LibGL: Better handling of texture targets and default textures

We were lacking support for default textures (i.e. calling
`glBindTexture` with a `texture` argument of `0`) which caused our
Quake2 port to render red screens whenever a video was playing. Every
texture unit is now initialized with a default 2D texture.

Additionally, we had this concept of a "currently bound target" on our
texture units which is not how OpenGL wants us to handle targets.
Calling `glBindTexture` should set the texture for the provided target
only, making it sort of an alias for future operations on the same
target.

Finally, `glDeleteTextures` should not remove the bound texture from
the target in the texture unit, but it should reset it to the default
texture.
This commit is contained in:
Jelle Raaijmakers 2022-03-08 12:16:56 +01:00 committed by Andreas Kling
parent c87d3521e4
commit c21a3b3029
7 changed files with 140 additions and 156 deletions

View file

@ -16,7 +16,6 @@ set(SOURCES
SoftwareGLContext.cpp
Tex/NameAllocator.cpp
Tex/Texture2D.cpp
Tex/TextureUnit.cpp
)
serenity_lib(LibGL gl)

View file

@ -339,6 +339,8 @@ extern "C" {
#define GL_TEXTURE_3D 0x806F
#define GL_PROXY_TEXTURE_3D 0x8070
#define GL_TEXTURE_CUBE_MAP 0x8513
#define GL_TEXTURE_1D_ARRAY 0x8C18
#define GL_TEXTURE_2D_ARRAY 0x8C1A
// Texture parameters
#define GL_TEXTURE_WIDTH 0x1000

