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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 :^)
27 lines
586 B
C++
27 lines
586 B
C++
/*
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* Copyright (c) 2021, Jesse Buhagiar <jooster669@gmail.com>
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* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
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*
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* SPDX-License-Identifier: BSD-2-Clause
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*/
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#pragma once
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#include <AK/Array.h>
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#include <LibGPU/Config.h>
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#include <LibGfx/Vector3.h>
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#include <LibGfx/Vector4.h>
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namespace GPU {
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struct Vertex {
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FloatVector4 position;
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FloatVector4 eye_coordinates;
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FloatVector4 clip_coordinates;
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FloatVector4 window_coordinates;
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FloatVector4 color;
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Array<FloatVector4, GPU::NUM_TEXTURE_UNITS> tex_coords;
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FloatVector3 normal;
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};
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}
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