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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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5 changed files with 19 additions and 30 deletions
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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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