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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.
This commit is contained in:
Jelle Raaijmakers 2021-12-12 21:43:21 +01:00 committed by Brian Gianforcaro
parent f201567153
commit 4e3ed16527
5 changed files with 16 additions and 10 deletions

View file

@ -56,7 +56,7 @@ class SoftwareRasterizer final {
public:
SoftwareRasterizer(const Gfx::IntSize& min_size);
void submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units);
void submit_triangle(GLTriangle const& triangle, TextureUnit::BoundList const& bound_texture_units);
void resize(const Gfx::IntSize& min_size);
void clear_color(const FloatVector4&);
void clear_depth(float);