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LibGL+LibGPU+LibSoftGPU: Implement matrix stack per texture unit
Each texture unit now has its own texture transformation matrix stack. Introduce a new texture unit configuration that is synced when changed. Because we're no longer passing a silly `Vector` when drawing each primitive, this results in a slightly improved frames per second :^)
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22 changed files with 208 additions and 152 deletions
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@ -20,7 +20,7 @@ struct Vertex {
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FloatVector4 clip_coordinates;
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FloatVector4 window_coordinates;
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FloatVector4 color;
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Array<FloatVector4, GPU::NUM_SAMPLERS> tex_coords;
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Array<FloatVector4, GPU::NUM_TEXTURE_UNITS> tex_coords;
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FloatVector3 normal;
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};
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