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	 00d46e5d77
			
		
	
	
		00d46e5d77
		
	
	
	
	
		
			
			Each texture unit now has its own texture transformation matrix stack. Introduce a new texture unit configuration that is synced when changed. Because we're no longer passing a silly `Vector` when drawing each primitive, this results in a slightly improved frames per second :^)
		
			
				
	
	
		
			35 lines
		
	
	
	
		
			780 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			35 lines
		
	
	
	
		
			780 B
		
	
	
	
		
			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/SIMD.h>
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| #include <AK/SIMDExtras.h>
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| #include <LibGfx/Vector2.h>
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| #include <LibGfx/Vector3.h>
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| #include <LibGfx/Vector4.h>
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| #include <LibSoftGPU/Config.h>
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| 
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| namespace SoftGPU {
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| 
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| using AK::SIMD::expand4;
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| using AK::SIMD::f32x4;
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| using AK::SIMD::i32x4;
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| 
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| struct PixelQuad final {
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|     Vector2<i32x4> screen_coordinates;
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|     Vector3<f32x4> barycentrics;
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|     f32x4 depth;
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|     Vector4<f32x4> vertex_color;
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|     Array<Vector4<f32x4>, GPU::NUM_TEXTURE_UNITS> texture_coordinates;
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|     Vector4<f32x4> out_color;
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|     f32x4 fog_depth;
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|     i32x4 mask;
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|     f32x4 coverage { expand4(1.f) };
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| };
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| 
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| }
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