Commit graph

69 commits

Author SHA1 Message Date
Jelle Raaijmakers
00d46e5d77 LibGL+LibGPU+LibSoftGPU: Implement matrix stack per texture unit
Each texture unit now has its own texture transformation matrix stack.
Introduce a new texture unit configuration that is synced when changed.
Because we're no longer passing a silly `Vector` when drawing each
primitive, this results in a slightly improved frames per second :^)
2022-09-11 22:37:07 +01:00
Jelle Raaijmakers
dda5987684 LibGL+LibGPU+LibSoftGPU: Remove concept of layer in favor of depth
Looking at how Khronos defines layers:

  https://www.khronos.org/opengl/wiki/Array_Texture

We both have 3D textures and layers of 2D textures, which can both be
encoded in our existing `Typed3DBuffer` as depth. Since we support
depth already in the GPU API, remove layer everywhere.

Also pass in `Texture2D::LOG2_MAX_TEXTURE_SIZE` as the maximum number
of mipmap levels, so we do not allocate 999 levels on each Image
instantiation.
2022-09-11 22:37:07 +01:00
Jelle Raaijmakers
44953a4301 LibGL+LibGPU+LibSoftGPU: Implement glCopyTex(Sub)?Image2d
These two methods copy from the frame buffer to (part of) a texture.
2022-09-11 22:37:07 +01:00
Jelle Raaijmakers
eb81b66b4e LibGL+LibGPU+LibSoftGPU: Rename blit_color_buffer_to
This makes it consistent with our other `blit_from_color_buffer` and
paves the way for a third method that will be introduced in one of the
next commits.
2022-09-11 22:37:07 +01:00
Jelle Raaijmakers
84c4b66721 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.
2022-08-27 12:28:05 +02:00
Jelle Raaijmakers
eb7c3d16fb LibGL+LibGPU+LibSoftGPU: Implement flexible pixel format conversion
A GPU (driver) is now responsible for reading and writing pixels from
and to user data. The client (LibGL) is responsible for specifying how
the user data must be interpreted or written to.

This allows us to centralize all pixel format conversion in one class,
`LibSoftGPU::PixelConverter`. For both the input and output image, it
takes a specification containing the image dimensions, the pixel type
and the selection (basically a clipping rect), and converts the pixels
from the input image to the output image.

Effectively this means we now support almost all OpenGL 1.5 formats,
and all custom logic has disappeared from:
  - `glDrawPixels`
  - `glReadPixels`
  - `glTexImage2D`
  - `glTexSubImage2D`

The new logic is still unoptimized, but on my machine I experienced no
noticeable slowdown. :^)
2022-08-27 12:28:05 +02:00
Jelle Raaijmakers
421a80bf43 LibSoftGPU: Update coverage bits after alpha testing
Also skip the test for the `::Always` alpha test function in the hot
loop. This test function is very unlikely to be set, so leave that up
to `::test_alpha()`.
2022-05-15 12:15:12 +02:00
RKBethke
0836912a6d LibGL+LibGPU+LibSoftGPU: Implement and expose glClipPlane
This commit implements glClipPlane and its supporting calls, backed
by new support for user-defined clip planes in the software GPU clipper.

This fixes some visual bugs seen in the Quake III port, in which mirrors
would only reflect correctly from close distances.
2022-05-11 23:09:47 +02:00
Jelle Raaijmakers
a20bf80b05 LibGL+LibGPU+LibSoftGPU: Implement point and line drawing
Implement (anti)aliased point drawing and anti-aliased line drawing.
Supported through LibGL's `GL_POINTS`, `GL_LINES`, `GL_LINE_LOOP` and
`GL_LINE_STRIP`.

In order to support this, `LibSoftGPU`s rasterization logic was
reworked. Now, any primitive can be drawn by invoking `rasterize()`
which takes care of the quad loop and fragment testing logic. Three
callbacks need to be passed:

* `set_coverage_mask`: the primitive needs to provide initial coverage
   mask information so fragments can be discarded early.
* `set_quad_depth`: fragments survived stencil testing, so depth values
  need to be set so depth testing can take place.
* `set_quad_attributes`: fragments survived depth testing, so fragment
  shading is going to take place. All attributes like color, tex coords
  and fog depth need to be set so alpha testing and eventually,
  fragment rasterization can take place.

