ladybird/Userland/Libraries/LibGL/Texture.cpp

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/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <AK/Debug.h>
#include <LibGL/GLContext.h>
#include <LibGL/Image.h>
#include <LibGPU/ImageDataLayout.h>
namespace GL {
void GLContext::gl_active_texture(GLenum texture)
{
RETURN_WITH_ERROR_IF(texture < GL_TEXTURE0 || texture >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
m_active_texture_unit_index = texture - GL_TEXTURE0;
m_active_texture_unit = &m_texture_units.at(m_active_texture_unit_index);
}
void GLContext::gl_bind_texture(GLenum target, GLuint texture)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_1D
&& target != GL_TEXTURE_2D
&& target != GL_TEXTURE_3D
&& target != GL_TEXTURE_1D_ARRAY
&& target != GL_TEXTURE_2D_ARRAY
&& target != GL_TEXTURE_CUBE_MAP,
GL_INVALID_ENUM);
// FIXME: We only support GL_TEXTURE_2D for now
if (target != GL_TEXTURE_2D) {
dbgln("gl_bind_texture(target = {:#x}): currently only GL_TEXTURE_2D is supported", target);
return;
}
RefPtr<Texture2D> texture_2d;
if (texture == 0) {
// Texture name 0 refers to the default texture
texture_2d = get_default_texture<Texture2D>(target);
} else {
// Find this texture name in our previously allocated textures
auto it = m_allocated_textures.find(texture);
if (it != m_allocated_textures.end()) {
auto texture_object = it->value;
if (!texture_object.is_null()) {
// Texture must have been created with the same target
RETURN_WITH_ERROR_IF(!texture_object->is_texture_2d(), GL_INVALID_OPERATION);
texture_2d = static_cast<Texture2D*>(texture_object.ptr());
}
}
// OpenGL 1.x supports binding texture names that were not previously generated by glGenTextures.
// If there is not an allocated texture, meaning it was not previously generated by glGenTextures,
// we can keep texture_object null to both allocate and bind the texture with the passed in texture name.
// FIXME: Later OpenGL versions such as 4.x enforce that texture names being bound were previously generated
// by glGenTextures.
if (!texture_2d) {
texture_2d = adopt_ref(*new Texture2D());
m_allocated_textures.set(texture, texture_2d);
}
}
m_active_texture_unit->set_texture_2d_target_texture(texture_2d);
m_sampler_config_is_dirty = true;
}
void GLContext::gl_client_active_texture(GLenum target)
{
RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
m_client_active_texture = target - GL_TEXTURE0;
}
void GLContext::gl_copy_tex_image_2d(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_copy_tex_image_2d, target, level, internalformat, x, y, width, height, border);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// FIXME: implement
dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_copy_tex_image_2d({:#x}, {}, {:#x}, {}, {}, {}, {}, {})",
target, level, internalformat, x, y, width, height, border);
}
void GLContext::gl_copy_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_copy_tex_sub_image_2d, target, level, xoffset, yoffset, x, y, width, height);
RETURN_WITH_ERROR_IF(!(target == GL_TEXTURE_2D || target == GL_TEXTURE_1D_ARRAY), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(level < 0, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// FIXME: implement
dbgln_if(GL_DEBUG, "GLContext FIXME: implement gl_copy_tex_sub_image_2d({:#x}, {}, {}, {}, {}, {}, {}, {})",
target, level, xoffset, yoffset, x, y, width, height);
}
void GLContext::gl_delete_textures(GLsizei n, GLuint const* textures)
{
RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
for (auto i = 0; i < n; i++) {
GLuint name = textures[i];
if (name == 0)
continue;
auto texture_object = m_allocated_textures.find(name);
if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
continue;
m_name_allocator.free(name);
auto texture = texture_object->value;
// Check all texture units
for (auto& texture_unit : m_texture_units) {
if (texture->is_texture_2d() && texture_unit.texture_2d_target_texture() == texture) {
// If a texture that is currently bound is deleted, the binding reverts to 0 (the default texture)
texture_unit.set_texture_2d_target_texture(get_default_texture<Texture2D>(GL_TEXTURE_2D));
}
}
m_allocated_textures.remove(name);
}
}
void GLContext::gl_gen_textures(GLsizei n, GLuint* textures)
{
RETURN_WITH_ERROR_IF(n < 0, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
m_name_allocator.allocate(n, textures);
// Initialize all texture names with a nullptr
for (auto i = 0; i < n; ++i) {
GLuint name = textures[i];
m_allocated_textures.set(name, nullptr);
}
}
void GLContext::gl_get_tex_parameter_integerv(GLenum target, GLint level, GLenum pname, GLint* params)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// FIXME: support targets other than GL_TEXTURE_2D
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// FIXME: support other parameter names
RETURN_WITH_ERROR_IF(pname < GL_TEXTURE_WIDTH || pname > GL_TEXTURE_HEIGHT, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
// FIXME: GL_INVALID_VALUE is generated if target is GL_TEXTURE_BUFFER and level is not zero
