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LibGL+LibSoftGPU: Use device samplers for rendering
We now sample textures from the device owned image samplers. Passing of enabled texture units has been simplified by only passing a list of texture unit indices.
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commit
d8c17c8838
5 changed files with 19 additions and 30 deletions
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@ -224,14 +224,14 @@ void SoftwareGLContext::gl_end()
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RETURN_WITH_ERROR_IF(true, GL_INVALID_ENUM);
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}
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m_bound_texture_units.clear();
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for (auto& texture_unit : m_texture_units) {
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if (texture_unit.is_bound())
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m_bound_texture_units.append(texture_unit);
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Vector<size_t, 32> enabled_texture_units;
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for (size_t i = 0; i < m_texture_units.size(); ++i) {
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if (m_texture_units[i].texture_2d_enabled())
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enabled_texture_units.append(i);
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}
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sync_device_config();
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m_rasterizer.draw_primitives(m_current_draw_mode, m_projection_matrix * m_model_view_matrix, m_texture_matrix, m_vertex_list, m_bound_texture_units);
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m_rasterizer.draw_primitives(m_current_draw_mode, m_projection_matrix * m_model_view_matrix, m_texture_matrix, m_vertex_list, enabled_texture_units);
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m_vertex_list.clear_with_capacity();
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}
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@ -235,7 +235,6 @@ private:
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HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
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Array<TextureUnit, 32> m_texture_units;
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TextureUnit* m_active_texture_unit { &m_texture_units[0] };
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TextureUnit::BoundList m_bound_texture_units;
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SoftGPU::Device m_rasterizer;
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bool m_sampler_config_is_dirty { true };
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@ -36,9 +36,6 @@ 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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