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LibGL+LibGPU+LibSoftGPU: Implement matrix stack per texture unit

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 :^)
This commit is contained in:
Jelle Raaijmakers 2022-09-05 00:40:27 +02:00 committed by Linus Groh
parent 1540c56e6c
commit 00d46e5d77
Notes: sideshowbarker 2024-07-17 07:15:30 +09:00
22 changed files with 208 additions and 152 deletions

View file

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/*
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGPU/Enums.h>
#include <LibGfx/Matrix4x4.h>
#include <LibGfx/Vector4.h>
namespace GPU {
typedef u8 TextureUnitIndex;
struct TexCoordGeneration {
bool enabled;
TexCoordGenerationMode mode;
FloatVector4 coefficients;
};
struct TextureUnitConfiguration {
bool enabled { false };
FloatMatrix4x4 transformation_matrix { FloatMatrix4x4::identity() };
u8 tex_coord_generation_enabled;
TexCoordGeneration tex_coord_generation[4];
};
}