/* * Copyright (c) 2021, Jesse Buhagiar * Copyright (c) 2021, Stephan Unverwerth * Copyright (c) 2022, Jelle Raaijmakers * * SPDX-License-Identifier: BSD-2-Clause */ #include #include #include namespace GL { // Helper functions to handle type casting. static u16 max_texture_size(GPU::DeviceInfo const& device_info) { return static_cast(device_info.max_texture_size); } static u8 log2_max_texture_size(GPU::DeviceInfo const& device_info) { return static_cast(AK::log2(device_info.max_texture_size)); } 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); if (m_current_matrix_mode == GL_TEXTURE) { m_current_matrix_stack = &m_active_texture_unit->texture_matrix_stack(); m_current_matrix = &m_current_matrix_stack->last(); } } 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 texture_2d; if (texture == 0) { // Texture name 0 refers to the default texture texture_2d = get_default_texture(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(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); RETURN_WITH_ERROR_IF(internalformat == GL_NONE, GL_INVALID_ENUM); auto pixel_type_or_error = get_validated_pixel_type(target, internalformat, GL_NONE, GL_NONE); RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code()); RETURN_WITH_ERROR_IF(level < 0 || level > log2_max_texture_size(m_device_info), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + max_texture_size(m_device_info)) || height > (2 + max_texture_size(m_device_info)), GL_INVALID_VALUE); if (!m_device_info.supports_npot_textures) RETURN_WITH_ERROR_IF(!is_power_of_two(width) || !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()); auto internal_pixel_format = pixel_format_for_internal_format(internalformat); if (level == 0) { texture_2d->set_device_image(m_rasterizer->create_image(internal_pixel_format, width, height, 1, log2_max_texture_size(m_device_info))); m_sampler_config_is_dirty = true; } auto pixel_type = pixel_type_or_error.release_value(); if (pixel_type.format == GPU::PixelFormat::DepthComponent) { m_rasterizer->blit_from_depth_buffer( *texture_2d->device_image(), level, { static_cast(width), static_cast(height) }, { x, y }, { 0, 0, 0 }); } else if (pixel_type.format == GPU::PixelFormat::StencilIndex) { dbgln("{}: GL_STENCIL_INDEX is not yet supported", __FUNCTION__); } else { m_rasterizer->blit_from_color_buffer( *texture_2d->device_image(), level, { static_cast(width), static_cast(height) }, { x, y }, { 0, 0, 0 }); } } 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(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(level < 0 || level > log2_max_texture_size(m_device_info), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + max_texture_size(m_device_info)) || height > (2 + max_texture_size(m_device_info)), GL_INVALID_VALUE); auto texture_2d = m_active_texture_unit->texture_2d_target_texture(); VERIFY(!texture_2d.is_null()); RETURN_WITH_ERROR_IF(texture_2d->device_image().is_null(), GL_INVALID_OPERATION); m_rasterizer->blit_from_color_buffer( *texture_2d->device_image(), level, { static_cast(width), static_cast(height) }, { x, y }, { xoffset, yoffset, 0 }); // FIXME: use GPU::PixelFormat for Texture2D's internal format if (texture_2d->internal_format() == GL_DEPTH_COMPONENT) { m_rasterizer->blit_from_depth_buffer( *texture_2d->device_image(), level, { static_cast(width), static_cast(height) }, { x, y }, { 0, 0, 0 }); } else if (texture_2d->internal_format() == GL_STENCIL_INDEX) { dbgln("{}: GL_STENCIL_INDEX is not yet supported", __FUNCTION__); } else { m_rasterizer->blit_from_color_buffer( *texture_2d->device_image(), level, { static_cast(width), static_cast(height) }, { x, y }, { 0, 0, 0 }); } } 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_texture_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(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_texture_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_image(GLenum target, GLint level, GLenum format, GLenum type, void* pixels) { RETURN_WITH_ERROR_IF(level < 0 || level > log2_max_texture_size(m_device_info), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(format == GL_NONE || type == GL_NONE, GL_INVALID_ENUM); auto pixel_type_or_error = get_validated_pixel_type(target, GL_NONE, format, type); RETURN_WITH_ERROR_IF(pixel_type_or_error.is_error(), pixel_type_or_error.release_error().code()); auto