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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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@ -23,7 +23,7 @@
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#include <LibGPU/RasterizerOptions.h>
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#include <LibGPU/SamplerConfig.h>
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#include <LibGPU/StencilConfiguration.h>
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#include <LibGPU/TexCoordGenerationConfig.h>
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#include <LibGPU/TextureUnitConfiguration.h>
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#include <LibGPU/Vertex.h>
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#include <LibGfx/Bitmap.h>
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#include <LibGfx/Matrix4x4.h>
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@ -47,7 +47,7 @@ public:
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virtual GPU::DeviceInfo info() const override;
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virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, FloatMatrix4x4 const& texture_transform, Vector<GPU::Vertex>& vertices, Vector<size_t> const& enabled_texture_units) override;
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virtual void draw_primitives(GPU::PrimitiveType, FloatMatrix4x4 const& model_view_transform, FloatMatrix4x4 const& projection_transform, Vector<GPU::Vertex>& vertices) override;
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virtual void resize(Gfx::IntSize const& min_size) override;
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virtual void clear_color(FloatVector4 const&) override;
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virtual void clear_depth(GPU::DepthType) override;
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@ -70,6 +70,7 @@ public:
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virtual void set_light_state(unsigned, GPU::Light const&) override;
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virtual void set_material_state(GPU::Face, GPU::Material const&) override;
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virtual void set_stencil_configuration(GPU::Face, GPU::StencilConfiguration const&) override;
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virtual void set_texture_unit_configuration(GPU::TextureUnitIndex, GPU::TextureUnitConfiguration const&) override;
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virtual void set_clip_planes(Vector<FloatVector4> const&) override;
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virtual GPU::RasterPosition raster_position() const override { return m_raster_position; }
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@ -107,14 +108,14 @@ private:
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Vector<Triangle> m_triangle_list;
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Vector<Triangle> m_processed_triangles;
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Vector<GPU::Vertex> m_clipped_vertices;
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Array<Sampler, GPU::NUM_SAMPLERS> m_samplers;
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Vector<size_t> m_enabled_texture_units;
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Array<Sampler, GPU::NUM_TEXTURE_UNITS> m_samplers;
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AlphaBlendFactors m_alpha_blend_factors;
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Array<GPU::Light, NUM_LIGHTS> m_lights;
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Array<GPU::Material, 2u> m_materials;
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GPU::RasterPosition m_raster_position;
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Vector<FloatVector4> m_clip_planes;
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Array<GPU::StencilConfiguration, 2u> m_stencil_configuration;
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Array<GPU::TextureUnitConfiguration, GPU::NUM_TEXTURE_UNITS> m_texture_unit_configuration;
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};
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}
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