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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.
Stephan Unverwerth há 3 anos atrás
pai
commit
4c944eaa41

+ 0 - 1
Userland/Libraries/LibGL/CMakeLists.txt

@@ -14,7 +14,6 @@ set(SOURCES
     GLVertexArrays.cpp
     SoftwareGLContext.cpp
     Tex/NameAllocator.cpp
-    Tex/Sampler2D.cpp
     Tex/Texture2D.cpp
     Tex/TextureUnit.cpp
 )

+ 0 - 101
Userland/Libraries/LibGL/Tex/Sampler2D.cpp

@@ -1,101 +0,0 @@
-/*
- * Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
- *
- * SPDX-License-Identifier: BSD-2-Clause
- */
-
-#include "Sampler2D.h"
-
-#include <LibGL/Tex/Texture2D.h>
-#include <math.h>
-
-namespace GL {
-
-static constexpr float wrap_repeat(float value)
-{
-    return value - floorf(value);
-}
-
-static constexpr float wrap_clamp_to_edge(float value, int num_texels)
-{
-    float const clamp_limit = 1.f / (2 * num_texels);
-    return clamp(value, clamp_limit, 1.0f - clamp_limit);
-}
-
-static constexpr float wrap_mirrored_repeat(float value, int num_texels)
-{
-    float integer = floorf(value);
-    float frac = value - integer;
-    bool iseven = fmodf(integer, 2.0f) == 0.0f;
-    return wrap_clamp_to_edge(iseven ? frac : 1 - frac, num_texels);
-}
-
-static constexpr float wrap(float value, GLint mode, int num_texels)
-{
-    switch (mode) {
-    case GL_REPEAT:
-        return wrap_repeat(value);
-
-    // FIXME: These clamp modes actually have slightly different behavior. Currently we use GL_CLAMP_TO_EDGE for all of them.
-    case GL_CLAMP:
-    case GL_CLAMP_TO_BORDER:
-    case GL_CLAMP_TO_EDGE:
-        return wrap_clamp_to_edge(value, num_texels);
-
-    case GL_MIRRORED_REPEAT:
-        return wrap_mirrored_repeat(value, num_texels);
-
-    default:
-        VERIFY_NOT_REACHED();
-    }
-}
-
-FloatVector4 Sampler2D::sample(FloatVector4 const& uv) const
-{
-    // FIXME: Calculate the correct mipmap level here, need to receive uv derivatives for that
-    unsigned lod = 0;
-
-    MipMap const& mip = m_texture.mipmap(lod);
-
-    if (mip.width() < 1 || mip.height() < 1)
-        return { 1, 1, 1, 1 };
-
-    float x = wrap(uv.x(), m_wrap_s_mode, mip.width());
-    float y = wrap(uv.y(), m_wrap_t_mode, mip.height());
-
-    x *= mip.width();
-    y *= mip.height();
-
-    // Sampling implemented according to https://www.khronos.org/registry/OpenGL/specs/gl/glspec121.pdf Chapter 3.8
-    if (m_mag_filter == GL_NEAREST) {
-        return mip.texel(static_cast<unsigned>(x), static_cast<unsigned>(y));
-    } else if (m_mag_filter == GL_LINEAR) {
-        // FIXME: Implement different sampling points for wrap modes other than GL_REPEAT
-
-        x -= 0.5f;
-        y -= 0.5f;
-
-        unsigned i0 = static_cast<unsigned>(x) % mip.width();
-        unsigned j0 = static_cast<unsigned>(y) % mip.height();
-
-        unsigned i1 = (i0 + 1) % mip.width();
-        unsigned j1 = (j0 + 1) % mip.height();
-
-        auto t0 = mip.texel(i0, j0);
-        auto t1 = mip.texel(i1, j0);
-        auto t2 = mip.texel(i0, j1);
-        auto t3 = mip.texel(i1, j1);
-
-        float frac_x = x - floorf(x);
-        float frac_y = y - floorf(y);
-        float one_minus_frac_x = 1 - frac_x;
-
-        auto h1 = t0 * one_minus_frac_x + t1 * frac_x;
-        auto h2 = t2 * one_minus_frac_x + t3 * frac_x;
-        return h1 * (1 - frac_y) + h2 * frac_y;
-    } else {
-        VERIFY_NOT_REACHED();
-    }
-}
-
-}

+ 0 - 13
Userland/Libraries/LibGL/Tex/Sampler2D.h

@@ -7,20 +7,11 @@
 #pragma once
 
 #include <LibGL/GL/gl.h>
-#include <LibGfx/Vector2.h>
-#include <LibGfx/Vector4.h>
 
 namespace GL {
 
-class Texture2D;
-
 class Sampler2D final {
 public:
-    Sampler2D(Texture2D const& texture)
-        : m_texture(texture)
-    {
-    }
-
     GLint min_filter() const { return m_min_filter; }
     GLint mag_filter() const { return m_mag_filter; }
     GLint wrap_s_mode() const { return m_wrap_s_mode; }
@@ -31,11 +22,7 @@ public:
     void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; }
     void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; }
 
-    FloatVector4 sample(FloatVector4 const& uv) const;
-
 private:
-    Texture2D const& m_texture;
-
     GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
     GLint m_mag_filter { GL_LINEAR };
     GLint m_wrap_s_mode { GL_REPEAT };

+ 0 - 6
Userland/Libraries/LibGL/Tex/Texture2D.h

@@ -27,12 +27,6 @@ public:
     static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
 
 public:
-    Texture2D()
-        : m_sampler(*this)
-    {
-    }
-    ~Texture2D() { }
-
     virtual bool is_texture_2d() const override { return true; }
 
     void upload_texture_data(GLuint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels, GLsizei pixels_per_row, u8 byte_alignment);