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authorStephan Unverwerth <s.unverwerth@serenityos.org>2021-12-22 22:14:18 +0100
committerBrian Gianforcaro <b.gianfo@gmail.com>2021-12-24 05:10:28 -0800
commitd8c17c8838a948207b8dbc1e96db628b21b5b6a8 (patch)
tree89ff5d1a199d9d53053d8488c0e94d5ed05f4f34 /Userland/Libraries/LibGL/SoftwareGLContext.h
parentf69de5e850151c461b54dfe43eb48df9adb90fa0 (diff)
downloadserenity-d8c17c8838a948207b8dbc1e96db628b21b5b6a8.zip
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.
Diffstat (limited to 'Userland/Libraries/LibGL/SoftwareGLContext.h')
-rw-r--r--Userland/Libraries/LibGL/SoftwareGLContext.h1
1 files changed, 0 insertions, 1 deletions
diff --git a/Userland/Libraries/LibGL/SoftwareGLContext.h b/Userland/Libraries/LibGL/SoftwareGLContext.h
index 9121959701..cde187e80d 100644
--- a/Userland/Libraries/LibGL/SoftwareGLContext.h
+++ b/Userland/Libraries/LibGL/SoftwareGLContext.h
@@ -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 };