texture_2d = m_active_texture_unit->texture_2d_target_texture(); VERIFY(!texture_2d.is_null()); u32 width = texture_2d->width_at_lod(level); u32 height = texture_2d->height_at_lod(level); GPU::ImageDataLayout output_layout = { .pixel_type = pixel_type_or_error.release_value(), .packing = get_packing_specification(PackingType::Pack), .dimensions = { .width = width, .height = height, .depth = 1, }, .selection = { .width = width, .height = height, .depth = 1, }, }; texture_2d->download_texture_data(level, output_layout, pixels); } 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 > log2_max_texture_size(m_device_info), 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_env(GLenum target, GLenum pname, FloatVector4 params) { APPEND_TO_CALL_LIST_AND_RETURN_IF_NEEDED(gl_tex_env, target, pname, params); RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(target != GL_TEXTURE_ENV && target != GL_TEXTURE_FILTER_CONTROL, GL_INVALID_ENUM); RETURN_WITH_ERROR_IF(target == GL_TEXTURE_FILTER_CONTROL && pname != GL_TEXTURE_LOD_BIAS, GL_INVALID_ENUM); auto const param = params[0]; switch (target) { case GL_TEXTURE_ENV: switch (pname) { case GL_ALPHA_SCALE: RETURN_WITH_ERROR_IF(param != 1.f && param != 2.f && param != 4.f, GL_INVALID_VALUE); m_active_texture_unit->set_alpha_scale(param); break; case GL_COMBINE_ALPHA: { auto param_enum = static_cast(param); switch (param_enum) { case GL_ADD: case GL_ADD_SIGNED: case GL_INTERPOLATE: case GL_MODULATE: case GL_REPLACE: case GL_SUBTRACT: m_active_texture_unit->set_alpha_combinator(param_enum); break; default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; } case GL_COMBINE_RGB: { auto param_enum = static_cast(param); switch (param_enum) { case GL_ADD: case GL_ADD_SIGNED: case GL_DOT3_RGB: case GL_DOT3_RGBA: case GL_INTERPOLATE: case GL_MODULATE: case GL_REPLACE: case GL_SUBTRACT: m_active_texture_unit->set_rgb_combinator(param_enum); break; default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; } case GL_OPERAND0_ALPHA: case GL_OPERAND1_ALPHA: case GL_OPERAND2_ALPHA: { auto param_enum = static_cast(param); switch (param_enum) { case GL_ONE_MINUS_SRC_ALPHA: case GL_SRC_ALPHA: m_active_texture_unit->set_alpha_operand(pname - GL_OPERAND0_ALPHA, param_enum); break; default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; } case GL_OPERAND0_RGB: case GL_OPERAND1_RGB: case GL_OPERAND2_RGB: { auto param_enum = static_cast(param); switch (param_enum) { case GL_ONE_MINUS_SRC_ALPHA: case GL_ONE_MINUS_SRC_COLOR: case GL_SRC_ALPHA: case GL_SRC_COLOR: m_active_texture_unit->set_rgb_operand(pname - GL_OPERAND0_RGB, param_enum); break; default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; } case GL_RGB_SCALE: RETURN_WITH_ERROR_IF(param != 1.f && param != 2.f && param != 4.f, GL_INVALID_VALUE); m_active_texture_unit->set_rgb_scale(param); break; case GL_SRC0_ALPHA: case GL_SRC1_ALPHA: case GL_SRC2_ALPHA: { auto param_enum = static_cast(param); switch (param_enum) { case GL_CONSTANT: case GL_PREVIOUS: case GL_PRIMARY_COLOR: case GL_TEXTURE: case GL_TEXTURE0 ... GL_TEXTURE31: m_active_texture_unit->set_alpha_source(pname - GL_SRC0_ALPHA, param_enum); break; default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; } case GL_SRC0_RGB: case GL_SRC1_RGB: case GL_SRC2_RGB: { auto param_enum = static_cast(param); switch (param_enum) { case GL_CONSTANT: case GL_PREVIOUS: case GL_PRIMARY_COLOR: case GL_TEXTURE: case GL_TEXTURE0 ... GL_TEXTURE31: m_active_texture_unit->set_rgb_source(pname - GL_SRC0_RGB, param_enum); break; default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; } case GL_TEXTURE_ENV_COLOR: m_active_texture_unit->set_color(params); break; case GL_TEXTURE_ENV_MODE: { auto param_enum = static_cast(param); switch (param_enum) { case GL_ADD: case GL_BLEND: case GL_COMBINE: case GL_DECAL: case GL_MODULATE: case GL_REPLACE: m_active_texture_unit->set_env_mode(param_enum); break; default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; } default: RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM); } break; case GL_TEXTURE_FILTER_CONTROL: switch (pname) { case GL_TEXTURE_LOD_BIAS: m_active_texture_unit->set_level_of_detail_bias(param); break; default: VERIFY_NOT_REACHED(); } break; default: VERIFY_NOT_REACHED(); } m_sampler_config_is_dirty = true; } void GLContext::gl_tex_envv(GLenum target, GLenum pname, void const* params, GLenum type) { VERIFY(type == GL_FLOAT || type == GL_INT); auto parameters_to_vector = [&](T const* params) -> FloatVector4 { auto parameters = (target == GL_TEXTURE_ENV && pname == GL_TEXTURE_ENV_COLOR) ? Vector4 { params[0], params[1], params[2], params[3] } : Vector4 { params[0], 0, 0, 0 }; return parameters.template to_type(); }; auto tex_env_parameters = (type == GL_FLOAT) ? parameters_to_vector(reinterpret_cast(params)) : parameters_to_vector(reinterpret_cast(params)); // Normalize integers to -1..1 if (target == GL_TEXTURE_ENV && pname == GL_TEXTURE_ENV_COLOR && type == GL_INT) tex_env_parameters = (tex_env_parameters + 2147483648.f) / 2147483647.5f - 1.f; gl_tex_env(target, pname, tex_env_parameters); } 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_texture_units_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(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 = 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_texture_units_dirty = true; } 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); RETURN_WITH_ERROR_IF(internal_format == GL_NONE || format == GL_NONE || type == GL_NONE, GL_INVALID_ENUM); 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 > log2_max_texture_size(m_device_info), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + max_texture_size(m_device_info)) || height > (2 + max_texture_size(m_device_info)), GL_INVALID_VALUE); if (!m_device_info.supports_npot_textures) RETURN_WITH_ERROR_IF(!is_power_of_two(width) || !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. auto internal_pixel_format = pixel_format_for_internal_format(internal_format); texture_2d->set_device_image(m_rasterizer->create_image(internal_pixel_format, width, height, 1, log2_max_texture_size(m_device_info))); 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(width), .height = static_cast(height), .depth = 1, }, .selection = { .width = static_cast(width), .height = static_cast(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_GENERATE_MIPMAP && pname != GL_TEXTURE_LOD_BIAS && 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(); VERIFY(!texture_2d.is_null()); switch (pname) { case GL_GENERATE_MIPMAP: RETURN_WITH_ERROR_IF(param != GL_TRUE && param != GL_FALSE, GL_INVALID_ENUM); texture_2d->set_generate_mipmaps(param == GL_TRUE); break; case GL_TEXTURE_LOD_BIAS: texture_2d->set_level_of_detail_bias(param); break; 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 > log2_max_texture_size(m_device_info), GL_INVALID_VALUE); RETURN_WITH_ERROR_IF(width < 0 || height < 0 || width > (2 + max_texture_size(m_device_info)) || height > (2 + max_texture_size(m_device_info)), 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(); VERIFY(!texture_2d.is_null()); RETURN_WITH_ERROR_IF(texture_2d->device_image().is_null(), GL_INVALID_OPERATION); RETURN_WITH_ERROR_IF(format == GL_NONE || type == GL_NONE, GL_INVALID_ENUM); 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(width), .height = static_cast(height), .depth = 1, }, .selection = { .width = static_cast(width), .height = static_cast(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(); VERIFY(!texture_2d.is_null()); config.bound_image = texture_2d->device_image(); config.level_of_detail_bias = texture_2d->level_of_detail_bias() + texture_unit.level_of_detail_bias(); 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(); } auto& fixed_function_env = config.fixed_function_texture_environment; fixed_function_env.color = texture_unit.color(); auto get_env_mode = [](GLenum mode) { switch (mode) { case GL_ADD: return GPU::TextureEnvMode::Add; case GL_BLEND: return GPU::TextureEnvMode::Blend; case GL_COMBINE: return GPU::TextureEnvMode::Combine; case GL_DECAL: return GPU::TextureEnvMode::Decal; case GL_MODULATE: return GPU::TextureEnvMode::Modulate; case GL_REPLACE: return GPU::TextureEnvMode::Replace; default: VERIFY_NOT_REACHED(); } }; fixed_function_env.env_mode = get_env_mode(texture_unit.env_mode()); fixed_function_env.alpha_scale = texture_unit.alpha_scale(); fixed_function_env.rgb_scale = texture_unit.rgb_scale(); auto get_combinator = [](GLenum combinator) { switch (combinator) { case GL_ADD: return GPU::TextureCombinator::Add; case GL_ADD_SIGNED: return