LibGL: Handle multiple texture coordinates in client state

This now tracks one vertex attribute pointer per texture unit and calls
glMultiTexCoord() to set the texture coordinates for the correct texture
unit.
This commit is contained in:
Stephan Unverwerth 2022-01-15 20:08:22 +01:00 committed by Andreas Kling
commit a2c771a913
Notes: sideshowbarker 2024-07-17 21:11:12 +09:00
2 changed files with 33 additions and 21 deletions

View file

@ -77,6 +77,9 @@ SoftwareGLContext::SoftwareGLContext(Gfx::Bitmap& frontbuffer)
light0.specular_intensity = { 1.0f, 1.0f, 1.0f, 1.0f };
m_light_state_is_dirty = true;
m_client_side_texture_coord_array_enabled.resize(m_device_info.num_texture_units);
m_client_tex_coord_pointer.resize(m_device_info.num_texture_units);
build_extension_string();
}
@ -2008,7 +2011,7 @@ void SoftwareGLContext::gl_enable_client_state(GLenum cap)
break;
case GL_TEXTURE_COORD_ARRAY:
m_client_side_texture_coord_array_enabled = true;
m_client_side_texture_coord_array_enabled[m_client_active_texture] = true;
break;
default:
@ -2030,7 +2033,7 @@ void SoftwareGLContext::gl_disable_client_state(GLenum cap)
break;
case GL_TEXTURE_COORD_ARRAY:
m_client_side_texture_coord_array_enabled = false;
m_client_side_texture_coord_array_enabled[m_client_active_texture] = false;
break;
default:
@ -2040,7 +2043,9 @@ void SoftwareGLContext::gl_disable_client_state(GLenum cap)
void SoftwareGLContext::gl_client_active_texture(GLenum target)
{
(void)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 SoftwareGLContext::gl_vertex_pointer(GLint size, GLenum type, GLsizei stride, const void* pointer)
@ -2091,10 +2096,12 @@ void SoftwareGLContext::gl_tex_coord_pointer(GLint size, GLenum type, GLsizei st
RETURN_WITH_ERROR_IF(stride < 0, GL_INVALID_VALUE);
m_client_tex_coord_pointer.size = size;
m_client_tex_coord_pointer.type = type;
m_client_tex_coord_pointer.stride = stride;
m_client_tex_coord_pointer.pointer = pointer;
auto& tex_coord_pointer = m_client_tex_coord_pointer[m_client_active_texture];
tex_coord_pointer.size = size;
tex_coord_pointer.type = type;
tex_coord_pointer.stride = stride;
tex_coord_pointer.pointer = pointer;
}
void SoftwareGLContext::gl_tex_env(GLenum target, GLenum pname, GLfloat param)
@ -2146,21 +2153,23 @@ void SoftwareGLContext::gl_draw_arrays(GLenum mode, GLint first, GLsizei count)
auto last = first + count;
gl_begin(mode);
for (int i = first; i < last; i++) {
if (m_client_side_texture_coord_array_enabled) {
float tex_coords[4] { 0, 0, 0, 0 };
read_from_vertex_attribute_pointer(m_client_tex_coord_pointer, i, tex_coords, false);
gl_tex_coord(tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
if (m_client_side_texture_coord_array_enabled[t]) {
float tex_coords[4] { 0, 0, 0, 0 };
read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
}
}
if (m_client_side_color_array_enabled) {
float color[4] { 0, 0, 0, 1 };
read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
glColor4fv(color);
gl_color(color[0], color[1], color[2], color[3]);
}
float vertex[4] { 0, 0, 0, 1 };
read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
glVertex4fv(vertex);
gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
}
gl_end();
}
@ -2205,21 +2214,23 @@ void SoftwareGLContext::gl_draw_elements(GLenum mode, GLsizei count, GLenum type
break;
}
if (m_client_side_texture_coord_array_enabled) {
float tex_coords[4] { 0, 0, 0, 0 };
read_from_vertex_attribute_pointer(m_client_tex_coord_pointer, i, tex_coords, false);
gl_tex_coord(tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
for (size_t t = 0; t < m_client_tex_coord_pointer.size(); ++t) {
if (m_client_side_texture_coord_array_enabled[t]) {
float tex_coords[4] { 0, 0, 0, 0 };
read_from_vertex_attribute_pointer(m_client_tex_coord_pointer[t], i, tex_coords, false);
gl_multi_tex_coord(GL_TEXTURE0 + t, tex_coords[0], tex_coords[1], tex_coords[2], tex_coords[3]);
}
}
if (m_client_side_color_array_enabled) {
float color[4] { 0, 0, 0, 1 };
read_from_vertex_attribute_pointer(m_client_color_pointer, i, color, true);
glColor4fv(color);
gl_color(color[0], color[1], color[2], color[3]);
}
float vertex[4] { 0, 0, 0, 1 };
read_from_vertex_attribute_pointer(m_client_vertex_pointer, i, vertex, false);
glVertex4fv(vertex);
gl_vertex(vertex[0], vertex[1], vertex[2], vertex[3]);
}
gl_end();
}