LibGL: Track multiple current texture coordinates in GLContext

Previously we only had a single current texture coordinate, set by
the glTexCoord family of functions. Since we now can have multiple
texture coordinates we track a vector of current texture coordinates
and set the requested one in glMultiTexCoord(). glTexCoord() Always sets
the first texture coordinate.
This commit is contained in:
Stephan Unverwerth 2022-01-15 20:22:09 +01:00 committed by Andreas Kling
parent a2c771a913
commit 9627576d9c
Notes: sideshowbarker 2024-07-17 20:39:02 +09:00
2 changed files with 10 additions and 5 deletions

View file

@ -79,6 +79,9 @@ SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
m_client_side_texture_coord_array_enabled.resize(m_device_info.num_texture_units);
m_client_tex_coord_pointer.resize(m_device_info.num_texture_units);
m_current_vertex_tex_coord.resize(m_device_info.num_texture_units);
for (auto& tex_coord : m_current_vertex_tex_coord)
tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f };
build_extension_string();
}
@ -619,7 +622,7 @@ void SoftwareGLContext::gl_vertex(GLdouble x, GLdouble y, GLdouble z, GLdouble w
vertex.position = { static_cast<float>(x), static_cast<float>(y), static_cast<float>(z), static_cast<float>(w) };
vertex.color = m_current_vertex_color;
for (size_t i = 0; i < m_device_info.num_texture_units; ++i)
vertex.tex_coords[i] = m_current_vertex_tex_coord;
vertex.tex_coords[i] = m_current_vertex_tex_coord[i];
vertex.normal = m_current_vertex_normal;
m_vertex_list.append(vertex);
@ -629,14 +632,16 @@ void SoftwareGLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_coord, s, t, r, q);
m_current_vertex_tex_coord = { s, t, r, q };
m_current_vertex_tex_coord[0] = { s, t, r, q };
}
void SoftwareGLContext::gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_multi_tex_coord, target, s, t, r, q);
m_current_vertex_tex_coord = { s, t, r, q };
RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
m_current_vertex_tex_coord[target - GL_TEXTURE0] = { s, t, r, q };
}
void SoftwareGLContext::gl_viewport(GLint x, GLint y, GLsizei width, GLsizei height)

View file

@ -204,7 +204,7 @@ private:
u8 m_clear_stencil { 0 };
FloatVector4 m_current_vertex_color = { 1.0f, 1.0f, 1.0f, 1.0f };
FloatVector4 m_current_vertex_tex_coord = { 0.0f, 0.0f, 0.0f, 1.0f };
Vector<FloatVector4> m_current_vertex_tex_coord;
FloatVector3 m_current_vertex_normal = { 0.0f, 0.0f, 1.0f };
Vector<SoftGPU::Vertex> m_vertex_list;
@ -262,7 +262,7 @@ private:
// Texture objects
TextureNameAllocator m_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
Vector<TextureUnit, 32> m_texture_units;
Vector<TextureUnit> m_texture_units;
TextureUnit* m_active_texture_unit;
// Texture coordinate generation state