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	LibGL: Only pass bound texture units to rasterizer
Before, `SoftwareRasterizer` was iterating over all 32 possible texture units for each fragment and checking each if they're bound to a texture. After this change, an intrusive list containing only texture units with bound textures is passed to the rasterizer. In GLQuake, this results in a performance improvement of ~30% (from 12 to 16 FPS in the first demo) on my machine.
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					 5 changed files with 16 additions and 10 deletions
				
			
		|  | @ -494,17 +494,12 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size) | |||
|     m_options.scissor_box = m_render_target->rect(); | ||||
| } | ||||
| 
 | ||||
| void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units) | ||||
| void SoftwareRasterizer::submit_triangle(GLTriangle const& triangle, TextureUnit::BoundList const& bound_texture_units) | ||||
| { | ||||
|     rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &texture_units](const FloatVector2& uv, const FloatVector4& color, float z) -> FloatVector4 { | ||||
|     rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &bound_texture_units](const FloatVector2& uv, const FloatVector4& color, float z) -> FloatVector4 { | ||||
|         FloatVector4 fragment = color; | ||||
| 
 | ||||
|         for (const auto& texture_unit : texture_units) { | ||||
| 
 | ||||
|             // No texture is bound to this texture unit
 | ||||
|             if (!texture_unit.is_bound()) | ||||
|                 continue; | ||||
| 
 | ||||
|         for (auto const& texture_unit : bound_texture_units) { | ||||
|             // FIXME: implement GL_TEXTURE_1D, GL_TEXTURE_3D and GL_TEXTURE_CUBE_MAP
 | ||||
|             FloatVector4 texel; | ||||
|             switch (texture_unit.currently_bound_target()) { | ||||
|  |  | |||
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	 Jelle Raaijmakers
						Jelle Raaijmakers