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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

@ -359,7 +359,7 @@ static constexpr GPU::ImageSelection restrain_selection_within_dimensions(GPU::I
return selection;
}
ErrorOr<void> PixelConverter::convert(void const* input_data, void* output_data)
ErrorOr<void> PixelConverter::convert(void const* input_data, void* output_data, Function<void(FloatVector4&)> transform)
{
// Verify pixel data specifications
auto validate_image_data_layout = [](GPU::ImageDataLayout const& specification) -> ErrorOr<void> {
@ -428,6 +428,8 @@ ErrorOr<void> PixelConverter::convert(void const* input_data, void* output_data)
+ output_selection.offset_x * output_pixel_size_in_bytes];
for (u32 input_x = input_selection.offset_x; input_x < input_selection.offset_x + input_selection.width; ++input_x) {
auto pixel_components = read_pixel(&input_scanline);
if (transform)
transform(pixel_components);
write_pixel(&output_scanline, pixel_components);
}
++output_y;