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LibSoftGPU used to calculate the normal transformation based on the model view transformation for every primitive, because that's when we sent over the matrix. By making LibGL a bit smarter and only update the matrices when they could have changed, we only need to calculate the normal transformation once on every matrix update. When viewing `Tuba.obj` in 3DFileViewer, this brings the percentage of time spent in `FloatMatrix4x4::inverse()` down from 15% to 0%. :^) |
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.. | ||
CMakeLists.txt | ||
Config.h | ||
Device.h | ||
DeviceInfo.h | ||
Driver.cpp | ||
Driver.h | ||
Enums.h | ||
Image.cpp | ||
Image.h | ||
ImageDataLayout.h | ||
ImageFormat.h | ||
IR.h | ||
Light.h | ||
LightModelParameters.h | ||
Material.h | ||
RasterizerOptions.h | ||
RasterPosition.h | ||
SamplerConfig.h | ||
Shader.h | ||
StencilConfiguration.h | ||
TextureUnitConfiguration.h | ||
Vertex.h |