LibGL+LibSoftGPU: Use device samplers for rendering

We now sample textures from the device owned image samplers.
Passing of enabled texture units has been simplified by only passing a
list of texture unit indices.
This commit is contained in:
Stephan Unverwerth 2021-12-22 22:14:18 +01:00 committed by Brian Gianforcaro
commit d8c17c8838
Notes: sideshowbarker 2024-07-17 22:15:52 +09:00
5 changed files with 19 additions and 30 deletions

View file

@ -235,7 +235,6 @@ 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;
SoftGPU::Device m_rasterizer;
bool m_sampler_config_is_dirty { true };