As of this commit, there are four instantiations of this function:

* Triangle rasterization
* Points - aliased
* Points - anti-aliased
* Lines - anti-aliased

In order to standardize vertex processing for all primitive types,
things like vertex transformation, lighting and tex coord generation
are now taking place before clipping.
2022-05-09 21:49:48 +02:00
Hendiadyoin1
d866637074 LibSoftGPU: Use round_to<int> in Device::get_rasterization_rect_of_size 2022-05-07 20:25:39 +02:00
Jelle Raaijmakers
526390ec06 LibSoftGPU: Move back to i32-based subpixels
Our move to floating point precision has eradicated the pixel artifacts
in Quake 1, but introduced new and not so subtle rendering glitches in
games like Tux Racer. This commit changes three things to get the best
of both worlds:

1. Subpixel logic based on `i32` types was reintroduced, the number of
   bits is set to 6. This reintroduces the artifacts in Quake 1 but
   fixes rendering of Tux Racer.

2. Before triangle culling, subpixel coordinates are calculated and
   stored in `Triangle`. These coordinates are rounded, which fixes the
   Quake 1 artifacts. Tux Racer is unaffected.

3. The triangle area (actually parallelogram area) is also stored in
   `Triangle` so we don't need to recalculate it later on. In our
   previous subpixel code, there was a subtle disconnect between the
   two calculations (one with and one without subpixel precision) which
   resulted in triangles incorrectly being culled. This fixes some
   remaining Quake 1 artifacts.
2022-05-05 20:50:46 +02:00
Jelle Raaijmakers
f5ea93edfd LibSoftGPU: Remove unused Matrix3x3.h include 2022-05-05 20:50:46 +02:00
Stephan Unverwerth
211d24a218 LibGL+LibGPU+LibSoftGPU: Add virtual base class for devices
This adds a virtual base class for GPU devices located in LibGPU.
The OpenGL context now only talks to this device agnostic interface.

Currently the device interface is simply a copy of the existing SoftGPU
interface to get things going :^)
2022-04-06 11:32:24 +02:00
Stephan Unverwerth
4a99875582 LibGL+LibGPU+LibSoftGPU: Add virtual base class for Images
This introduces a new device independent base class for Images in LibGPU
that also keeps track of the device from which it was created in order
to prevent assigning images across devices.
2022-04-06 11:32:24 +02:00
Stephan Unverwerth
1f3642ed48 LibGPU+LibSoftGPU: Move RasterizerOptions into LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
5d2740217f LibGL+LibGPU+LibSoftGPU: Move Vertex.h to LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
5bf224708f LibGPU+LibSoftGPU: Move LightModelParameters into LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
5a5596b381 LibGL+LibGPU+LibSoftGPU: Move TexCoordGenerationConfig into LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
8f359bf758 LibGPU+LibSoftGPU: Move RasterPosition into its own header in LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
e416380826 LibGL+LibGPU+LibSoftGPU: Move StencilConfiguration.h to LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
b652db1f54 LibGL+LibGPU+LibSoftGPU: Move Material.h to LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
7da9447619 LibGL+LibGPU+LibSoftGPU: Move Light.h to LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
e7450fa940 LibGL+LibGPU+LibSoftGPU: Move SamplerConfig to LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
4e0643ae97 LibGL+LibGPU+LibSoftGPU: Move ImageFormat.h to LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
24d420312c LibGL+LibGPU+LibSoftGPU: Move Enums.h to LibGPU 2022-04-06 11:32:24 +02:00
Stephan Unverwerth
ac033dd9b6 LibGL+LibGPU+LibSoftGPU: Move DeviceConfig to LibGPU
This introduces a new abstraction layer, LibGPU, that serves as the
usermode interface to GPU devices. To get started we just move the
DeviceConfig there and make sure everything still works :^)
2022-04-06 11:32:24 +02:00
Idan Horowitz
086969277e Everywhere: Run clang-format 2022-04-01 21:24:45 +01:00
Jelle Raaijmakers
8a3242cb83 LibGL+LibSoftGPU+LibGfx: Reimplement normal transformation
We now support generating top-left submatrices from a `Gfx::Matrix`
and we move the normal transformation calculation into
`SoftGPU::Device`. No functional changes.
2022-03-27 09:19:43 -07:00
Jelle Raaijmakers
284a629ab4 LibGL+LibSoftGPU: Implement more of GL_LIGHT_MODEL_COLOR_CONTROL
This gets rid of a place where OpenGL was leaking into LibSoftGPU.
2022-03-27 09:19:43 -07:00
Jelle Raaijmakers
8c9fa50c61 LibSoftGPU: Apply regular cartesian coordinate system
Currently, LibSoftGPU is still OpenGL-minded in that it uses a
coordinate system with the origin of `(0, 0)` at the lower-left of
textures, buffers and window coordinates. Because we are blitting to a
`Gfx::Bitmap` that has the origin at the top-left, we need to flip the
Y-coordinates somewhere in the rasterization logic.