View file

@ -68,6 +68,13 @@ SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
m_texture_units.resize(m_device_info.num_texture_units);
m_active_texture_unit = &m_texture_units[0];
// All texture units are initialized with default textures for all targets; these
// can be referenced later on with texture name 0 in operations like glBindTexture().
auto default_texture_2d = adopt_ref(*new Texture2D());
m_default_textures.set(GL_TEXTURE_2D, default_texture_2d);
for (auto& texture_unit : m_texture_units)
texture_unit.set_texture_2d_target_texture(default_texture_2d);
// Query the number lights from the device and set set up their state
// locally in the GL
m_light_states.resize(m_device_info.num_lights);
@ -914,9 +921,8 @@ void SoftwareGLContext::gl_gen_textures(GLsizei n, GLuint* textures)
m_name_allocator.allocate(n, textures);
// Initialize all texture names with a nullptr
for (auto i = 0; i < n; i++) {
for (auto i = 0; i < n; ++i) {
GLuint name = textures[i];
m_allocated_textures.set(name, nullptr);
}
}
@ -936,11 +942,14 @@ void SoftwareGLContext::gl_delete_textures(GLsizei n, const GLuint* textures)
auto texture_object = m_allocated_textures.find(name);
if (texture_object == m_allocated_textures.end() || texture_object->value.is_null())
continue;
auto texture = texture_object->value;
// Check all texture units
for (auto& texture_unit : m_texture_units) {
if (texture_object->value == texture_unit.bound_texture())
texture_unit.bind_texture_to_target(GL_TEXTURE_2D, nullptr);
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);
@ -954,9 +963,6 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
// We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// Check if there is actually a texture bound
RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, GL_INVALID_OPERATION);
// Internal format can also be a number between 1 and 4. Symbolic formats were only added with EXT_texture, promoted to core in OpenGL 1.1
if (internal_format == 1)
internal_format = GL_ALPHA;
@ -979,6 +985,9 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
}
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.
@ -986,11 +995,11 @@ void SoftwareGLContext::gl_tex_image_2d(GLenum target, GLint level, GLint intern
// 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.
m_active_texture_unit->bound_texture_2d()->set_device_image(m_rasterizer.create_image(SoftGPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
texture_2d->set_device_image(m_rasterizer.create_image(SoftGPU::ImageFormat::BGRA8888, width, height, 1, 999, 1));
m_sampler_config_is_dirty = true;
}
m_active_texture_unit->bound_texture_2d()->upload_texture_data(level, internal_format, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
texture_2d->upload_texture_data(level, internal_format, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
}
void SoftwareGLContext::gl_tex_sub_image_2d(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, GLvoid const* data)
@ -1000,20 +1009,19 @@ void SoftwareGLContext::gl_tex_sub_image_2d(GLenum target, GLint level, GLint xo
// We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
// Check if there is actually a texture bound
RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && m_active_texture_unit->currently_bound_target() != GL_TEXTURE_2D, GL_INVALID_OPERATION);
// We only support symbolic constants for now
RETURN_WITH_ERROR_IF(!(format == GL_RGBA || format == GL_RGB), GL_INVALID_VALUE);
RETURN_WITH_ERROR_IF(!(type == GL_UNSIGNED_BYTE || type == GL_UNSIGNED_SHORT_5_6_5), GL_INVALID_VALUE);
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);
auto texture = m_active_texture_unit->bound_texture_2d();
// 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);
RETURN_WITH_ERROR_IF(xoffset < 0 || yoffset < 0 || xoffset + width > texture->width_at_lod(level) || yoffset + height > texture->height_at_lod(level), GL_INVALID_VALUE);
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);
texture->replace_sub_texture_data(level, xoffset, yoffset, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
texture_2d->replace_sub_texture_data(level, xoffset, yoffset, width, height, format, type, data, m_unpack_row_length, m_unpack_alignment);
}
void SoftwareGLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat param)
@ -1032,57 +1040,56 @@ void SoftwareGLContext::gl_tex_parameter(GLenum target, GLenum pname, GLfloat pa
|| pname == GL_TEXTURE_WRAP_T),
GL_INVALID_ENUM);
if (target == GL_TEXTURE_2D) {
auto texture2d = m_active_texture_unit->bound_texture_2d();
if (texture2d.is_null())
return;
// 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);
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);
texture2d->sampler().set_min_filter(param);
break;
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);
case GL_TEXTURE_MAG_FILTER:
RETURN_WITH_ERROR_IF(!(param == GL_NEAREST
|| param == GL_LINEAR),
GL_INVALID_ENUM);
texture2d->sampler().set_mag_filter(param);
break;
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);
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);
texture2d->sampler().set_wrap_s_mode(param);
break;
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);
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);
texture2d->sampler().set_wrap_t_mode(param);
break;
texture_2d->sampler().set_wrap_t_mode(param);
break;
default:
VERIFY_NOT_REACHED();
}
default:
VERIFY_NOT_REACHED();
}
m_sampler_config_is_dirty = true;
@ -1810,55 +1817,49 @@ void SoftwareGLContext::gl_read_pixels(GLint x, GLint y, GLsizei width, GLsizei
void SoftwareGLContext::gl_bind_texture(GLenum target, GLuint texture)
{
RETURN_WITH_ERROR_IF(m_in_draw_state, GL_INVALID_OPERATION);
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
RETURN_WITH_ERROR_IF(target != GL_TEXTURE_2D, GL_INVALID_ENUM);
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) {
switch (target) {
case GL_TEXTURE_2D:
m_active_texture_unit->bind_texture_to_target(target, nullptr);
m_sampler_config_is_dirty = true;
return;
default:
VERIFY_NOT_REACHED();
return;
// 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);
}
}
auto it = m_allocated_textures.find(texture);
RefPtr<Texture> texture_object;
// 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 (it != m_allocated_textures.end())
texture_object = it->value;
// Binding a texture to a different target than it was first bound is an invalid operation
// FIXME: We only support GL_TEXTURE_2D for now
RETURN_WITH_ERROR_IF(target == GL_TEXTURE_2D && !texture_object.is_null() && !texture_object->is_texture_2d(), GL_INVALID_OPERATION);
if (!texture_object) {
// This is the first time the texture is bound. Allocate an actual texture object
switch (target) {
case GL_TEXTURE_2D:
texture_object = adopt_ref(*new Texture2D());
break;
default:
VERIFY_NOT_REACHED();
}
m_allocated_textures.set(texture, texture_object);
}
switch (target) {
case GL_TEXTURE_2D:
m_active_texture_unit->bind_texture_to_target(target, texture_object);
break;
}
m_active_texture_unit->set_texture_2d_target_texture(texture_2d);
m_sampler_config_is_dirty = true;
}
@ -2850,12 +2851,15 @@ void SoftwareGLContext::gl_get_tex_parameter_integerv(GLenum target, GLint level
// 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 = m_active_texture_unit->bound_texture_2d()->height_at_lod(level);
*params = texture_2d->height_at_lod(level);
break;
case GL_TEXTURE_WIDTH:
*params = m_active_texture_unit->bound_texture_2d()->width_at_lod(level);
*params = texture_2d->width_at_lod(level);
break;
}
}
@ -2966,16 +2970,23 @@ void SoftwareGLContext::sync_device_sampler_config()
m_sampler_config_is_dirty = false;
for (unsigned i = 0; i < m_texture_units.size(); ++i) {
SoftGPU::SamplerConfig config;
auto const& texture_unit = m_texture_units[i];
if (!m_texture_units[i].texture_2d_enabled())
if (!texture_unit.texture_2d_enabled())
continue;
auto texture = m_texture_units[i].bound_texture_2d();
SoftGPU::SamplerConfig config;
config.bound_image = texture.is_null() ? nullptr : texture->device_image();
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;
}
auto const& sampler = texture->sampler();
config.bound_image = texture_2d->device_image();
auto const& sampler = texture_2d->sampler();
switch (sampler.min_filter()) {
case GL_NEAREST:
@ -3057,7 +3068,7 @@ void SoftwareGLContext::sync_device_sampler_config()
VERIFY_NOT_REACHED();
}
switch (m_texture_units[i].env_mode()) {
switch (texture_unit.env_mode()) {
case GL_MODULATE:
config.fixed_function_texture_env_mode = SoftGPU::TextureEnvMode::Modulate;
break;

