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.
This commit is contained in:
Jelle Raaijmakers 2021-12-12 21:43:21 +01:00 committed by Brian Gianforcaro
parent f201567153
commit 4e3ed16527
Notes: sideshowbarker 2024-07-17 22:34:08 +09:00
5 changed files with 16 additions and 10 deletions

View file

@ -328,6 +328,12 @@ void SoftwareGLContext::gl_end()
}
}
m_bound_texture_units.clear();
for (auto& texture_unit : m_texture_units) {
if (texture_unit.is_bound())
m_bound_texture_units.append(texture_unit);
}
for (size_t i = 0; i < processed_triangles.size(); i++) {
GLTriangle& triangle = processed_triangles.at(i);
@ -356,7 +362,7 @@ void SoftwareGLContext::gl_end()
swap(triangle.vertices[0], triangle.vertices[1]);
}
m_rasterizer.submit_triangle(triangle, m_texture_units);
m_rasterizer.submit_triangle(triangle, m_bound_texture_units);
}
}

View file

@ -234,6 +234,7 @@ private:
HashMap<GLuint, RefPtr<Texture>> m_allocated_textures;
Array<TextureUnit, 32> m_texture_units;
TextureUnit* m_active_texture_unit { &m_texture_units[0] };
TextureUnit::BoundList m_bound_texture_units;
SoftwareRasterizer m_rasterizer;

View file

@ -494,17 +494,12 @@ SoftwareRasterizer::SoftwareRasterizer(const Gfx::IntSize& min_size)
m_options.scissor_box = m_render_target->rect();
}
void SoftwareRasterizer::submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units)
void SoftwareRasterizer::submit_triangle(GLTriangle const& triangle, TextureUnit::BoundList const& bound_texture_units)
{
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &texture_units](const FloatVector2& uv, const FloatVector4& color, float z) -> FloatVector4 {
rasterize_triangle(m_options, *m_render_target, *m_depth_buffer, triangle, [this, &bound_texture_units](const FloatVector2& uv, const FloatVector4& color, float z) -> FloatVector4 {
FloatVector4 fragment = color;
for (const auto& texture_unit : texture_units) {
// No texture is bound to this texture unit
if (!texture_unit.is_bound())
continue;
for (auto const& texture_unit : bound_texture_units) {
// FIXME: implement GL_TEXTURE_1D, GL_TEXTURE_3D and GL_TEXTURE_CUBE_MAP
FloatVector4 texel;
switch (texture_unit.currently_bound_target()) {

View file

@ -56,7 +56,7 @@ class SoftwareRasterizer final {
public:
SoftwareRasterizer(const Gfx::IntSize& min_size);
void submit_triangle(const GLTriangle& triangle, const Array<TextureUnit, 32>& texture_units);
void submit_triangle(GLTriangle const& triangle, TextureUnit::BoundList const& bound_texture_units);
void resize(const Gfx::IntSize& min_size);
void clear_color(const FloatVector4&);
void clear_depth(float);

View file

@ -6,6 +6,7 @@
#pragma once
#include <AK/IntrusiveList.h>
#include <AK/OwnPtr.h>
#include <LibGL/Tex/Texture2D.h>
@ -35,6 +36,9 @@ public:
bool texture_cube_map_enabled() const { return m_texture_cube_map_enabled; };
void set_texture_cube_map_enabled(bool texture_cube_map_enabled) { m_texture_cube_map_enabled = texture_cube_map_enabled; }
IntrusiveListNode<TextureUnit> m_bound_node;
using BoundList = IntrusiveList<&TextureUnit::m_bound_node>;
private:
mutable RefPtr<Texture2D> m_texture_target_2d { nullptr };
mutable RefPtr<Texture> m_currently_bound_texture { nullptr };