// FIXME: GL_INVALID_OPERATION is generated if GL_TEXTURE_COMPRESSED_IMAGE_SIZE is queried on texture images with an uncompressed internal format or on proxy targets
VERIFY(!m_active_texture_unit->texture_2d_target_texture().is_null());
auto const texture_2d = m_active_texture_unit->texture_2d_target_texture();
switch (pname) {
case GL_TEXTURE_HEIGHT:
*params = texture_2d->height_at_lod(level);
break;
case GL_TEXTURE_WIDTH:
*params = texture_2d->width_at_lod(level);
break;
}
}
GLboolean GLContext::gl_is_texture(GLuint texture)
{
RETURN_VALUE_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION, GL_FALSE);
if (texture == 0)
return GL_FALSE;
auto it = m_allocated_textures.find(texture);
if (it == m_allocated_textures.end())
return GL_FALSE;
return it->value.is_null() ? GL_FALSE : GL_TRUE;
}
void GLContext::gl_multi_tex_coord(GLenum target, GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_multi_tex_coord, target, s, t, r, q);
RETURN_WITH_ERROR_IF(target < GL_TEXTURE0 || target >= GL_TEXTURE0 + m_device_info.num_texture_units, GL_INVALID_ENUM);
m_current_vertex_tex_coord[target - GL_TEXTURE0] = { s, t, r, q };
}
void GLContext::gl_tex_coord(GLfloat s, GLfloat t, GLfloat r, GLfloat q)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_coord, s, t, r, q);
m_current_vertex_tex_coord[0] = { s, t, r, q };
}
void GLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei stride, void const* pointer)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(!(size == 1 || size == 2 || size == 3 || size == 4), GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(!(type == GL_SHORT || type == GL_INT || type == GL_FLOAT || type == GL_DOUBLE), GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
auto& tex_coord_pointer = m_client_tex_coord_pointer[m_client_active_texture];
tex_coord_pointer = { .size = size, .type = type, .stride = stride, .pointer = pointer };
}
void GLContext::gl_tex_env(GLenum target, GLenum pname, GLfloat param)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_env, target, pname, param);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// FIXME: We currently only support a subset of possible target values. Implement the rest!
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_ENV, GL_INVALID_ENUM);
// FIXME: We currently only support a subset of possible pname values. Implement the rest!
RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_ENV_MODE, GL_INVALID_ENUM);
auto param_enum = static_cast<GLenum>(param);
switch (param_enum) {
case GL_MODULATE:
case GL_REPLACE:
case GL_DECAL:
case GL_ADD:
m_active_texture_unit->set_env_mode(param_enum);
m_sampler_config_is_dirty = true;
break;
default:
// FIXME: We currently only support a subset of possible param values. Implement the rest!
dbgln_if(GL_DEBUG, "gl_tex_env({:#x}, {:#x}, {}): param unimplemented", target, pname, param);
RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
}
}
void GLContext::gl_tex_gen(GLenum coord, GLenum pname, GLint param)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen, coord, pname, param);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR
&& param != GL_OBJECT_LINEAR
&& param != GL_SPHERE_MAP
&& param != GL_NORMAL_MAP
&& param != GL_REFLECTION_MAP,
GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM);
GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S);
texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param;
m_texcoord_generation_dirty = true;
}
void GLContext::gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_gen_floatv, coord, pname, params);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
RETURN_WITH_ERROR_IF(coord < GL_S || coord > GL_Q, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(pname != GL_TEXTURE_GEN_MODE
&& pname != GL_OBJECT_PLANE
&& pname != GL_EYE_PLANE,
GL_INVALID_ENUM);
GLenum const capability = GL_TEXTURE_GEN_S + (coord - GL_S);
switch (pname) {
case GL_TEXTURE_GEN_MODE: {
auto param = static_cast<GLenum>(params[0]);
RETURN_WITH_ERROR_IF(param != GL_EYE_LINEAR
&& param != GL_OBJECT_LINEAR
&& param != GL_SPHERE_MAP
&& param != GL_NORMAL_MAP
&& param != GL_REFLECTION_MAP,
GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF((coord == GL_R || coord == GL_Q) && param == GL_SPHERE_MAP, GL_INVALID_ENUM);
RETURN_WITH_ERROR_IF(coord == GL_Q && (param == GL_REFLECTION_MAP || param == GL_NORMAL_MAP), GL_INVALID_ENUM);
texture_coordinate_generation(m_active_texture_unit_index, capability).generation_mode = param;
break;
}
case GL_OBJECT_PLANE:
texture_coordinate_generation(m_active_texture_unit_index, capability).object_plane_coefficients = { params[0], params[1], params[2], params[3] };
break;
case GL_EYE_PLANE: {
auto const& inverse_model_view = m_model_view_matrix.inverse();
auto input_coefficients = FloatVector4 { params[0], params[1], params[2], params[3] };
// Note: we are allowed to store transformed coefficients here, according to the documentation on
// `glGetTexGen`:
//
// "The returned values are those maintained in eye coordinates. They are not equal to the values
// specified using glTexGen, unless the modelview matrix was identity when glTexGen was called."