We used to do this during conversion of NDC-coordinates to window
coordinates. This resulted in some incorrect behavior when
rasterization did not pass through the vertex transformation logic,
e.g. when calling `glDrawPixels`.

This changes the coordinate system to OpenGL's throughout, only to blit
the final color buffer upside down to the target bitmap. This fixes
drawing to the depth buffer directly resulting in upside down images.
2022-02-22 23:48:59 +00:00
Jelle Raaijmakers
db0616c67a LibSoftGPU: Generalize pixel buffers and standardize on BGRA8888
Between the OpenGL client and server, a lot of data type and color
conversion needs to happen. We are performing these conversions both in
`LibSoftGPU` and `LibGL`, which is not ideal. Additionally, some
concepts like the color, depth and stencil buffers should share their
logic but have separate implementations.

This is the first step towards generalizing our `LibSoftGPU` frame
buffer: a generalized `Typed3DBuffer` is introduced for arbitrary 3D
value storage and retrieval, and `Typed2DBuffer` wraps around it to
provide in an easy-to-use 2D pixel buffer. The color, depth and stencil
buffers are replaced by `Typed2DBuffer` and are now managed by the new
`FrameBuffer` class.

The `Image` class now uses multiple `Typed3DBuffer`s for layers and
mipmap levels. Additionally, the textures are now always stored as
BGRA8888, only converting between formats when reading or writing
pixels.

Ideally this refactor should have no functional changes, but some
graphical glitches in Grim Fandango seem to be fixed and most OpenGL
ports get an FPS boost on my machine. :^)
2022-02-22 23:48:59 +00:00
Jelle Raaijmakers
6318522339 LibSoftGPU: Remove Device::wait_for_all_threads()
This function was added as a FIXME but was then arbitrarily invoked in
the rest of `Device`. We are better off removing this FIXME for now and
reevaluate introducing multithreading later on, so the code is not
littered with useless empty function calls.
2022-02-22 23:48:59 +00:00
Jelle Raaijmakers
453f62c935 LibGL+LibSoftGPU: Implement GL_POLYGON_OFFSET_FILL capability 2022-01-20 10:35:01 +01:00
Stephan Unverwerth
12f63df329 LibGL+LibSoftGPU: Support generation of multiple texture coordinates 2022-01-19 19:57:49 +01:00
Jelle Raaijmakers
11c807ebd1 LibGL+LibSoftGPU: Implement the stencil buffer
This implements an 8-bit front stencil buffer. Stencil operations are
SIMD optimized. LibGL changes include:

* New `glStencilMask` and `glStencilMaskSeparate` functions
* New context parameter `GL_STENCIL_CLEAR_VALUE`
2022-01-17 12:49:00 +01:00
Jelle Raaijmakers
3609ffc450 LibGL+LibSoftGPU: Enumize material front/back face selection 2022-01-17 12:49:00 +01:00
Jelle Raaijmakers
8efd6bc878 LibGL+LibSoftGPU: Implement glDrawPixels depth buffer support
This enabled writing directly to the depth buffer, and allows games
like Grim Fandango to render their pre-baked depth buffers correctly!
2022-01-14 21:38:09 +01:00
Jelle Raaijmakers
ca78327a96 LibGL+LibSoftGPU: Implement rasterization position
Implements support for `glRasterPos` and updating the raster position's
window coordinates through `glBitmap`. The input for `glRasterPos` is
an object position that needs to go through the same vertex
transformations as our regular triangles.
2022-01-14 21:38:09 +01:00
Jelle Raaijmakers
8e935ad3b1 LibGL+LibSoftGPU: Implement glColorMaterial and GL_COLOR_MATERIAL
When `GL_COLOR_MATERIAL` is enabled, specific material parameters can
be overwritten by the current color per-vertex during the lighting
calculations. Which parameter is controlled by `glColorMaterial`.

