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author | Joe Wilm <joe@jwilm.com> | 2016-06-04 21:26:28 -0700 |
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committer | Joe Wilm <joe@jwilm.com> | 2016-06-04 21:31:41 -0700 |
commit | 1f3f9add49d9b6fae8f57bb907b278eb06b513c9 (patch) | |
tree | d2413d48aa4f911b1e71386db9ef04478f7c859f /res | |
parent | 4fdd5280f1e79ea6575a6a110951c564a7dd235e (diff) | |
download | alacritty-1f3f9add49d9b6fae8f57bb907b278eb06b513c9.tar.gz alacritty-1f3f9add49d9b6fae8f57bb907b278eb06b513c9.zip |
Optimize Rendering with batched draw calls
Draw calls are now batched for performance. Render times on git log at
the default size are now ~200usec.
Diffstat (limited to 'res')
-rw-r--r-- | res/text.f.glsl | 6 | ||||
-rw-r--r-- | res/text.v.glsl | 23 |
2 files changed, 18 insertions, 11 deletions
diff --git a/res/text.f.glsl b/res/text.f.glsl index e817626f..d3265712 100644 --- a/res/text.f.glsl +++ b/res/text.f.glsl @@ -1,15 +1,17 @@ #version 330 core in vec2 TexCoords; +flat in int InstanceId; layout(location = 0, index = 0) out vec4 color; layout(location = 0, index = 1) out vec4 alphaMask; uniform sampler2D mask; -uniform ivec3 textColor; +uniform ivec3 textColor[32]; void main() { + int i = InstanceId; alphaMask = vec4(texture(mask, TexCoords).rgb, 1.0); - vec3 textColorF = vec3(textColor) / vec3(255.0, 255.0, 255.0); + vec3 textColorF = vec3(textColor[i]) / vec3(255.0, 255.0, 255.0); color = vec4(textColorF, 1.0); } diff --git a/res/text.v.glsl b/res/text.v.glsl index c6543352..66bfad0c 100644 --- a/res/text.v.glsl +++ b/res/text.v.glsl @@ -2,6 +2,7 @@ layout (location = 0) in vec2 position; out vec2 TexCoords; +flat out int InstanceId; // Terminal properties uniform vec2 termDim; @@ -9,33 +10,37 @@ uniform vec2 cellDim; uniform vec2 cellSep; // Cell properties -uniform vec2 gridCoords; +uniform vec2 gridCoords[32]; // glyph properties -uniform vec2 glyphScale; -uniform vec2 glyphOffset; +uniform vec2 glyphScale[32]; +uniform vec2 glyphOffset[32]; // uv mapping -uniform vec2 uvScale; -uniform vec2 uvOffset; +uniform vec2 uvScale[32]; +uniform vec2 uvOffset[32]; // Orthographic projection uniform mat4 projection; void main() { + int i = gl_InstanceID; + // Position of cell from top-left - vec2 cellPosition = (cellDim + cellSep) * gridCoords; + vec2 cellPosition = (cellDim + cellSep) * gridCoords[i]; // Invert Y since framebuffer origin is bottom-left cellPosition.y = termDim.y - cellPosition.y - cellDim.y; // Glyphs are offset within their cell; account for y-flip - vec2 cellOffset = vec2(glyphOffset.x, glyphOffset.y - glyphScale.y); + vec2 cellOffset = vec2(glyphOffset[i].x, + glyphOffset[i].y - glyphScale[i].y); // position coordinates are normalized on [0, 1] - vec2 finalPosition = glyphScale * position + cellPosition + cellOffset; + vec2 finalPosition = glyphScale[i] * position + cellPosition + cellOffset; gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0); - TexCoords = vec2(position.x, 1 - position.y) * uvScale + uvOffset; + TexCoords = vec2(position.x, 1 - position.y) * uvScale[i] + uvOffset[i]; + InstanceId = i; } |