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https://github.com/RGBCube/serenity
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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.
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573c1c82f7
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5 changed files with 38 additions and 27 deletions
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@ -312,13 +312,7 @@ void SoftwareGLContext::gl_end()
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continue;
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}
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// FIXME: Change this when we have texture units/multi-texturing
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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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m_rasterizer.submit_triangle(triangle, m_texture_units);
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}
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triangle_list.clear();
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@ -686,9 +680,15 @@ void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
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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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auto texture_object = m_allocated_textures.find(name);
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if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
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continue;
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// Check all texture units
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for (auto& texture_unit : m_texture_units) {
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if (texture_object->value == texture_unit.bound_texture())
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texture_unit.unbind_texture(GL_TEXTURE_2D);
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}
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m_allocated_textures.remove(name);
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}
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@ -702,7 +702,7 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
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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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RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, 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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@ -712,9 +712,7 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
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RETURN_WITH_ERROR_IF((width & 2) != 0 || (height & 2) != 0, GL_INVALID_VALUE);
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RETURN_WITH_ERROR_IF(border < 0 || border > 1, GL_INVALID_VALUE);
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// TODO: Load texture from the currently active texture unit
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// This is to test the functionality of texture data upload
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static_ptr_cast<Texture2D>(m_allocated_textures.find(1)->value)->upload_texture_data(target, level, internal_format, width, height, border, format, type, data);
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m_active_texture_unit->bound_texture_2d()->upload_texture_data(target, level, internal_format, width, height, border, format, type, data);
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}
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void SoftwareGLContext::gl_front_face(GLenum face)
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@ -1246,7 +1244,7 @@ void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
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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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m_active_texture_unit->unbind_texture(target);
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return;
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default:
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VERIFY_NOT_REACHED();
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@ -1281,7 +1279,7 @@ void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
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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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m_active_texture_unit->bind_texture_to_target(target, texture_object);
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break;
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}
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}
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