LibSoftGPU: Only enable texture stages if required

Copying over every texel (4x`f32x4`) for every texture unit is
relatively expensive. By checking if we even need to remember these
texel values, we reduce the time spent in `rasterize_triangle` by
around 2% as measured in Quake III.
This commit is contained in:
Jelle Raaijmakers 2023-02-01 23:06:48 +01:00 committed by Andreas Kling
parent dcf33f9b8f
commit 62f4486190
2 changed files with 11 additions and 1 deletions

View file

@ -1162,8 +1162,9 @@ ALWAYS_INLINE void Device::shade_fragments(PixelQuad& quad)
// OpenGL 2.0 ¶ 3.5.1 states (in a roundabout way) that texture coordinates must be divided by Q
auto homogeneous_texture_coordinate = quad.get_input_vector4(SHADER_INPUT_FIRST_TEXCOORD + i * 4);
auto texel = sampler.sample_2d(homogeneous_texture_coordinate.xy() / homogeneous_texture_coordinate.w());
texture_stage_texel[i] = texel;
INCREASE_STATISTICS_COUNTER(g_num_sampler_calls, 1);
if (m_samplers_need_texture_staging)
texture_stage_texel[i] = texel;
// FIXME: implement support for GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_INTENSITY and GL_RGB internal formats
auto& fixed_function_env = sampler.config().fixed_function_texture_environment;
@ -1584,6 +1585,14 @@ void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& conf
VERIFY(config.bound_image.is_null() || config.bound_image->ownership_token() == this);
m_samplers[sampler].set_config(config);
m_samplers_need_texture_staging = any_of(m_samplers, [](auto const& sampler) {
auto const& fixed_function_env = sampler.config().fixed_function_texture_environment;
if (fixed_function_env.env_mode != GPU::TextureEnvMode::Combine)
return false;
return any_of(fixed_function_env.alpha_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; })
|| any_of(fixed_function_env.rgb_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; });
});
}
void Device::set_light_state(unsigned int light_id, GPU::Light const& light)

View file

@ -111,6 +111,7 @@ private:
Vector<Triangle> m_processed_triangles;
Vector<GPU::Vertex> m_clipped_vertices;
Array<Sampler, GPU::NUM_TEXTURE_UNITS> m_samplers;
bool m_samplers_need_texture_staging { false };
Array<GPU::Light, NUM_LIGHTS> m_lights;
Array<GPU::Material, 2u> m_materials;
GPU::RasterPosition m_raster_position;