Commit graph

8 commits

Author SHA1 Message Date
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
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
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
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
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
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