoftwareGLContext::gl_front_face(GLenum face)
@ -1246,7 +1244,7 @@ void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
if (texture == 0) {
switch (target) {
case GL_TEXTURE_2D:
m_bound_texture_2d = 0;
m_active_texture_unit->unbind_texture(target);
return;
default:
VERIFY_NOT_REACHED();
@ -1281,7 +1279,7 @@ void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
switch (target) {
case GL_TEXTURE_2D:
m_bound_texture_2d = texture;
m_active_texture_unit->bind_texture_to_target(target, texture_object);
break;
}
}

View file

@ -131,8 +131,6 @@ private:
GLenum m_current_read_buffer = GL_BACK;
GLuint m_bound_texture_2d = 0;
NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
Clipper m_clipper;

View file

@ -421,13 +421,24 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle)
});
}
void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Texture2D& texture)
void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units)
{
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [&texture](const FloatVector2& uv, const FloatVector4& color) -> FloatVector4 {
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [&texture_units](const FloatVector2& uv, const FloatVector4& color) -> FloatVector4 {
// TODO: We'd do some kind of multitexturing/blending here
// Construct a vector for the texel we want to sample
FloatVector4 texel = texture.sample_texel(uv);
return texel * color;
FloatVector4 texel = color;
for (const auto& texture_unit : texture_units) {
// No texture is bound to this texture unit
if (!texture_unit.is_bound())
continue;
// FIXME: Don't assume Texture2D, _and_ work out how we blend/do multitexturing properly.....
texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sample_texel(uv);
}
return texel;
});
}

View file

@ -10,6 +10,8 @@
#include "GL/gl.h"
#include "GLStruct.h"
#include "Tex/Texture2D.h"
#include "Tex/TextureUnit.h"
#include <AK/Array.h>
#include <AK/OwnPtr.h>
#include <LibGfx/Bitmap.h>
#include <LibGfx/Vector4.h>
@ -31,7 +33,7 @@ class SoftwareRasterizer final {
public:
SoftwareRasterizer(const Gfx::IntSize& min_size);
void submit_triangle(const GLTriangle& triangle, const Texture2D& texture);
void submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units);
void submit_triangle(const GLTriangle& triangle);
void resize(const Gfx::IntSize& min_size);
void clear_color(const FloatVector4&);

View file

@ -17,14 +17,16 @@ public:
void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
void unbind_texture(GLenum texture_target);
const RefPtr<Texture>& get_bound_texture() const { return m_currently_bound_texture; }
RefPtr<Texture2D>& bound_texture_2d() const { return m_texture_target_2d; }
RefPtr<Texture>& bound_texture() const { return m_currently_bound_texture; }
GLenum currently_bound_target() const { return m_currently_bound_target; }
bool is_bound() const { return m_currently_bound_texture != nullptr; }
bool is_bound() const { return !m_currently_bound_texture.is_null(); }
private:
RefPtr<Texture2D> m_texture_target_2d { nullptr };
RefPtr<Texture> m_currently_bound_texture { nullptr };
mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
GLenum m_currently_bound_target;
};