mirror of
https://github.com/RGBCube/serenity
synced 2025-07-25 06:37:43 +00:00
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:
parent
573c1c82f7
commit
8298e406a4
5 changed files with 38 additions and 27 deletions
|
@ -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;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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;
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
@ -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&);
|
||||
|
|
|
@ -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;
|
||||
};
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue