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https://github.com/LadybirdBrowser/ladybird.git
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LibGL+LibGPU+LibSoftGPU: Implement texture pixel format support
In OpenGL this is called the (base) internal format which is an expectation expressed by the client for the minimum supported texel storage format in the GPU for textures. Since we store everything as RGBA in a `FloatVector4`, the only thing we do in this patch is remember the expected internal format, and when we write new texels we fixate the value for the alpha channel to 1 for two formats that require it. `PixelConverter` has learned how to transform pixels during transfer to support this.
This commit is contained in:
parent
6c80d12111
commit
84c4b66721
Notes:
sideshowbarker
2024-07-17 07:41:41 +09:00
Author: https://github.com/gmta Commit: https://github.com/SerenityOS/serenity/commit/84c4b66721 Pull-request: https://github.com/SerenityOS/serenity/pull/15007 Reviewed-by: https://github.com/sunverwerth ✅
@ -199,3 +199,32 @@ TEST_CASE(0006_test_rgb565_texture)
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context->present();
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expect_bitmap_equals_reference(context->frontbuffer(), "0006_test_rgb565_texture"sv);
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}
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TEST_CASE(0007_test_rgba_to_rgb_texture)
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{
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auto context = create_testing_context(64, 64);
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GLuint texture_id;
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glGenTextures(1, &texture_id);
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glBindTexture(GL_TEXTURE_2D, texture_id);
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// Write RGBA data with A = 0 to an RGB texture
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u32 texture_data[] = { 0x00FF0000 };
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 1, 1, 0, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8, texture_data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glEnable(GL_TEXTURE_2D);
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glBegin(GL_TRIANGLES);
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glTexCoord2i(0, 0);
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glVertex2i(-1, 1);
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glTexCoord2i(0, 1);
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glVertex2i(-1, -1);
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glTexCoord2i(1, 1);
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glVertex2i(1, -1);
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glEnd();
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EXPECT_EQ(glGetError(), 0u);
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context->present();
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expect_bitmap_equals_reference(context->frontbuffer(), "0007_test_rgba_to_rgb_texture"sv);
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}
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BIN
Tests/LibGL/reference-images/0007_test_rgba_to_rgb_texture.qoi
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BIN
Tests/LibGL/reference-images/0007_test_rgba_to_rgb_texture.qoi
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Binary file not shown.
@ -220,4 +220,71 @@ GPU::PixelType get_format_specification(GLenum format, GLenum type)
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VERIFY_NOT_REACHED();
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}
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GPU::PixelFormat pixel_format_for_internal_format(GLenum internal_format)
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{
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// FIXME: add support for all the SRGB formats
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// Numbers 1-4 are supported deprecated values
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switch (internal_format) {
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case 1:
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case GL_ALPHA:
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case GL_ALPHA4:
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case GL_ALPHA8:
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case GL_ALPHA12:
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case GL_ALPHA16:
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case GL_COMPRESSED_ALPHA:
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return GPU::PixelFormat::Alpha;
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case GL_DEPTH_COMPONENT:
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case GL_DEPTH_COMPONENT16:
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case GL_DEPTH_COMPONENT24:
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case GL_DEPTH_COMPONENT32:
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return GPU::PixelFormat::DepthComponent;
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case GL_INTENSITY:
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case GL_INTENSITY4:
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case GL_INTENSITY8:
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case GL_INTENSITY12:
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case GL_INTENSITY16:
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case GL_COMPRESSED_INTENSITY:
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return GPU::PixelFormat::Intensity;
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case GL_LUMINANCE:
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case GL_LUMINANCE4:
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case GL_LUMINANCE8:
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case GL_LUMINANCE12:
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case GL_LUMINANCE16:
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case GL_COMPRESSED_LUMINANCE:
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return GPU::PixelFormat::Luminance;
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case 2:
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case GL_LUMINANCE_ALPHA:
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case GL_LUMINANCE4_ALPHA4:
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case GL_LUMINANCE6_ALPHA2:
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case GL_LUMINANCE8_ALPHA8:
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case GL_LUMINANCE12_ALPHA4:
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case GL_LUMINANCE12_ALPHA12:
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case GL_LUMINANCE16_ALPHA16:
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return GPU::PixelFormat::LuminanceAlpha;
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case 3:
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case GL_RGB:
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case GL_R3_G3_B2:
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case GL_RGB4:
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case GL_RGB5:
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case GL_RGB8:
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case GL_RGB10:
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case GL_RGB12:
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case GL_RGB16:
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case GL_COMPRESSED_RGB:
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return GPU::PixelFormat::RGB;
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case 4:
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case GL_RGBA:
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case GL_RGBA2:
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case GL_RGBA4:
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case GL_RGBA8:
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case GL_RGB10_A2:
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case GL_RGBA12:
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case GL_RGBA16:
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case GL_COMPRESSED_RGBA:
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return GPU::PixelFormat::RGBA;
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}
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VERIFY_NOT_REACHED();
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}
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}
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@ -16,5 +16,6 @@ namespace GL {
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GPU::PixelType get_format_specification(GLenum format, GLenum type);
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ErrorOr<GPU::PixelType> get_validated_pixel_type(GLenum target, GLenum internal_format, GLenum format, GLenum type);
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GPU::PixelFormat pixel_format_for_internal_format(GLenum internal_format);
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}
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@ -308,13 +308,6 @@ void GLContext::gl_tex_gen_floatv(GLenum coord, GLenum pname, GLfloat const* par
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m_texcoord_generation_dirty = true;
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}
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// FIXME: talk to GPU::Device to determine supported GPU::PixelTypes
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constexpr GPU::PixelType texture_fixed_pixel_type = {
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.format = GPU::PixelFormat::RGBA,
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.bits = GPU::PixelComponentBits::AllBits,
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.data_type = GPU::PixelDataType::Float,
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};
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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)
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{
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RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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@ -341,7 +334,8 @@ void GLContext::gl_tex_image_2d(GLenum target, GLint level, GLint internal_forma
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// that constructing GL textures in any but the default mipmap order, going from level 0 upwards will cause mip levels to stay uninitialized.
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// To be spec compliant we should create the device image once the texture has become complete and is used for rendering the first time.
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// 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.
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texture_2d->set_device_image(m_rasterizer->create_image(texture_fixed_pixel_type, width, height, 1, 999, 1));
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auto internal_pixel_format = pixel_format_for_internal_format(internal_format);
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texture_2d->set_device_image(m_rasterizer->create_image(internal_pixel_format, width, height, 1, 999, 1));
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m_sampler_config_is_dirty = true;
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}
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@ -57,7 +57,7 @@ public:
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virtual RasterizerOptions options() const = 0;
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virtual LightModelParameters light_model() const = 0;
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virtual NonnullRefPtr<Image> create_image(PixelType const&, u32 width, u32 height, u32 depth, u32 levels, u32 layers) = 0;
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virtual NonnullRefPtr<Image> create_image(PixelFormat const&, u32 width, u32 height, u32 depth, u32 levels, u32 layers) = 0;
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virtual void set_sampler_config(unsigned, SamplerConfig const&) = 0;
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virtual void set_light_state(unsigned, Light const&) = 0;
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@ -21,8 +21,8 @@ public:
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virtual ~Image() { }
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virtual void write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* data, ImageDataLayout const&) = 0;
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virtual void read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* data, ImageDataLayout const&) const = 0;
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virtual void write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* input_data, ImageDataLayout const&) = 0;
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virtual void read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* output_data, ImageDataLayout const&) const = 0;
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virtual void copy_texels(Image const& source, u32 source_layer, u32 source_level, Vector3<u32> const& source_offset, Vector3<u32> const& size, u32 destination_layer, u32 destination_level, Vector3<u32> const& destination_offset) = 0;
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void const* ownership_token() const { return m_ownership_token; }
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@ -1399,7 +1399,7 @@ void Device::blit_from_color_buffer(void* output_data, Vector2<i32> input_offset
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PixelConverter converter { input_layout, output_layout };
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auto const* input_data = m_frame_buffer->color_buffer()->scanline(0);
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auto conversion_result = converter.convert(input_data, output_data);
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auto conversion_result = converter.convert(input_data, output_data, {});
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if (conversion_result.is_error())
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dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
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}
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@ -1411,7 +1411,7 @@ void Device::blit_from_depth_buffer(void* output_data, Vector2<i32> input_offset
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PixelConverter converter { input_layout, output_layout };
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auto const* input_data = m_frame_buffer->depth_buffer()->scanline(0);
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auto conversion_result = converter.convert(input_data, output_data);
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auto conversion_result = converter.convert(input_data, output_data, {});
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if (conversion_result.is_error())
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dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
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}
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@ -1432,7 +1432,7 @@ void Device::blit_to_color_buffer_at_raster_position(void const* input_data, GPU
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PixelConverter converter { input_layout, output_layout };
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auto* output_data = m_frame_buffer->color_buffer()->scanline(0);
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auto conversion_result = converter.convert(input_data, output_data);
