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