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LibGL: Better handling of texture targets and default textures

We were lacking support for default textures (i.e. calling
`glBindTexture` with a `texture` argument of `0`) which caused our
Quake2 port to render red screens whenever a video was playing. Every
texture unit is now initialized with a default 2D texture.

Additionally, we had this concept of a "currently bound target" on our
texture units which is not how OpenGL wants us to handle targets.
Calling `glBindTexture` should set the texture for the provided target
only, making it sort of an alias for future operations on the same
target.

Finally, `glDeleteTextures` should not remove the bound texture from
the target in the texture unit, but it should reset it to the default
texture.
This commit is contained in:
Jelle Raaijmakers 2022-03-08 12:16:56 +01:00 committed by Andreas Kling
parent c87d3521e4
commit c21a3b3029
7 changed files with 140 additions and 156 deletions

View file

@ -20,12 +20,12 @@ void Texture2D::upload_texture_data(GLuint lod, GLint internal_format, GLsizei w
mip.set_width(width);
mip.set_height(height);
// No pixel data was supplied leave the texture memory uninitialized.
m_internal_format = internal_format;
// No pixel data was supplied; leave the texture memory uninitialized.
if (pixels == nullptr)
return;
m_internal_format = internal_format;
replace_sub_texture_data(lod, 0, 0, width, height, format, type, pixels, pixels_per_row, byte_alignment);
}