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LibGL+LibGPU+LibSoftGPU: Implement texture pixel format support

In OpenGL this is called the (base) internal format which is an
expectation expressed by the client for the minimum supported texel
storage format in the GPU for textures.

Since we store everything as RGBA in a `FloatVector4`, the only thing
we do in this patch is remember the expected internal format, and when
we write new texels we fixate the value for the alpha channel to 1 for
two formats that require it.

`PixelConverter` has learned how to transform pixels during transfer to
support this.
This commit is contained in:
Jelle Raaijmakers 2022-08-26 15:59:51 +02:00 committed by Andreas Kling
parent 6c80d12111
commit 84c4b66721
13 changed files with 141 additions and 32 deletions

View file

@ -10,11 +10,18 @@
namespace SoftGPU {
Image::Image(void const* ownership_token, u32 width, u32 height, u32 depth, u32 max_levels, u32 layers)
Image::Image(void const* ownership_token, GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 max_levels, u32 layers)
: GPU::Image(ownership_token)
, m_num_layers(layers)
, m_pixel_format(pixel_format)
, m_mipmap_buffers(FixedArray<RefPtr<Typed3DBuffer<FloatVector4>>>::must_create_but_fixme_should_propagate_errors(layers * max_levels))
{
VERIFY(pixel_format == GPU::PixelFormat::Alpha
|| pixel_format == GPU::PixelFormat::Intensity
|| pixel_format == GPU::PixelFormat::Luminance
|| pixel_format == GPU::PixelFormat::LuminanceAlpha
|| pixel_format == GPU::PixelFormat::RGB
|| pixel_format == GPU::PixelFormat::RGBA);
VERIFY(width > 0);
VERIFY(height > 0);
VERIFY(depth > 0);
@ -70,20 +77,30 @@ GPU::ImageDataLayout Image::image_data_layout(u32 level, Vector3<i32> offset) co
};
}
void Image::write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* data, GPU::ImageDataLayout const& input_layout)
void Image::write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* input_data, GPU::ImageDataLayout const& input_layout)
{
VERIFY(layer < num_layers());
VERIFY(level < num_levels());
auto output_layout = image_data_layout(level, output_offset);
auto texel_data = texel_pointer(layer, level, 0, 0, 0);
PixelConverter converter { input_layout, output_layout };
auto conversion_result = converter.convert(data, texel_pointer(layer, level, 0, 0, 0));
ErrorOr<void> conversion_result;
switch (m_pixel_format) {
case GPU::PixelFormat::Luminance:
case GPU::PixelFormat::RGB:
// Both Luminance and RGB set the alpha to 1, regardless of the source texel
conversion_result = converter.convert(input_data, texel_data, [](auto& components) { components[3] = 1.f; });
break;
default:
conversion_result = converter.convert(input_data, texel_data, {});
}
if (conversion_result.is_error())
dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
}
void Image::read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* data, GPU::ImageDataLayout const& output_layout) const
void Image::read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* output_data, GPU::ImageDataLayout const& output_layout) const
{
VERIFY(layer < num_layers());
VERIFY(level < num_levels());
@ -91,7 +108,7 @@ void Image::read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset,
auto input_layout = image_data_layout(level, input_offset);
PixelConverter converter { input_layout, output_layout };
auto conversion_result = converter.convert(texel_pointer(layer, level, 0, 0, 0), data);
auto conversion_result = converter.convert(texel_pointer(layer, level, 0, 0, 0), output_data, {});
if (conversion_result.is_error())
dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
}