LibGL: Implement glBindTexture()

Textures are now initialized with a nullptr upon generation.
They are only actually created once they are bound to a target.
Currently only the GL_TEXTURE_2D target is supported.
The software rasterizer now allows rendering with or without
a bound TEXTURE_2D.
This commit is contained in:
Stephan Unverwerth 2021-05-30 00:15:51 +02:00 committed by Linus Groh
parent fde0045ebe
commit 755393e684
Notes: sideshowbarker 2024-07-18 17:11:20 +09:00
8 changed files with 85 additions and 4 deletions

View file

@ -153,6 +153,7 @@ bool GLContextWidget::load(const String& filename)
glGenTextures(1, &tex);
if (texture_image) {
// Upload texture data to the GL
glBindTexture(GL_TEXTURE_2D, tex);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, texture_image->width(), texture_image->height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, texture_image->scanline(0));
} else {
dbgln("3DFileViewer: Couldn't load texture for {}", filename);

View file

@ -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
*/
@ -257,6 +258,7 @@ GLAPI void glReadBuffer(GLenum mode);
GLAPI void glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels);
GLAPI void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data);
GLAPI void glTexCoord2f(GLfloat s, GLfloat t);
GLAPI void glBindTexture(GLenum target, GLuint texture);
#ifdef __cplusplus
}

View file

@ -59,6 +59,7 @@ public:
virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) = 0;
virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) = 0;
virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) = 0;
virtual void gl_bind_texture(GLenum target, GLuint texture) = 0;
virtual void present() = 0;
};

View file

@ -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
*/
@ -23,3 +24,8 @@ void glTexImage2D(GLenum target, GLint level, GLint internalFormat, GLsizei widt
{
g_gl_context->gl_tex_image_2d(target, level, internalFormat, width, height, border, format, type, data);
}
void glBindTexture(GLenum target, GLuint texture)
{
g_gl_context->gl_bind_texture(target, texture);
}

View file

@ -313,7 +313,12 @@ void SoftwareGLContext::gl_end()
}
// FIXME: Change this when we have texture units/multi-texturing
m_rasterizer.submit_triangle(triangle, *static_ptr_cast<Texture2D>(m_allocated_textures.find(1)->value));
if (m_bound_texture_2d == 0) {
m_rasterizer.submit_triangle(triangle);
} else {
auto it = m_allocated_textures.find(m_bound_texture_2d);
m_rasterizer.submit_triangle(triangle, *static_ptr_cast<Texture2D>(it->value));
}
}
triangle_list.clear();
@ -663,11 +668,11 @@ void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
m_name_allocator.allocate(n, textures);
// Let's allocate a new texture for each texture name
// Initialize all texture names with a nullptr
for (auto i = 0; i < n; i++) {
GLuint name = textures[i];
m_allocated_textures.set(name, adopt_ref(*new Texture2D()));
m_allocated_textures.set(name, nullptr);
}
}
@ -678,10 +683,13 @@ void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
m_name_allocator.free(n, textures);
// Let's allocate a new texture for each texture name
for (auto i = 0; i < n; i++) {
GLuint name = textures[i];
// unbind texture if it is currently bound
if (m_bound_texture_2d == name)
m_bound_texture_2d = 0;
m_allocated_textures.remove(name);
}
}
@ -693,6 +701,9 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
// We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// Check if there is actually a texture bound
RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_bound_texture_2d == 0, GL_INVALID_OPERATION);
// We only support symbolic constants for now
RETURN_WITH_ERROR_IF(!(internal_format == GL_RGB || internal_format == GL_RGBA), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(type != GL_UNSIGNED_BYTE, GL_INVALID_VALUE);
@ -1226,6 +1237,55 @@ void SoftwareGLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei
}
}
void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// FIXME: We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
if (texture == 0) {
switch (target) {
case GL_TEXTURE_2D:
m_bound_texture_2d = 0;
return;
default:
VERIFY_NOT_REACHED();
return;
}
}
auto it = m_allocated_textures.find(texture);
// The texture name does not exist
RETURN_WITH_ERROR_IF(it == m_allocated_textures.end(), GL_INVALID_VALUE);
auto texture_object = it->value;
// Binding a texture to a different target than it was first bound is an invalid operation
// FIXME: We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && !texture_object.is_null() && !texture_object->is_texture_2d(), GL_INVALID_OPERATION);
if (!texture_object) {
// This is the first time the texture is bound. Allocate an actual texture object
switch (target) {
case GL_TEXTURE_2D:
texture_object = adopt_ref(*new Texture2D());
break;
default:
VERIFY_NOT_REACHED();
break;
}
m_allocated_textures.set(texture, texture_object);
}
switch (target) {
case GL_TEXTURE_2D:
m_bound_texture_2d = texture;
break;
}
}
void SoftwareGLContext::present()
{
m_rasterizer.blit_to(*m_frontbuffer);

View file

@ -68,6 +68,7 @@ public:
virtual void gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid* pixels) override;
virtual void gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid* data) override;
virtual void gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q) override;
virtual void gl_bind_texture(GLenum target, GLuint texture) override;
virtual void present() override;
@ -128,6 +129,8 @@ private:
GLenum m_current_read_buffer = GL_BACK;
GLuint m_bound_texture_2d = 0;
NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
Clipper m_clipper;

View file

@ -414,6 +414,13 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
{
}
void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle)
{
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [](const FloatVector2&, const FloatVector4& color) -> FloatVector4 {
return color;
});
}
void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Texture2D& texture)
{
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [&texture](const FloatVector2& uv, const FloatVector4& color) -> FloatVector4 {

View file

@ -32,6 +32,7 @@ public:
SoftwareRasterizer(const Gfx::IntSize& min_size);
void submit_triangle(const GLTriangle& triangle, const Texture2D& texture);
void submit_triangle(const GLTriangle& triangle);
void resize(const Gfx::IntSize& min_size);
void clear_color(const FloatVector4&);
void clear_depth(float);