Also move the lighting calculations _before_ clipping, because the spec
says so. As a result, we interpolate the resulting vertex color instead
of the input color.
2022-01-13 12:13:58 +01:00
Jesse Buhagiar
4035532ee8 LibGL+LibSoftGPU: Pass along lighting flag to Software GPU
This was currently only set in the OpenGL context, as the previous
architecture did all of the transformation in LibGL before passing the
transformed triangles onto the rasterizer. As this has now changed, and
we require the vertex data to be in eye-space before we can apply
lighting, we need to pass this flag along as well via the GPU options.
2022-01-12 13:36:56 +01:00
Jesse Buhagiar
775ef000e0 LibGL+LibSoftGPU: Move lighting model parameters to SoftGPU
Most of the T&L stuff is, like on an actual GPU, now done inside of
LibSoftGPU. As such, it no longer makes sense to have specific values
like the scene ambient color inside of LibGL as part of the GL context.
These have now been moved into LibSoftGPU and use the same pattern as
the render options to set/get.
2022-01-12 13:36:56 +01:00
Jesse Buhagiar
92373ab0b6 LibGL: Flesh out glMaterialf{v}
These two functions have been turned from stubs into actually doing
something. They now set the correspondingmaterial data member based on
the value passed into the `pname`argument.

Co-authored-by: Stephan Unverwerth <s.unverwerth@serenityos.org>
2022-01-12 13:36:56 +01:00
Jesse Buhagiar
bf294612a7 LibGL: Implement glLightf{v} and fix gl.h prototype
This implements the `glLightf{v}` family of functions used to set
lighting parameters per light in the GL. It also fixes an incorrect
prototype for the user exposed version of `glLightf{v}` in which
`params` was not marked as `const`.
2022-01-12 13:36:56 +01:00
Jelle Raaijmakers
29bbf56286 LibGL+LibSoftGPU: Implement viewport support
This implements the `glViewport` API call, the coordinate
transformation and the `GL_VIEWPORT` context parameter.
2022-01-09 20:22:32 +01:00
Stephan Unverwerth
941e9d9922 LibSoftGPU: Move alpha test into separate function 2022-01-09 16:21:13 +03:30
Stephan Unverwerth
68a1727547 LibSoftGPU: Move alpha blend factor setup out of triangle rasterization
Since the alpha blend configuration should not change between most calls
of draw_primitives it makes no sense to reinitialize the blend factors
for every rasterized triangle.
The alpha blend factors are now set up whenever the device config
changes. The blend factors are stored in struct AlphaBlendFactors.
2022-01-09 16:21:13 +03:30
Stephan Unverwerth
b4a18eaaf0 LibSoftGPU: Make rasterization and shading member functions of Device
This adds member functions Device::rasterize_triangle() and
Device::shade_fragments(). They were free standing functions/lambdas
previously which led to a lot of parameters being passed around.
2022-01-09 16:21:13 +03:30
Stephan Unverwerth
b7c0c32f24 LibSoftGPU: Add option to render a debug overlay
This displays statistics regarding frame timings and number of pixels
rendered.

Timings are based on the time between draw_debug_overlay() invocations.
This measures actual number of frames presented to the user vs. wall
clock time so this also includes everything the app might do besides
rendering.

Triangles are counted after clipping. This number might actually be
higher than the number of triangles coming from LibGL.

Pixels are counted after the initial scissor and coverage test. Pixels
rejected here are not counted. Shaded pixels is the percentage of all
pixels that made it to the shading stage. Blended pixels is the
percentage of shaded pixels that were alpha blended to the color buffer.

Overdraw measures how many pixels were shaded vs. how many pixels the
render target has. e.g. a 640x480 render target has 307200 pixels. If
exactly that many pixels are shaded the overdraw number will read 0%.
614400 shaded pixels will read as an overdraw of 100%.

Sampler calls is simply the number of times sampler.sample_2d() was
called.
2022-01-01 15:09:21 +01:00
Stephan Unverwerth
fe36edf6ae LibSoftGPU: Put all constexpr config options into Config.h 2022-01-01 15:09:21 +01:00
Jelle Raaijmakers
c19632128c LibGL+LibSoftGPU: Implement texture coordinate generation
Texture coordinate generation is the concept of automatically
generating vertex texture coordinates instead of using the provided
coordinates (i.e. `glTexCoord`).

This commit implements support for:

* The `GL_TEXTURE_GEN_Q/R/S/T` capabilities
* The `GL_OBJECT_LINEAR`, `GL_EYE_LINEAR`, `GL_SPHERE_MAP`,
  `GL_REFLECTION_MAP` and `GL_NORMAL_MAP` modes
* Object and eye plane coefficients (write-only at the moment)

This changeset allows Tux Racer to render its terrain :^)
2021-12-30 14:24:29 +01:00