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serenity/Userland/Libraries/LibGL/Tex
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
..
MipMap.h LibGL: Return white texel when sampling uninitialized texture 2021-08-18 20:30:58 +02:00
NameAllocator.cpp LibGL: Make glDeleteTextures skip over 0 names 2021-12-11 23:15:24 +01:00
NameAllocator.h LibGL: Make glDeleteTextures skip over 0 names 2021-12-11 23:15:24 +01:00
Sampler2D.cpp LibGL: Fix texture sampling texel coordinate calculation 2021-12-19 18:39:26 -08:00
Sampler2D.h LibGL: Turn Sampler2D into an actual class 2021-08-12 18:58:41 +02:00
Texture.h LibGL: Introduce Texture base class for all texture types 2021-05-30 00:32:37 +01:00
Texture2D.cpp LibGL: Simplify Texture2D reading; add support for RGB565 2021-12-12 21:51:08 +01:00
Texture2D.h LibGL: Improve mipmap lookup in Texture2D 2021-12-11 23:15:24 +01:00
TextureUnit.cpp LibGL: Remove TextureUnit::unbind_texture() 2021-12-01 10:21:13 +01:00
TextureUnit.h LibGL: Only pass bound texture units to rasterizer 2021-12-20 10:36:53 -08:00