Each texture unit now has its own texture transformation matrix stack.
Introduce a new texture unit configuration that is synced when changed.
Because we're no longer passing a silly `Vector` when drawing each
primitive, this results in a slightly improved frames per second :^)
`GL_COMBINE` is basically a fixed function calculator to perform simple
arithmetics on configurable fragment sources. This patch implements a
number of texture env parameters with support for the RGBA internal
format.
We were lacking support for default textures (i.e. calling
`glBindTexture` with a `texture` argument of `0`) which caused our
Quake2 port to render red screens whenever a video was playing. Every
texture unit is now initialized with a default 2D texture.
Additionally, we had this concept of a "currently bound target" on our
texture units which is not how OpenGL wants us to handle targets.
Calling `glBindTexture` should set the texture for the provided target
only, making it sort of an alias for future operations on the same
target.
Finally, `glDeleteTextures` should not remove the bound texture from
the target in the texture unit, but it should reset it to the default
texture.
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.
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.
This controls how fetched texels are combined with the color that was
produced by a preceding texture unit or with the vertex color if it is
the first texture unit.
Currently only a small subset of possible combine modes is implemented
as required by glquake.
The Context and Software Rasterizer now gets the array of texture units
instead of a single texture object. _Technically_, we now support some
primitive form of multi-texturing, though I'm not entirely sure how well
it will work in its current state.