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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
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@ -6,6 +6,7 @@
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#pragma once
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#include <AK/IntrusiveList.h>
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#include <AK/OwnPtr.h>
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#include <LibGL/Tex/Texture2D.h>
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@ -35,6 +36,9 @@ public:
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bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; };
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void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
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IntrusiveListNode<TextureUnit> m_bound_node;
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using BoundList = IntrusiveList<&TextureUnit::m_bound_node>;
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private:
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mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
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mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
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