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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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@ -25,7 +25,7 @@ struct PixelQuad final {
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Vector3<f32x4> barycentrics;
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f32x4 depth;
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Vector4<f32x4> vertex_color;
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Array<Vector4<f32x4>, GPU::NUM_SAMPLERS> texture_coordinates;
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Array<Vector4<f32x4>, GPU::NUM_TEXTURE_UNITS> texture_coordinates;
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Vector4<f32x4> out_color;
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f32x4 fog_depth;
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i32x4 mask;
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