texture_coordinate_generation(m_active_texture_unit_index, capability).eye_plane_coefficients = inverse_model_view * input_coefficients;
break;
}
default:
VERIFY_NOT_REACHED();
}
m_texcoord_generation_dirty = true;
}
// FIXME: talk to GPU::Device to determine supported GPU::PixelTypes
constexpr GPU::PixelType texture_fixed_pixel_type = {
.format = GPU::PixelFormat::RGBA,
.bits = GPU::PixelComponentBits::AllBits,
.data_type = GPU::PixelDataType::Float,
};
void GLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_format, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, GLvoid const* data)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
auto pixel_type_or_error = get_validated_pixel_type(target, internal_format, format, type);
RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code());
RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
// Check if width and height are a power of 2
if (!m_device_info.supports_npot_textures) {
RETURN_WITH_ERROR_IF(!is_power_of_two(width), GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(!is_power_of_two(height), GL_INVALID_VALUE);
}
RETURN_WITH_ERROR_IF(border != 0, GL_INVALID_VALUE);
auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
VERIFY(!texture_2d.is_null());
if (level == 0) {
// FIXME: OpenGL has the concept of texture and mipmap completeness. A texture has to fulfill certain criteria to be considered complete.
// Trying to render while an incomplete texture is bound will result in an error.
// Here we simply create a complete device image when mipmap level 0 is attached to the texture object. This has the unfortunate side effect
// that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized.
// To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time.
// All images that were attached before the device image was created need to be stored somewhere to be used to initialize the device image once complete.
texture_2d->set_device_image(m_rasterizer->create_image(texture_fixed_pixel_type, width, height, 1, 999, 1));
m_sampler_config_is_dirty = true;
}
GPU::ImageDataLayout input_layout = {
.pixel_type = pixel_type_or_error.release_value(),
.packing = get_packing_specification(PackingType::Unpack),
.dimensions = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
.selection = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
};
texture_2d->upload_texture_data(level, internal_format, input_layout, data);
}
void GLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameter, target, pname, param);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF(!(pname == GL_TEXTURE_MIN_FILTER
|| pname == GL_TEXTURE_MAG_FILTER
|| pname == GL_TEXTURE_WRAP_S
|| pname == GL_TEXTURE_WRAP_T),
GL_INVALID_ENUM);
// We assume GL_TEXTURE_2D (see above)
auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
if (texture_2d.is_null())
return;
switch (pname) {
case GL_TEXTURE_MIN_FILTER:
RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
|| param == GL_LINEAR
|| param == GL_NEAREST_MIPMAP_NEAREST
|| param == GL_LINEAR_MIPMAP_NEAREST
|| param == GL_NEAREST_MIPMAP_LINEAR
|| param == GL_LINEAR_MIPMAP_LINEAR),
GL_INVALID_ENUM);
texture_2d->sampler().set_min_filter(param);
break;
case GL_TEXTURE_MAG_FILTER:
RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
|| param == GL_LINEAR),
GL_INVALID_ENUM);
texture_2d->sampler().set_mag_filter(param);
break;
case GL_TEXTURE_WRAP_S:
RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
|| param == GL_CLAMP_TO_BORDER
|| param == GL_CLAMP_TO_EDGE
|| param == GL_MIRRORED_REPEAT
|| param == GL_REPEAT),
GL_INVALID_ENUM);
texture_2d->sampler().set_wrap_s_mode(param);
break;
case GL_TEXTURE_WRAP_T:
RETURN_WITH_ERROR_IF(!(param == GL_CLAMP
|| param == GL_CLAMP_TO_BORDER
|| param == GL_CLAMP_TO_EDGE
|| param == GL_MIRRORED_REPEAT
|| param == GL_REPEAT),
GL_INVALID_ENUM);
texture_2d->sampler().set_wrap_t_mode(param);