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auto conversion_result = converter.convert(input_data, output_data, {});
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if (conversion_result.is_error())
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dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
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}
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@ -1450,7 +1450,7 @@ void Device::blit_to_depth_buffer_at_raster_position(void const* input_data, GPU
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PixelConverter converter { input_layout, output_layout };
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auto* output_data = m_frame_buffer->depth_buffer()->scanline(0);
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auto conversion_result = converter.convert(input_data, output_data);
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auto conversion_result = converter.convert(input_data, output_data, {});
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if (conversion_result.is_error())
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dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
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}
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@ -1533,19 +1533,15 @@ void Device::set_light_model_params(GPU::LightModelParameters const& lighting_mo
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m_lighting_model = lighting_model;
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}
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NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelType const& pixel_type, u32 width, u32 height, u32 depth, u32 levels, u32 layers)
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NonnullRefPtr<GPU::Image> Device::create_image(GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 levels, u32 layers)
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{
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VERIFY(pixel_type.format == GPU::PixelFormat::RGBA
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&& pixel_type.bits == GPU::PixelComponentBits::AllBits
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&& pixel_type.data_type == GPU::PixelDataType::Float
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&& pixel_type.components_order == GPU::ComponentsOrder::Normal);
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VERIFY(width > 0);
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VERIFY(height > 0);
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VERIFY(depth > 0);
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VERIFY(levels > 0);
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VERIFY(layers > 0);
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return adopt_ref(*new Image(this, width, height, depth, levels, layers));
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return adopt_ref(*new Image(this, pixel_format, width, height, depth, levels, layers));
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}
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void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& config)
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@ -62,7 +62,7 @@ public:
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virtual GPU::RasterizerOptions options() const override { return m_options; }
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virtual GPU::LightModelParameters light_model() const override { return m_lighting_model; }
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virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelType const&, u32 width, u32 height, u32 depth, u32 levels, u32 layers) override;
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virtual NonnullRefPtr<GPU::Image> create_image(GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 levels, u32 layers) override;
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virtual void set_sampler_config(unsigned, GPU::SamplerConfig const&) override;
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virtual void set_light_state(unsigned, GPU::Light const&) override;
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@ -10,11 +10,18 @@
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namespace SoftGPU {
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Image::Image(void const* ownership_token, u32 width, u32 height, u32 depth, u32 max_levels, u32 layers)
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Image::Image(void const* ownership_token, GPU::PixelFormat const& pixel_format, u32 width, u32 height, u32 depth, u32 max_levels, u32 layers)
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: GPU::Image(ownership_token)
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, m_num_layers(layers)
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, m_pixel_format(pixel_format)
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, m_mipmap_buffers(FixedArray<RefPtr<Typed3DBuffer<FloatVector4>>>::must_create_but_fixme_should_propagate_errors(layers * max_levels))
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{
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VERIFY(pixel_format == GPU::PixelFormat::Alpha
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|| pixel_format == GPU::PixelFormat::Intensity
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|| pixel_format == GPU::PixelFormat::Luminance
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|| pixel_format == GPU::PixelFormat::LuminanceAlpha
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|| pixel_format == GPU::PixelFormat::RGB
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|| pixel_format == GPU::PixelFormat::RGBA);
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VERIFY(width > 0);
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VERIFY(height > 0);
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VERIFY(depth > 0);
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@ -70,20 +77,30 @@ GPU::ImageDataLayout Image::image_data_layout(u32 level, Vector3<i32> offset) co
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};
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}
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void Image::write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* data, GPU::ImageDataLayout const& input_layout)
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void Image::write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* input_data, GPU::ImageDataLayout const& input_layout)
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{
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VERIFY(layer < num_layers());
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VERIFY(level < num_levels());
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auto output_layout = image_data_layout(level, output_offset);
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auto texel_data = texel_pointer(layer, level, 0, 0, 0);
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PixelConverter converter { input_layout, output_layout };
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auto conversion_result = converter.convert(data, texel_pointer(layer, level, 0, 0, 0));
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ErrorOr<void> conversion_result;
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switch (m_pixel_format) {
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case GPU::PixelFormat::Luminance:
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case GPU::PixelFormat::RGB:
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// Both Luminance and RGB set the alpha to 1, regardless of the source texel
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conversion_result = converter.convert(input_data, texel_data, [](auto& components) { components[3] = 1.f; });
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break;
