ladybird/Userland/Libraries/LibSoftGPU/PixelQuad.h
Jelle Raaijmakers 00d46e5d77 LibGL+LibGPU+LibSoftGPU: Implement matrix stack per texture unit
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 :^)
2022-09-11 22:37:07 +01:00

36 lines
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/*
* Copyright (c) 2021, Stephan Unverwerth <s.unverwerth@serenityos.org>
* Copyright (c) 2022, Jelle Raaijmakers <jelle@gmta.nl>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <AK/SIMD.h>
#include <AK/SIMDExtras.h>
#include <LibGfx/Vector2.h>
#include <LibGfx/Vector3.h>
#include <LibGfx/Vector4.h>
#include <LibSoftGPU/Config.h>
namespace SoftGPU {
using AK::SIMD::expand4;
using AK::SIMD::f32x4;
using AK::SIMD::i32x4;
struct PixelQuad final {
Vector2<i32x4> screen_coordinates;
Vector3<f32x4> barycentrics;
f32x4 depth;
Vector4<f32x4> vertex_color;
Array<Vector4<f32x4>, GPU::NUM_TEXTURE_UNITS> texture_coordinates;
Vector4<f32x4> out_color;
f32x4 fog_depth;
i32x4 mask;
f32x4 coverage { expand4(1.f) };
};
}