Commit graph

44 commits

Author SHA1 Message Date
Jesse Buhagiar
c509e0c73c LibGL: Add border_color to Sampler2D
We need this to plumb the per-sampler border color into the GPU's
sampler border color
2022-04-09 11:40:33 +02:00
Sam Atkins
c0ca6e470f AK+Userland: Rename Array::front/back to first/last
This is the name that is used for every other collection type so let's
be consistent.
2022-04-06 14:31:52 +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
54307a9cd3 LibGL+LibGPU+LibSoftGPU: Move ImageDataLayout.h 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
Lenny Maiorani
4660b99ab7 Libraries: Use default constructors/destructors in LibGL
https://isocpp.github.io/CppCoreGuidelines/CppCoreGuidelines#cother-other-default-operation-rules

"The compiler is more likely to get the default semantics right and
you cannot implement these functions better than the compiler."
2022-03-10 18:04:26 -08:00
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
5d21d1d105 LibGL: Remove duplicate public: from Texture2D.h 2022-03-08 15:32:35 +01:00
Jelle Raaijmakers
3832656464 LibGL: East-const two methods in Texture2D
No functional changes.
2022-02-22 23:48:59 +00:00
Jelle Raaijmakers
7833f25f8f LibGL: Remove stubbed border from glTexImage2D
Providing anything else than `border == 0` is deprecated and should
result in an invalid value error.
2021-12-27 11:58:43 +01:00
Stephan Unverwerth
5e9d99474d LibGL: Remove image storage from MipMap
Images are stored on the device side. Texture2D and MipMap are now only
used to store imformation about the texture and reference to the device
image.
2021-12-24 05:10:28 -08:00
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
d8c17c8838 LibGL+LibSoftGPU: Use device samplers for rendering
We now sample textures from the device owned image samplers.
Passing of enabled texture units has been simplified by only passing a
list of texture unit indices.
2021-12-24 05:10:28 -08:00
Stephan Unverwerth
39545d4b49 LibGL: Attach device image to texture object and upload image data 2021-12-24 05:10:28 -08:00
Jelle Raaijmakers
4703e8cbcf LibGL: Make texture coordinates a FloatVector4
In OpenGL, texture coordinates can have up to 4 values. This change
will help with easy application of texture coordinate matrix
transformations in the future.

Additionally, correct the initial value for texture coordinates to
`{ 0.f, 0.f, 0.f, 1.f}`.
2021-12-21 12:58:58 -08:00
Jelle Raaijmakers
4e3ed16527 LibGL: Only pass bound texture units to rasterizer
Before, `SoftwareRasterizer` was iterating over all 32 possible texture
units for each fragment and checking each if they're bound to a texture.

After this change, an intrusive list containing only texture units with
bound textures is passed to the rasterizer. In GLQuake, this results in
a performance improvement of ~30% (from 12 to 16 FPS in the first demo)
on my machine.
2021-12-20 10:36:53 -08:00
Stephan Unverwerth
47a4737110 LibGL: Fix texture sampling texel coordinate calculation
Previously we multiplied the interpolated texture coordinates by
width - 1 and height - 1 instead of width and height which resulted in
some wrongly mapped textures, especially visible in the glquake light
maps.

This also corrects the wrap mode being wrongly swapped for s/t
coordinates.

Since we do not have texture borders implemented yet we always use
GL_CLAMP_TO_EDGE for all clamping wrap modes for the time being.
2021-12-19 18:39:26 -08:00
Jelle Raaijmakers
212334eaef LibGL: Simplify Texture2D reading; add support for RGB565 2021-12-12 21:51:08 +01:00
Jelle Raaijmakers
bccfa205d3 LibGL: Improve mipmap lookup in Texture2D
We can get rid of a `VERIFY` since we already do this in `Array::at()`.
Also move `::mipmap()` to the header file so it is inlined in
`Sampler2D`.
2021-12-11 23:15:24 +01:00
Jelle Raaijmakers
7ad70f623e LibGL: Make glDeleteTextures skip over 0 names
As stated in the manual:
     glDeleteTextures silently ignores 0's and names that do not
     correspond to existing textures.

