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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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@ -68,7 +68,7 @@ class Device final {
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public:
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Device(const Gfx::IntSize& min_size);
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void draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, GL::TextureUnit::BoundList const& bound_texture_units);
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void draw_primitives(GLenum primitive_type, FloatMatrix4x4 const& transform, FloatMatrix4x4 const& texture_matrix, Vector<Vertex> const& vertices, Vector<size_t> const& enabled_texture_units);
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void resize(const Gfx::IntSize& min_size);
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void clear_color(const FloatVector4&);
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void clear_depth(float);
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@ -85,7 +85,7 @@ public:
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void set_sampler_config(unsigned, SamplerConfig const&);
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private:
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void submit_triangle(Triangle const& triangle, GL::TextureUnit::BoundList const& bound_texture_units);
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void submit_triangle(Triangle const& triangle, Vector<size_t> const& enabled_texture_units);
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private:
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RefPtr<Gfx::Bitmap> m_render_target;
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