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serenity/Userland/Libraries/LibGL/Tex/TextureUnit.h
Jelle Raaijmakers 4e3ed16527 LibGL: Only pass bound texture units to rasterizer
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.
2021-12-20 10:36:53 -08:00

55 lines
2.1 KiB
C++

/*
* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/IntrusiveList.h>
#include <AK/OwnPtr.h>
#include <LibGL/Tex/Texture2D.h>
namespace GL {
class TextureUnit {
public:
TextureUnit() = default;
void bind_texture_to_target(GLenum texture_target, const RefPtr<Texture>& texture);
RefPtr<Texture2D>& bound_texture_2d() const { return m_texture_target_2d; }
RefPtr<Texture>& bound_texture() const { return m_currently_bound_texture; }
GLenum currently_bound_target() const { return m_currently_bound_target; }
bool is_bound() const { return !m_currently_bound_texture.is_null(); }
void set_env_mode(GLenum mode) { m_env_mode = mode; }
GLenum env_mode() const { return m_env_mode; }
bool texture_1d_enabled() const { return m_texture_1d_enabled; };
void set_texture_1d_enabled(bool texture_1d_enabled) { m_texture_1d_enabled = texture_1d_enabled; }
bool texture_2d_enabled() const { return m_texture_2d_enabled; };
void set_texture_2d_enabled(bool texture_2d_enabled) { m_texture_2d_enabled = texture_2d_enabled; }
bool texture_3d_enabled() const { return m_texture_3d_enabled; };
void set_texture_3d_enabled(bool texture_3d_enabled) { m_texture_3d_enabled = texture_3d_enabled; }
bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; };
void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
IntrusiveListNode<TextureUnit> m_bound_node;
using BoundList = IntrusiveList<&TextureUnit::m_bound_node>;
private:
mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
mutable RefPtr<Texture> m_currently_bound_texture { nullptr };
GLenum m_currently_bound_target;
GLenum m_env_mode { GL_MODULATE };
// Texturing state per unit, in increasing priority:
bool m_texture_1d_enabled { false };
bool m_texture_2d_enabled { false };
bool m_texture_3d_enabled { false };
bool m_texture_cube_map_enabled { false };
};
}