
We can now generate texture mipmaps on the fly if the client requests it. This fixes the missing textures in our PrBoom+ port.
54 lines
1.9 KiB
C++
54 lines
1.9 KiB
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGL/GL/gl.h>
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#include <LibGL/Tex/Texture2D.h>
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namespace GL {
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void Texture2D::download_texture_data(GLuint lod, GPU::ImageDataLayout output_layout, GLvoid* pixels)
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{
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VERIFY(!device_image().is_null());
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device_image()->read_texels(lod, { 0, 0, 0 }, pixels, output_layout);
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}
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void Texture2D::upload_texture_data(GLuint lod, GLenum internal_format, GPU::ImageDataLayout input_layout, GLvoid const* pixels)
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{
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m_internal_format = internal_format;
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// No pixel data was supplied; leave the texture memory uninitialized.
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if (pixels == nullptr)
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return;
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replace_sub_texture_data(lod, input_layout, { 0, 0, 0 }, pixels);
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if (lod == 0 && m_generate_mipmaps)
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device_image()->regenerate_mipmaps();
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}
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void Texture2D::replace_sub_texture_data(GLuint lod, GPU::ImageDataLayout input_layout, Vector3<i32> const& output_offset, GLvoid const* pixels)
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{
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// FIXME: We currently depend on the first glTexImage2D call to attach an image to mipmap level 0, which initializes the GPU image
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// Ideally we would create separate GPU images for each level and merge them into a final image
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// once used for rendering for the first time.
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VERIFY(!device_image().is_null());
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device_image()->write_texels(lod, output_offset, pixels, input_layout);
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if (lod == 0 && m_generate_mipmaps)
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device_image()->regenerate_mipmaps();
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}
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void Texture2D::set_generate_mipmaps(bool generate_mipmaps)
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{
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if (m_generate_mipmaps == generate_mipmaps)
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return;
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m_generate_mipmaps = generate_mipmaps;
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if (generate_mipmaps && !device_image().is_null())
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device_image()->regenerate_mipmaps();
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}
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}
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