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	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 :^)
		
			
				
	
	
		
			30 lines
		
	
	
	
		
			595 B
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			30 lines
		
	
	
	
		
			595 B
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
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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 <LibGPU/Enums.h>
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#include <LibGfx/Matrix4x4.h>
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#include <LibGfx/Vector4.h>
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namespace GPU {
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typedef u8 TextureUnitIndex;
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struct TexCoordGeneration {
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    bool enabled;
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    TexCoordGenerationMode mode;
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    FloatVector4 coefficients;
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};
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struct TextureUnitConfiguration {
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    bool enabled { false };
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    FloatMatrix4x4 transformation_matrix { FloatMatrix4x4::identity() };
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    u8 tex_coord_generation_enabled;
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    TexCoordGeneration tex_coord_generation[4];
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};
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}
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