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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.
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@ -1162,8 +1162,9 @@ ALWAYS_INLINE void Device::shade_fragments(PixelQuad& quad)
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// OpenGL 2.0 ¶ 3.5.1 states (in a roundabout way) that texture coordinates must be divided by Q
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auto homogeneous_texture_coordinate = quad.get_input_vector4(SHADER_INPUT_FIRST_TEXCOORD + i * 4);
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auto texel = sampler.sample_2d(homogeneous_texture_coordinate.xy() / homogeneous_texture_coordinate.w());
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texture_stage_texel[i] = texel;
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INCREASE_STATISTICS_COUNTER(g_num_sampler_calls, 1);
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if (m_samplers_need_texture_staging)
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texture_stage_texel[i] = texel;
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// FIXME: implement support for GL_ALPHA, GL_LUMINANCE, GL_LUMINANCE_ALPHA, GL_INTENSITY and GL_RGB internal formats
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auto& fixed_function_env = sampler.config().fixed_function_texture_environment;
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@ -1584,6 +1585,14 @@ void Device::set_sampler_config(unsigned sampler, GPU::SamplerConfig const& conf
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VERIFY(config.bound_image.is_null() || config.bound_image->ownership_token() == this);
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m_samplers[sampler].set_config(config);
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m_samplers_need_texture_staging = any_of(m_samplers, [](auto const& sampler) {
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auto const& fixed_function_env = sampler.config().fixed_function_texture_environment;
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if (fixed_function_env.env_mode != GPU::TextureEnvMode::Combine)
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return false;
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return any_of(fixed_function_env.alpha_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; })
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|| any_of(fixed_function_env.rgb_source, [](auto texture_source) { return texture_source == GPU::TextureSource::TextureStage; });
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});
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}
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void Device::set_light_state(unsigned int light_id, GPU::Light const& light)
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@ -111,6 +111,7 @@ private:
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Vector<Triangle> m_processed_triangles;
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Vector<GPU::Vertex> m_clipped_vertices;
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Array<Sampler, GPU::NUM_TEXTURE_UNITS> m_samplers;
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bool m_samplers_need_texture_staging { false };
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Array<GPU::Light, NUM_LIGHTS> m_lights;
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Array<GPU::Material, 2u> m_materials;
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GPU::RasterPosition m_raster_position;
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