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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. |
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.. | ||
MipMap.h | ||
NameAllocator.cpp | ||
NameAllocator.h | ||
Sampler2D.cpp | ||
Sampler2D.h | ||
Texture.h | ||
Texture2D.cpp | ||
Texture2D.h | ||
TextureUnit.cpp | ||
TextureUnit.h |