If we do not skip these 0 names, they end up as invalid free texture
names in our name allocator.
2021-12-11 23:15:24 +01:00
Jelle Raaijmakers
5e370e6f96 LibGL: Implement GL_(UN)PACK_ALIGNMENT
These enums are used to indicate byte-alignment when reading from and
to textures. The `GL_UNPACK_ROW_LENGTH` value was reimplemented to
support overriding the source data row width.
2021-12-11 23:15:24 +01:00
Jelle Raaijmakers
0d57f08b98 LibGL: Use Array::back() for last mipmap selection 2021-12-11 23:15:24 +01:00
Jelle Raaijmakers
bed0f3466a LibGL: Remove TextureUnit::unbind_texture() 2021-12-01 10:21:13 +01:00
Jelle Raaijmakers
5788a139d8 LibGL: Implement texture unit texturing states 2021-12-01 10:21:13 +01:00
Nico Weber
b8dc3661ac Libraries: Fix -Wunreachable-code warnings from clang 2021-10-08 23:33:46 +02:00
Andreas Kling
6ad427993a Everywhere: Behaviour => Behavior 2021-09-07 13:53:14 +02:00
Daniel Bertalan
d7b6cc6421 Everywhere: Prevent risky implicit casts of (Nonnull)RefPtr
Our existing implementation did not check the element type of the other
pointer in the constructors and move assignment operators. This meant
that some operations that would require explicit casting on raw pointers
were done implicitly, such as:
- downcasting a base class to a derived class (e.g. `Kernel::Inode` =>
  `Kernel::ProcFSDirectoryInode` in Kernel/ProcFS.cpp),
- casting to an unrelated type (e.g. `Promise<bool>` => `Promise<Empty>`
  in LibIMAP/Client.cpp)

This, of course, allows gross violations of the type system, and makes
the need to type-check less obvious before downcasting. Luckily, while
adding the `static_ptr_cast`s, only two truly incorrect usages were
found; in the other instances, our casts just needed to be made
explicit.
2021-09-03 23:20:23 +02:00
Stephan Unverwerth
e7d3483618 LibGL: Implement glTexSubImage2D 2021-09-02 21:00:24 +04:30
Stephan Unverwerth
b54573739c LibGL: Implement glTexEnvf
This controls how fetched texels are combined with the color that was
produced by a preceding texture unit or with the vertex color if it is
the first texture unit.

Currently only a small subset of possible combine modes is implemented
as required by glquake.
2021-08-26 19:54:31 +02:00
Stephan Unverwerth
19a08ff187 LibGL: Implement glPixelStorei
This sets the length of a row for the image to be transferred. This
value is measured in pixels. When a rectangle with a width less than
this value is transferred the remaining pixels of this row are skipped.
2021-08-26 19:53:57 +02:00
Stephan Unverwerth
39ff1459f8 LibGL: Improve texture sampling performance
GL_NEAREST: Remove unnecessary modulo. UV is always in range due to
wrapping.
GL_LINEAR: Rewrite filter equation to save a few math operations.
2021-08-18 20:30:58 +02:00
Stephan Unverwerth
59998ff0b2 LibGL: Return white texel when sampling uninitialized texture 2021-08-18 20:30:58 +02:00
Stephan Unverwerth
b38edf994b LibGL: Allow glTexImage2D to create uninitialized textures
When passing a nullptr as the pixel array LibGL now allocates texture
memory but does not initialize the texture contents.
2021-08-18 20:30:58 +02:00
Stephan Unverwerth
22905daacb LibGL: Fix interpretation of BGRA byte order
This fixes byte order interpretation in several places.
2021-08-18 20:30:58 +02:00
Stephan Unverwerth
00d527bc25 LibGL: Implement GL_LINEAR texture filter 2021-08-12 20:57:19 +02:00
Stephan Unverwerth
b9523e15df LibGL: Implement glTexParameter{i,f}
This currently only implements a subset of this function.
Namely setting wrap, mag and min modes for the GL_TETXURE_2D target.
2021-08-12 18:58:41 +02:00
Stephan Unverwerth
e0fef60241 LibGL: Implement "mirrored repeat" wrap mode 2021-08-12 18:58:41 +02:00
Stephan Unverwerth
8902efa52d LibGL: Implement "clamp" wrap mode 2021-08-12 18:58:41 +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
8298e406a4 LibGL: Use Texture Units in Rasterizer and Context
The Context and Software Rasterizer now gets the array of texture units
instead of a single texture object. _Technically_, we now support some
primitive form of multi-texturing, though I'm not entirely sure how well
it will work in its current state.
2021-05-31 14:59:47 +01:00
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