View file

@ -270,8 +270,17 @@ private:
NonnullRefPtr<Gfx::Bitmap> m_frontbuffer;
// Texture objects
template<typename T>
RefPtr<T> get_default_texture(GLenum target)
{
auto default_texture = m_default_textures.get(target);
VERIFY(default_texture.has_value());
return static_cast<T*>(default_texture.value());
}
TextureNameAllocator m_name_allocator;
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
HashMap<GLenum, RefPtr<Texture>> m_default_textures;
Vector<TextureUnit> m_texture_units;
TextureUnit* m_active_texture_unit;
size_t m_active_texture_unit_index { 0 };

View file

@ -20,12 +20,12 @@ void Texture2D::upload_texture_data(GLuint lod, GLint internal_format, GLsizei w
mip.set_width(width);
mip.set_height(height);
// No pixel data was supplied leave the texture memory uninitialized.
m_internal_format = internal_format;
// No pixel data was supplied; leave the texture memory uninitialized.
if (pixels == nullptr)
return;
m_internal_format = internal_format;
replace_sub_texture_data(lod, 0, 0, width, height, format, type, pixels, pixels_per_row, byte_alignment);
}

View file

@ -1,32 +0,0 @@
/*
* 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)
{
if (!texture) {
m_texture_target_2d = nullptr;
m_currently_bound_target = GL_NONE;
m_currently_bound_texture = nullptr;
return;
}
switch (texture_target) {
case GL_TEXTURE_2D:
m_texture_target_2d = static_ptr_cast<Texture2D>(texture);
m_currently_bound_target = GL_TEXTURE_2D;
m_currently_bound_texture = texture;
break;
default:
VERIFY_NOT_REACHED();
}
}
}

View file

@ -1,13 +1,13 @@
/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/IntrusiveList.h>
#include <AK/OwnPtr.h>
#include <AK/RefPtr.h>
#include <LibGL/Tex/Texture2D.h>
namespace GL {
@ -16,13 +16,8 @@ class TextureUnit {
public:
TextureUnit() = default;
void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
RefPtr<Texture2D>& bound_texture_2d() const { return m_texture_target_2d; }
RefPtr<Texture>& 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.is_null(); }
RefPtr<Texture2D> texture_2d_target_texture() const { return m_texture_2d_target_texture; }
void set_texture_2d_target_texture(RefPtr<Texture2D> const& texture) { m_texture_2d_target_texture = texture; }
void set_env_mode(GLenum mode) { m_env_mode = mode; }
GLenum env_mode() const { return m_env_mode; }
@ -37,11 +32,11 @@ public:
void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
private:
mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
GLenum m_currently_bound_target;
GLenum m_env_mode { GL_MODULATE };
// Bound textures
RefPtr<Texture2D> m_texture_2d_target_texture {};
// Texturing state per unit, in increasing priority:
bool m_texture_1d_enabled { false };
bool m_texture_2d_enabled { false };