GPU::TextureCombinator::AddSigned; case GL_DOT3_RGB: return GPU::TextureCombinator::Dot3RGB; case GL_DOT3_RGBA: return GPU::TextureCombinator::Dot3RGBA; case GL_INTERPOLATE: return GPU::TextureCombinator::Interpolate; case GL_MODULATE: return GPU::TextureCombinator::Modulate; case GL_REPLACE: return GPU::TextureCombinator::Replace; case GL_SUBTRACT: return GPU::TextureCombinator::Subtract; default: VERIFY_NOT_REACHED(); } }; fixed_function_env.alpha_combinator = get_combinator(texture_unit.alpha_combinator()); fixed_function_env.rgb_combinator = get_combinator(texture_unit.rgb_combinator()); auto get_operand = [](GLenum operand) { switch (operand) { case GL_ONE_MINUS_SRC_ALPHA: return GPU::TextureOperand::OneMinusSourceAlpha; case GL_ONE_MINUS_SRC_COLOR: return GPU::TextureOperand::OneMinusSourceColor; case GL_SRC_ALPHA: return GPU::TextureOperand::SourceAlpha; case GL_SRC_COLOR: return GPU::TextureOperand::SourceColor; default: VERIFY_NOT_REACHED(); } }; auto get_source = [](GLenum source) { switch (source) { case GL_CONSTANT: return GPU::TextureSource::Constant; case GL_PREVIOUS: return GPU::TextureSource::Previous; case GL_PRIMARY_COLOR: return GPU::TextureSource::PrimaryColor; case GL_TEXTURE: return GPU::TextureSource::Texture; case GL_TEXTURE0 ... GL_TEXTURE31: return GPU::TextureSource::TextureStage; default: VERIFY_NOT_REACHED(); } }; for (size_t j = 0; j < 3; ++j) { fixed_function_env.alpha_operand[j] = get_operand(texture_unit.alpha_operand(j)); fixed_function_env.alpha_source[j] = get_source(texture_unit.alpha_source(j)); if (fixed_function_env.alpha_source[j] == GPU::TextureSource::TextureStage) fixed_function_env.alpha_source_texture_stage = texture_unit.alpha_source(j) - GL_TEXTURE0; fixed_function_env.rgb_operand[j] = get_operand(texture_unit.rgb_operand(j)); fixed_function_env.rgb_source[j] = get_source(texture_unit.rgb_source(j)); if (fixed_function_env.rgb_source[j] == GPU::TextureSource::TextureStage) fixed_function_env.rgb_source_texture_stage = texture_unit.rgb_source(j) - GL_TEXTURE0; } config.border_color = sampler.border_color(); m_rasterizer->set_sampler_config(i, config); } } void GLContext::sync_device_texture_units() { if (!m_texture_units_dirty) return; m_texture_units_dirty = false; for (GPU::TextureUnitIndex i = 0; i < m_device_info.num_texture_units; ++i) { GPU::TextureUnitConfiguration texture_unit_configuration; texture_unit_configuration.enabled = m_texture_units[i].texture_2d_enabled(); texture_unit_configuration.transformation_matrix = m_texture_units[i].texture_matrix(); // Tex coord generation 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::TexCoordGeneration* texcoord_generation; switch (capability) { case GL_TEXTURE_GEN_S: enabled_coordinates |= GPU::TexCoordGenerationCoordinate::S; texcoord_generation = &texture_unit_configuration.tex_coord_generation[0]; break; case GL_TEXTURE_GEN_T: enabled_coordinates |= GPU::TexCoordGenerationCoordinate::T; texcoord_generation = &texture_unit_configuration.tex_coord_generation[1]; break; case GL_TEXTURE_GEN_R: enabled_coordinates |= GPU::TexCoordGenerationCoordinate::R; texcoord_generation = &texture_unit_configuration.tex_coord_generation[2]; break; case GL_TEXTURE_GEN_Q: enabled_coordinates |= GPU::TexCoordGenerationCoordinate::Q; texcoord_generation = &texture_unit_configuration.tex_coord_generation[3]; break; default: VERIFY_NOT_REACHED(); } switch (context_coordinate_config.generation_mode) { case GL_OBJECT_LINEAR: texcoord_generation->mode = GPU::TexCoordGenerationMode::ObjectLinear; texcoord_generation->coefficients = context_coordinate_config.object_plane_coefficients; break; case GL_EYE_LINEAR: texcoord_generation->mode = GPU::TexCoordGenerationMode::EyeLinear; texcoord_generation->coefficients = context_coordinate_config.eye_plane_coefficients; break; case GL_SPHERE_MAP: texcoord_generation->mode = GPU::TexCoordGenerationMode::SphereMap; break; case GL_REFLECTION_MAP: texcoord_generation->mode = GPU::TexCoordGenerationMode::ReflectionMap; break; case GL_NORMAL_MAP: texcoord_generation->mode = GPU::TexCoordGenerationMode::NormalMap; break; default: VERIFY_NOT_REACHED(); } } texture_unit_configuration.tex_coord_generation_enabled = enabled_coordinates; m_rasterizer->set_texture_unit_configuration(i, texture_unit_configuration); } } }