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23 commits

Author SHA1 Message Date
Stephan Unverwerth
5bb76e9b63 LibGL+LibGPU+LibSoftGPU: Load SoftGPU driver dynamically
This loads libsoftgpu.so during GLContext creation and instantiates the
device class which is then passed into the GLContext constructor.
2022-04-06 11:32:24 +02:00
Stephan Unverwerth
096e44285a LibGL: Merge GLContext and SoftwareGLContext
This merges GLContext and SoftwareGLContext into a single GLContext
class. Since the hardware abstraction is handled via the GPU device
interface we do not need the virtual base of GLContext anymore. All
context handling functionality from the old GLContext has been moved
into the new version. All methods in GLContext are now non virtual and
the class is marked as final.
2022-03-09 22:51:01 +01:00
Jelle Raaijmakers
c21a3b3029 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.
2022-03-08 15:32:35 +01:00
Jelle Raaijmakers
12d7b4e9ac LibGL: Rename GLMat.cpp to GLMatrix.cpp 2022-01-20 10:35:01 +01:00
Jelle Raaijmakers
abecff1766 LibGL: Stub lots of map-related methods
This adds stubs for `glMap(1|2)(d|f)`, `glMapGrid(1|2)(d|f)`,
`glEvalCoord(1|2)(d|f)`, `glEvalMesh(1|2)` and `glEvalPoint(1|2)`.
2021-12-27 11:58:43 +01:00
Stephan Unverwerth
4c944eaa41 LibGL: Remove sampling code from Sampler2D
Texture sampling now happens entirely in SoftGPU thus this class will
now only be used to hold the sampler configuration.
2021-12-24 05:10:28 -08:00
Stephan Unverwerth
ad3d5d43bd LibGL+LibSoftGPU: Move rendering related code to LibSoftGPU library
This introduces a new library, LibSoftGPU, that incorporates all
rendering related features that formerly resided within LibGL itself.

Going forward we will make both libraries completely independent from
each other allowing LibGL to load different, possibly accelerated,
rendering backends.
2021-12-24 05:10:28 -08:00
Jelle Raaijmakers
4eb6295a57 LibGL: Implement glRasterPos2i 2021-12-12 21:51:08 +01:00
Jelle Raaijmakers
ea6bcda79c LibGL: Implement glStencil* functions
This implements the context state for stencil testing functions and
operations. No rasterization is implemented.
2021-12-12 21:51:08 +01:00
Jesse Buhagiar
7f1cd54b80 LibGL: Implement glFogfv
This currently just sets the fog colour in the rasterizer.
2021-08-25 23:50:54 +04:30
Stephan Unverwerth
07b9cba6e6 LibGL: Implement glVertexPointer 2021-08-14 12:49:29 +02:00
Stephan Unverwerth
12785849aa LibGL: Turn Sampler2D into an actual class
This extracts the sampler functionality into its own class.
Beginning with OpenGL 3 samplers are actual objects, separate
from textures. It makes sense to do this already as it also
cleans up code organization quite a bit.
2021-08-12 18:58:41 +02:00
Jesse Buhagiar
52e5d3c961 LibGL: Implement basic texture units
These are merely a way to hold the different texture target bind
points that a texture can be bound to.
2021-05-31 14:59:47 +01:00
Stephan Unverwerth
fde0045ebe LibGL: Introduce Texture base class for all texture types 2021-05-30 00:32:37 +01:00
Jesse Buhagiar
4f324ba4d7 LibGL: Implement Texture State Management
Some very primitive Texture State management. Data can now be
uploaded to textures.
2021-05-26 16:36:53 +04:30
Jesse Buhagiar
21dff6d40b LibGL: Add Texture Name Allocation
Texture names can now be allocated via
`glGenTextures` and deallocated via `glDeleteTextures`.
2021-05-26 16:36:53 +04:30
Stephan Unverwerth
da57563c1c LibGL: Implement glShadeModel()
This turns off interpolation of vertex colors when GL_FLAT is selected.
2021-05-16 15:53:58 +02:00
Stephan Unverwerth
279737642c LibGL: Add defines and stubs for glBlendFunc() 2021-05-16 00:44:31 +01:00
Ali Mohammad Pur
720d21411b LibGL: Implement glGenLists and a few friends
This commit implements glGenLists(), glNewList(), glDeleteLists(), and
glCallList().
The 'compiled' records are implemented as a vector of member function
pointers and tuples containing their arguments, and a mechanism is
implemented to allow the recorded calls to copy-capture values from the
time of the call; this is currently only used with glLoadMatrix.
2021-05-11 14:09:17 +01:00
Stephan Unverwerth
608f81e6c2 LibGL: Add depth buffer class 2021-05-09 15:58:35 +02:00
Jesse Buhagiar
e8cd89a538 LibGL: Move polygon clipping to Clipper class
This code has also been optimised to be much more memory
friendly by removing a _lot_ of extraneous copies. The result
is that, when profiled, it's around 8x faster than the previous
implementation.

Co-Authored-By: Ali Mohammad Pur <ali.mpfard@gmail.com>
2021-05-08 10:13:22 +02:00
Stephan Unverwerth
5ff248649b LibGL: Add software rasterizer
This is based mostly on Fabian "ryg" Giesen's 2011 blog series
"A trip through the Graphics Pipeline" and Scratchapixel's
"Rasterization: a Practical Implementation".

The rasterizer processes triangles in grid aligned 16x16 pixel blocks,
calculates barycentric coordinates and edge derivatives and interpolates
bilinearly across each block.

This will theoretically allow for better utilization of modern processor
features such as SMT and SIMD, as opposed to a classic scanline based
triangle rasterizer.

This serves as a starting point to get something on the screen.
In the future we might look into properly pipelining the main loop to
make the rasterizer more flexible, enabling us to enable/disable
certain features at the block rather than the pixel level.
2021-05-08 10:13:22 +02:00
Jesse Buhagiar
4807d32139 LibGL: Implement a basic OpenGL 1.x compatible library
This currently (obviously) doesn't support any actual 3D hardware,
hence all calls are done via software rendering.

Note that any modern constructs such as shaders are unsupported,
as this driver only implements Fixed Function Pipeline functionality.

The library is split into a base GLContext interface and a software
based renderer implementation of said interface. The global glXXX
functions serve as an OpenGL compatible c-style interface to the
currently bound context instance.

Co-authored-by: Stephan Unverwerth <s.unverwerth@gmx.de>
2021-05-08 10:13:22 +02:00