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default:
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conversion_result = converter.convert(input_data, texel_data, {});
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}
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if (conversion_result.is_error())
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dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
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}
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void Image::read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* data, GPU::ImageDataLayout const& output_layout) const
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void Image::read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* output_data, GPU::ImageDataLayout const& output_layout) const
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{
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VERIFY(layer < num_layers());
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VERIFY(level < num_levels());
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@ -91,7 +108,7 @@ void Image::read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset,
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auto input_layout = image_data_layout(level, input_offset);
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PixelConverter converter { input_layout, output_layout };
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auto conversion_result = converter.convert(texel_pointer(layer, level, 0, 0, 0), data);
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auto conversion_result = converter.convert(texel_pointer(layer, level, 0, 0, 0), output_data, {});
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if (conversion_result.is_error())
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dbgln("Pixel conversion failed: {}", conversion_result.error().string_literal());
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}
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@ -11,6 +11,7 @@
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#include <AK/RefPtr.h>
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#include <LibGPU/Image.h>
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#include <LibGPU/ImageDataLayout.h>
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#include <LibGPU/ImageFormat.h>
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#include <LibGfx/Vector3.h>
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#include <LibGfx/Vector4.h>
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#include <LibSoftGPU/Buffer/Typed3DBuffer.h>
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@ -19,7 +20,7 @@ namespace SoftGPU {
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class Image final : public GPU::Image {
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public:
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Image(void const* ownership_token, u32 width, u32 height, u32 depth, u32 max_levels, u32 layers);
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Image(void const* ownership_token, GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels, u32 layers);
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u32 level_width(u32 level) const { return m_mipmap_buffers[level]->width(); }
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u32 level_height(u32 level) const { return m_mipmap_buffers[level]->height(); }
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@ -40,8 +41,8 @@ public:
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*texel_pointer(layer, level, x, y, z) = color;
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}
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virtual void write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* data, GPU::ImageDataLayout const&) override;
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virtual void read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* data, GPU::ImageDataLayout const&) const override;
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virtual void write_texels(u32 layer, u32 level, Vector3<i32> const& output_offset, void const* input_data, GPU::ImageDataLayout const&) override;
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virtual void read_texels(u32 layer, u32 level, Vector3<i32> const& input_offset, void* output_data, GPU::ImageDataLayout const&) const override;
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virtual void copy_texels(GPU::Image const& source, u32 source_layer, u32 source_level, Vector3<u32> const& source_offset, Vector3<u32> const& size, u32 destination_layer, u32 destination_level, Vector3<u32> const& destination_offset) override;
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private:
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@ -61,6 +62,7 @@ private:
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u32 m_num_levels { 0 };
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u32 m_num_layers { 0 };
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GPU::PixelFormat m_pixel_format;
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FixedArray<RefPtr<Typed3DBuffer<FloatVector4>>> m_mipmap_buffers;
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bool m_width_is_power_of_two { false };
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@ -359,7 +359,7 @@ static constexpr GPU::ImageSelection restrain_selection_within_dimensions(GPU::I
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return selection;
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}
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ErrorOr<void> PixelConverter::convert(void const* input_data, void* output_data)
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ErrorOr<void> PixelConverter::convert(void const* input_data, void* output_data, Function<void(FloatVector4&)> transform)
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{
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// Verify pixel data specifications
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auto validate_image_data_layout = [](GPU::ImageDataLayout const& specification) -> ErrorOr<void> {
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@ -428,6 +428,8 @@ ErrorOr<void> PixelConverter::convert(void const* input_data, void* output_data)
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+ output_selection.offset_x * output_pixel_size_in_bytes];
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for (u32 input_x = input_selection.offset_x; input_x < input_selection.offset_x + input_selection.width; ++input_x) {
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auto pixel_components = read_pixel(&input_scanline);
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if (transform)
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transform(pixel_components);
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write_pixel(&output_scanline, pixel_components);
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}
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++output_y;
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@ -7,6 +7,7 @@
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#pragma once
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#include <AK/Error.h>
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#include <AK/Function.h>
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#include <LibGPU/ImageDataLayout.h>
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#include <LibGfx/Vector4.h>
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@ -20,7 +21,7 @@ public:
|
||||
{
|
||||
}
|
||||
|
||||
ErrorOr<void> convert(void const* input_data, void* output_data);
|
||||
ErrorOr<void> convert(void const* input_data, void* output_data, Function<void(FloatVector4&)> transform);
|
||||
|
||||
private:
|
||||
FloatVector4 read_pixel(u8 const**);
|
||||
|
Loading…
Reference in New Issue
Block a user