break;
default:
VERIFY_NOT_REACHED();
}
m_sampler_config_is_dirty = true;
}
void GLContext::gl_tex_parameterfv(GLenum target, GLenum pname, GLfloat const* params)
{
APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_parameterfv, target, pname, params);
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// FIXME: We currently only support GL_TETXURE_2D targets. 1D, 3D and CUBE should also be supported (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// FIXME: implement the remaining parameters. (https://docs.gl/gl2/glTexParameter)
RETURN_WITH_ERROR_IF(!(pname == GL_TEXTURE_BORDER_COLOR), GL_INVALID_ENUM);
// We assume GL_TEXTURE_2D (see above)
auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
RETURN_WITH_ERROR_IF(texture_2d.is_null(), GL_INVALID_OPERATION);
switch (pname) {
case GL_TEXTURE_BORDER_COLOR:
texture_2d->sampler().set_border_color(params[0], params[1], params[2], params[3]);
break;
default:
VERIFY_NOT_REACHED();
}
m_sampler_config_is_dirty = true;
}
void GLContext::gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
// We only support symbolic constants for now
RETURN_WITH_ERROR_IF(level < 0 || level > Texture2D::LOG2_MAX_TEXTURE_SIZE, GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + Texture2D::MAX_TEXTURE_SIZE) || height > (2 + Texture2D::MAX_TEXTURE_SIZE), GL_INVALID_VALUE);
// A 2D texture array must have been defined by a previous glTexImage2D operation
auto texture_2d = m_active_texture_unit->texture_2d_target_texture();
RETURN_WITH_ERROR_IF(texture_2d.is_null(), GL_INVALID_OPERATION);
auto pixel_type_or_error = get_validated_pixel_type(target, texture_2d->internal_format(), format, type);
RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code());
RETURN_WITH_ERROR_IF(xoffset < 0 || yoffset < 0 || xoffset + width > texture_2d->width_at_lod(level) || yoffset + height > texture_2d->height_at_lod(level), GL_INVALID_VALUE);
GPU::ImageDataLayout input_layout = {
.pixel_type = pixel_type_or_error.release_value(),
.packing = get_packing_specification(PackingType::Unpack),
.dimensions = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
.selection = {
.width = static_cast<u32>(width),
.height = static_cast<u32>(height),
.depth = 1,
},
};
texture_2d->replace_sub_texture_data(level, input_layout, { xoffset, yoffset, 0 }, data);
}
void GLContext::sync_device_sampler_config()
{
if (!m_sampler_config_is_dirty)
return;
m_sampler_config_is_dirty = false;
for (unsigned i = 0; i < m_texture_units.size(); ++i) {
auto const& texture_unit = m_texture_units[i];
if (!texture_unit.texture_2d_enabled())
continue;
GPU::SamplerConfig config;
auto texture_2d = texture_unit.texture_2d_target_texture();
if (texture_2d.is_null()) {
config.bound_image = nullptr;
m_rasterizer->set_sampler_config(i, config);
continue;
}
config.bound_image = texture_2d->device_image();
auto const& sampler = texture_2d->sampler();
switch (sampler.min_filter()) {
case GL_NEAREST:
config.texture_min_filter = GPU::TextureFilter::Nearest;
config.mipmap_filter = GPU::MipMapFilter::None;
break;
case GL_LINEAR:
config.texture_min_filter = GPU::TextureFilter::Linear;
config.mipmap_filter = GPU::MipMapFilter::None;
break;
case GL_NEAREST_MIPMAP_NEAREST:
config.texture_min_filter = GPU::TextureFilter::Nearest;
config.mipmap_filter = GPU::MipMapFilter::Nearest;
break;
case GL_LINEAR_MIPMAP_NEAREST:
config.texture_min_filter = GPU::TextureFilter::Linear;
config.mipmap_filter = GPU::MipMapFilter::Nearest;
break;
case GL_NEAREST_MIPMAP_LINEAR:
config.texture_min_filter = GPU::TextureFilter::Nearest;
config.mipmap_filter = GPU::MipMapFilter::Linear;
break;
case GL_LINEAR_MIPMAP_LINEAR:
config.texture_min_filter = GPU::TextureFilter::Linear;
config.mipmap_filter = GPU::MipMapFilter::Linear;
break;
default:
VERIFY_NOT_REACHED();
}
switch (sampler.mag_filter()) {
case GL_NEAREST:
config.texture_mag_filter = GPU::TextureFilter::Nearest;
break;
case GL_LINEAR:
config.texture_mag_filter = GPU::TextureFilter::Linear;
break;
default:
VERIFY_NOT_REACHED();
}
switch (sampler.wrap_s_mode()) {
case GL_CLAMP:
config.texture_wrap_u = GPU::TextureWrapMode::Clamp;
break;
case GL_CLAMP_TO_BORDER:
config.texture_wrap_u = GPU::TextureWrapMode::ClampToBorder;
break;
case GL_CLAMP_TO_EDGE:
config.texture_wrap_u = GPU::TextureWrapMode::ClampToEdge;
break;
case GL_REPEAT:
config.texture_wrap_u = GPU::TextureWrapMode::Repeat;
break;
case GL_MIRRORED_REPEAT:
config.texture_wrap_u = GPU::TextureWrapMode::MirroredRepeat;
break;
default:
VERIFY_NOT_REACHED();
}
switch (sampler.wrap_t_mode()) {
case GL_CLAMP:
config.texture_wrap_v = GPU::TextureWrapMode::Clamp;
break;
case GL_CLAMP_TO_BORDER:
config.texture_wrap_v = GPU::TextureWrapMode::ClampToBorder;
break;
case GL_CLAMP_TO_EDGE:
config.texture_wrap_v = GPU::TextureWrapMode::ClampToEdge;
break;
case GL_REPEAT:
config.texture_wrap_v = GPU::TextureWrapMode::Repeat;
break;
case GL_MIRRORED_REPEAT:
config.texture_wrap_v = GPU::TextureWrapMode::MirroredRepeat;
break;
default:
VERIFY_NOT_REACHED();
}
switch (texture_unit.env_mode()) {
case GL_MODULATE:
config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Modulate;
break;
case GL_REPLACE:
config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Replace;
break;
case GL_DECAL:
config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Decal;
break;
case GL_ADD:
config.fixed_function_texture_env_mode = GPU::TextureEnvMode::Add;
break;
default:
VERIFY_NOT_REACHED();
}
config.border_color = sampler.border_color();
m_rasterizer->set_sampler_config(i, config);
}
}
void GLContext::sync_device_texcoord_config()
{
if (!m_texcoord_generation_dirty)
return;
m_texcoord_generation_dirty = false;
auto options = m_rasterizer->options();
for (size_t i = 0; i < m_device_info.num_texture_units; ++i) {
u8 enabled_coordinates = GPU::TexCoordGenerationCoordinate::None;
for (GLenum capability = GL_TEXTURE_GEN_S; capability <= GL_TEXTURE_GEN_Q; ++capability) {
auto const context_coordinate_config = texture_coordinate_generation(i, capability);
if (!context_coordinate_config.enabled)
continue;
GPU::TexCoordGenerationConfig* texcoord_generation_config;
switch (capability) {
case GL_TEXTURE_GEN_S:
enabled_coordinates |= GPU::TexCoordGenerationCoordinate::S;
texcoord_generation_config = &options.texcoord_generation_config[i][0];
break;
case GL_TEXTURE_GEN_T:
enabled_coordinates |= GPU::TexCoordGenerationCoordinate::T;
texcoord_generation_config = &options.texcoord_generation_config[i][1];
break;
case GL_TEXTURE_GEN_R:
enabled_coordinates |= GPU::TexCoordGenerationCoordinate::R;
texcoord_generation_config = &options.texcoord_generation_config[i][2];
break;
case GL_TEXTURE_GEN_Q:
enabled_coordinates |= GPU::TexCoordGenerationCoordinate::Q;
texcoord_generation_config = &options.texcoord_generation_config[i][3];
break;
default:
VERIFY_NOT_REACHED();
}
switch (context_coordinate_config.generation_mode) {
case GL_OBJECT_LINEAR:
texcoord_generation_config->mode = GPU::TexCoordGenerationMode::ObjectLinear;
texcoord_generation_config->coefficients = context_coordinate_config.object_plane_coefficients;
break;
case GL_EYE_LINEAR:
texcoord_generation_config->mode = GPU::TexCoordGenerationMode::EyeLinear;
texcoord_generation_config->coefficients = context_coordinate_config.eye_plane_coefficients;
break;
case GL_SPHERE_MAP:
texcoord_generation_config->mode = GPU::TexCoordGenerationMode::SphereMap;
break;
case GL_REFLECTION_MAP:
texcoord_generation_config->mode = GPU::TexCoordGenerationMode::ReflectionMap;
break;
case GL_NORMAL_MAP:
texcoord_generation_config->mode = GPU::TexCoordGenerationMode::NormalMap;
break;
}
}
options.texcoord_generation_enabled_coordinates[i] = enabled_coordinates;
}
m_rasterizer->set_options(options);
}
}