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		8ff7c52cf4
		
	
	
	
	
		
			
			On every texel access, some floating point instructions involved in copying 4 floats popped up. Let `Image::texel() const` return a `FloatVector4 const&` to prevent these operations. This results in a ~7% FPS increase in GLQuake on my machine.
		
			
				
	
	
		
			71 lines
		
	
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			71 lines
		
	
	
	
		
			2.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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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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|  *
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|  * SPDX-License-Identifier: BSD-2-Clause
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|  */
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| 
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| #pragma once
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| 
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| #include <AK/FixedArray.h>
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| #include <AK/RefPtr.h>
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| #include <LibGPU/Image.h>
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| #include <LibGPU/ImageDataLayout.h>
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| #include <LibGPU/ImageFormat.h>
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| #include <LibGfx/Vector3.h>
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| #include <LibGfx/Vector4.h>
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| #include <LibSoftGPU/Buffer/Typed3DBuffer.h>
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| 
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| namespace SoftGPU {
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| 
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| class Image final : public GPU::Image {
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| public:
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|     Image(void const* ownership_token, GPU::PixelFormat const&, u32 width, u32 height, u32 depth, u32 max_levels);
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| 
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|     virtual u32 width_at_level(u32 level) const override { return m_mipmap_buffers[level]->width(); }
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|     virtual u32 height_at_level(u32 level) const override { return m_mipmap_buffers[level]->height(); }
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|     virtual u32 depth_at_level(u32 level) const override { return m_mipmap_buffers[level]->depth(); }
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|     virtual u32 number_of_levels() const override { return m_number_of_levels; }
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|     bool width_is_power_of_two() const { return m_width_is_power_of_two; }
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|     bool height_is_power_of_two() const { return m_height_is_power_of_two; }
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|     bool depth_is_power_of_two() const { return m_depth_is_power_of_two; }
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| 
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|     GPU::ImageDataLayout image_data_layout(u32 level, Vector3<i32> offset) const;
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|     virtual void regenerate_mipmaps() override;
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| 
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|     FloatVector4 const& texel(u32 level, int x, int y, int z) const
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|     {
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|         return *texel_pointer(level, x, y, z);
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|     }
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| 
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|     void set_texel(u32 level, int x, int y, int z, FloatVector4 const& color)
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|     {
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|         *texel_pointer(level, x, y, z) = color;
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|     }
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| 
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|     virtual void write_texels(u32 level, Vector3<i32> const& output_offset, void const* input_data, GPU::ImageDataLayout const&) override;
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|     virtual void read_texels(u32 level, Vector3<i32> const& input_offset, void* output_data, GPU::ImageDataLayout const&) const override;
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|     virtual void copy_texels(GPU::Image const& source, u32 source_level, Vector3<u32> const& source_offset, Vector3<u32> const& size, u32 destination_level, Vector3<u32> const& destination_offset) override;
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| 
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|     FloatVector4 const* texel_pointer(u32 level, int x, int y, int z) const
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|     {
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|         return m_mipmap_buffers[level]->buffer_pointer(x, y, z);
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|     }
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| 
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|     FloatVector4* texel_pointer(u32 level, int x, int y, int z)
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|     {
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|         return m_mipmap_buffers[level]->buffer_pointer(x, y, z);
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|     }
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| 
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| private:
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|     u32 m_number_of_levels { 0 };
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| 
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|     GPU::PixelFormat m_pixel_format;
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|     FixedArray<RefPtr<Typed3DBuffer<FloatVector4>>> m_mipmap_buffers;
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| 
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|     bool m_width_is_power_of_two { false };
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|     bool m_height_is_power_of_two { false };
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|     bool m_depth_is_power_of_two { false };
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| };
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| 
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| }
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