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LibSoftGPU: Make blending simpler and more efficient
Previously, we would precalculate "alpha blend factors" on every configuration update and then calculate the source and destination blending factors in one go using all these factors. The idea here was probably that we would get better performance by avoiding branching. However, by measuring blending performance in Quake III, it seems that this simpler version that only calculates the required factors reduces the CPU time spent in `rasterize_triangle` by 3%. As a bonus, `GL_SRC_ALPHA_SATURATE` is now also implemented.
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4 changed files with 63 additions and 130 deletions
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/*
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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* Copyright (c) 2022-2023, Jelle Raaijmakers <jelle@gmta.nl>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#include <LibGfx/Matrix4x4.h>
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#include <LibGfx/Rect.h>
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#include <LibGfx/Vector4.h>
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#include <LibSoftGPU/AlphaBlendFactors.h>
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#include <LibSoftGPU/Buffer/FrameBuffer.h>
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#include <LibSoftGPU/Buffer/Typed2DBuffer.h>
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#include <LibSoftGPU/Clipper.h>
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@ -102,7 +101,6 @@ private:
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void rasterize_point(GPU::Vertex&);
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void rasterize_triangle(Triangle&);
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void setup_blend_factors();
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void shade_fragments(PixelQuad&);
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RefPtr<FrameBuffer<GPU::ColorType, GPU::DepthType, GPU::StencilType>> m_frame_buffer {};
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@ -113,7 +111,6 @@ private:
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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_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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