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.
This commit is contained in:
Stephan Unverwerth 2021-08-11 19:57:22 +02:00 committed by Andreas Kling
parent fdde19d616
commit 12785849aa
Notes: sideshowbarker 2024-07-18 07:05:06 +09:00
7 changed files with 164 additions and 49 deletions

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@ -1,5 +1,6 @@
set(SOURCES
Tex/NameAllocator.cpp
Tex/Sampler2D.cpp
Tex/Texture2D.cpp
Tex/TextureUnit.cpp
Clipper.cpp

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@ -435,7 +435,7 @@ void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array
continue;
// FIXME: Don't assume Texture2D, _and_ work out how we blend/do multitexturing properly.....
texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sample_texel(uv);
texel = texel * static_ptr_cast<Texture2D>(texture_unit.bound_texture())->sampler().sample(uv);
}
return texel;

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@ -0,0 +1,49 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/Vector.h>
#include <LibGL/GL/gl.h>
#include <LibGfx/Vector4.h>
namespace GL {
class MipMap {
public:
MipMap() = default;
~MipMap() = default;
void set_width(GLsizei width) { m_width = width; }
void set_height(GLsizei height) { m_height = height; }
GLsizei width() const { return m_width; }
GLsizei height() const { return m_height; }
Vector<u32>& pixel_data() { return m_pixel_data; }
const Vector<u32>& pixel_data() const { return m_pixel_data; }
FloatVector4 texel(unsigned x, unsigned y) const
{
if (x >= (unsigned)m_width || y >= (unsigned)m_height)
return { 0, 0, 0, 0 };
u32 texel = m_pixel_data.at(y * m_width + x);
return {
(texel & 0xff) / 255.f,
((texel >> 8) & 0xff) / 255.f,
((texel >> 16) & 0xff) / 255.f,
((texel >> 24) & 0xff) / 255.f
};
}
private:
GLsizei m_width;
GLsizei m_height;
Vector<u32> m_pixel_data;
};
}

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@ -0,0 +1,53 @@
/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include "Sampler2D.h"
#include <LibGL/Tex/Texture2D.h>
#include <math.h>
namespace GL {
static constexpr float wrap_repeat(float value)
{
return value - floorf(value);
}
FloatVector4 Sampler2D::sample(FloatVector2 const& uv) const
{
// FIXME: Calculate the correct mipmap level here, need to receive uv derivatives for that
unsigned lod = 0;
MipMap const& mip = m_texture.mipmap(lod);
float x = uv.x();
float y = uv.y();
switch (m_wrap_s_mode) {
case GL_REPEAT:
x = wrap_repeat(x);
break;
default:
VERIFY_NOT_REACHED();
}
switch (m_wrap_t_mode) {
case GL_REPEAT:
y = wrap_repeat(y);
break;
default:
VERIFY_NOT_REACHED();
}
x *= mip.width() - 1;
y *= mip.height() - 1;
return mip.texel(static_cast<unsigned>(x), static_cast<unsigned>(y));
}
}

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@ -0,0 +1,44 @@
/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGL/GL/gl.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
namespace GL {
class Texture2D;
class Sampler2D final {
public:
Sampler2D(Texture2D const& texture)
: m_texture(texture)
{
}
GLint min_filter() const { return m_min_filter; }
GLint mag_filter() const { return m_mag_filter; }
GLint wrap_s_mode() const { return m_wrap_s_mode; }
GLint wrap_t_mode() const { return m_wrap_t_mode; }
void set_min_filter(GLint value) { m_min_filter = value; }
void set_mag_filter(GLint value) { m_mag_filter = value; }
void set_wrap_s_mode(GLint value) { m_wrap_s_mode = value; }
void set_wrap_t_mode(GLint value) { m_wrap_t_mode = value; }
FloatVector4 sample(FloatVector2 const& uv) const;
private:
Texture2D const& m_texture;
GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
GLint m_mag_filter { GL_LINEAR };
GLint m_wrap_s_mode { GL_REPEAT };
GLint m_wrap_t_mode { GL_REPEAT };
};
}

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@ -1,5 +1,6 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
@ -112,24 +113,12 @@ void Texture2D::upload_texture_data(GLenum, GLint lod, GLint internal_format, GL
mip.set_height(height);
}
FloatVector4 Texture2D::sample_texel(const FloatVector2& uv) const
MipMap const& Texture2D::mipmap(unsigned lod) const
{
auto& mip = m_mipmaps.at(0);
if (lod >= m_mipmaps.size())
return m_mipmaps.at(m_mipmaps.size() - 1);
// FIXME: Remove this to prevent a crash when we have proper texture binding
if (mip.width() == 0 || mip.height() == 0)
return { 1.0f, 1.0f, 1.0f, 1.0f };
u32 u = static_cast<u32>(uv.x() * mip.width());
u32 v = static_cast<u32>(uv.y() * mip.height());
u32 pixel = mip.pixel_data().at(v * mip.width() + u);
float b0 = ((pixel)&0xff) / 255.0f;
float b1 = ((pixel >> 8) & 0xff) / 255.0f;
float b2 = ((pixel >> 16) & 0xff) / 255.0f;
return { b0, b1, b2, 1.0f };
return m_mipmaps.at(lod);
}
}

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@ -1,5 +1,6 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
@ -12,6 +13,8 @@
#include <AK/RefCounted.h>
#include <AK/Vector.h>
#include <LibGL/GL/gl.h>
#include <LibGL/Tex/MipMap.h>
#include <LibGL/Tex/Sampler2D.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector4.h>
@ -23,46 +26,22 @@ public:
static constexpr u16 MAX_TEXTURE_SIZE = 2048;
static constexpr u8 LOG2_MAX_TEXTURE_SIZE = 11;
class MipMap {
public:
MipMap() = default;
~MipMap() = default;
void set_width(GLsizei width) { m_width = width; }
void set_height(GLsizei height) { m_height = height; }
GLsizei width() const { return m_width; }
GLsizei height() const { return m_height; }
Vector<u32>& pixel_data() { return m_pixel_data; }
const Vector<u32>& pixel_data() const { return m_pixel_data; }
private:
GLsizei m_width;
GLsizei m_height;
Vector<u32> m_pixel_data;
};
// To quote the Khronos documentation:
// "You could say that a texture object contains a sampler object, which you access through the texture interface."
// FIXME: Better name?
struct TextureSamplerParamaters {
GLint m_min_filter { GL_NEAREST_MIPMAP_LINEAR };
GLint m_mag_filter { GL_LINEAR };
GLint m_wrap_s_mode { GL_REPEAT };
GLint m_wrap_t_mode { GL_REPEAT };
};
public:
Texture2D() = default;
Texture2D()
: m_sampler(*this)
{
}
~Texture2D() { }
virtual bool is_texture_2d() const override { return true; }
void upload_texture_data(GLenum target, GLint lod, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* pixels);
void replace_sub_texture_data(GLint lod, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, const GLvoid* data);
FloatVector4 sample_texel(const FloatVector2& uv) const;
MipMap const& mipmap(unsigned lod) const;
GLenum internal_format() const { return m_internal_format; }
Sampler2D const& sampler() const { return m_sampler; }
private:
template<typename TCallback>
@ -76,7 +55,7 @@ private:
// FIXME: Mipmaps are currently unused, but we have the plumbing for it at least
Array<MipMap, LOG2_MAX_TEXTURE_SIZE> m_mipmaps;
GLenum m_internal_format;
TextureSamplerParamaters m_sampler_params;
Sampler2D m_sampler;
};
}