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.
This commit is contained in:
Jesse Buhagiar 2021-05-30 16:15:26 +10:00 committed by Linus Groh
parent 2b5732ab77
commit 52e5d3c961
Notes: sideshowbarker 2024-07-18 17:07:37 +09:00
4 changed files with 74 additions and 0 deletions

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@ -1,6 +1,7 @@
set(SOURCES
Tex/NameAllocator.cpp
Tex/Texture2D.cpp
Tex/TextureUnit.cpp
Clipper.cpp
GLBlend.cpp
GLColor.cpp

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@ -12,6 +12,7 @@
#include "SoftwareRasterizer.h"
#include "Tex/NameAllocator.h"
#include "Tex/Texture.h"
#include "Tex/TextureUnit.h"
#include <AK/HashMap.h>
#include <AK/RefPtr.h>
#include <AK/Tuple.h>
@ -138,6 +139,8 @@ private:
// Texture objects
TextureNameAllocator m_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
Array<TextureUnit, 32> m_texture_units;
TextureUnit* m_active_texture_unit { &m_texture_units[0] };
SoftwareRasterizer m_rasterizer;

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@ -0,0 +1,39 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#include <LibGL/GL/gl.h>
#include <LibGL/Tex/TextureUnit.h>
namespace GL {
void TextureUnit::bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture)
{
switch (texture_target) {
case GL_TEXTURE_2D:
m_texture_target_2d = texture;
m_currently_bound_texture = texture;
m_currently_bound_target = GL_TEXTURE_2D;
break;
default:
VERIFY_NOT_REACHED();
}
}
void TextureUnit::unbind_texture(GLenum texture_target)
{
switch (texture_target) {
case GL_TEXTURE_2D:
m_texture_target_2d = nullptr;
m_currently_bound_target = 0;
break;
default:
VERIFY_NOT_REACHED();
}
m_currently_bound_texture = nullptr;
}
}

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@ -0,0 +1,31 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/OwnPtr.h>
#include <LibGL/Tex/Texture2D.h>
namespace GL {
class TextureUnit {
public:
TextureUnit() = default;
void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
void unbind_texture(GLenum texture_target);
const RefPtr<Texture>& get_bound_texture() const { return m_currently_bound_texture; }
GLenum currently_bound_target() const { return m_currently_bound_target; }
bool is_bound() const { return m_currently_bound_texture != nullptr; }
private:
RefPtr<Texture2D> m_texture_target_2d { nullptr };
RefPtr<Texture> m_currently_bound_texture { nullptr };
GLenum m_currently_bound_target;
};
}