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authorJasper St. Pierre <jstpierre@mecheye.net>2014-11-22 10:17:22 -0800
committerJasper St. Pierre <jstpierre@mecheye.net>2014-11-22 10:34:47 -0800
commitc01e37a9a5db5957d08fcb4b8f11ea86c344f6d1 (patch)
tree0500a6e3ec72f11413f2260f14a11625b9f4f68c /gdk
parent6ffba866a61dfcd854711c97e93dce641cb055b1 (diff)
downloadgtk+-c01e37a9a5db5957d08fcb4b8f11ea86c344f6d1.tar.gz
gdkgl: Texture quads in one giant draw call
This requires us to use GL_TRIANGLES and six verts per quad instead of four, which makes me think it might not be worth it on well-optimized GL drivers. However, from talking to some driver developers about it, the GL_TRIANGLES should be faster, since this means that there's one giant contiguous buffer instead of many small buffers. If we were really rendering a lot of quads, I'd use an element buffer and GL_PRIMITIVE_RESTART, but we're really not ever rendering that many quads, and the setup cost for that would just be too annoying.
Diffstat (limited to 'gdk')
-rw-r--r--gdk/gdkgl.c26
1 files changed, 22 insertions, 4 deletions
diff --git a/gdk/gdkgl.c b/gdk/gdkgl.c
index b9563a66a3..73888a2ee2 100644
--- a/gdk/gdkgl.c
+++ b/gdk/gdkgl.c
@@ -24,6 +24,7 @@
#include <epoxy/gl.h>
#include <math.h>
+#include <string.h>
static cairo_user_data_key_t direct_key;
@@ -217,6 +218,7 @@ gdk_gl_texture_quads (GdkGLContext *paint_context,
float w = gdk_window_get_width (window) * window_scale;
float h = gdk_window_get_height (window) * window_scale;
int i;
+ float *vertex_buffer_data;
bind_vao (paint_data);
@@ -240,20 +242,36 @@ gdk_gl_texture_quads (GdkGLContext *paint_context,
glVertexAttribPointer (program->position_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, NULL);
glVertexAttribPointer (program->uv_location, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, NULL + sizeof(float) * 2);
+#define VERTEX_SIZE 4
+
+#define QUAD_N_VERTICES 6
+
+#define QUAD_SIZE (VERTEX_SIZE * QUAD_N_VERTICES)
+
+ vertex_buffer_data = g_new (float, n_quads * QUAD_SIZE);
+
for (i = 0; i < n_quads; i++)
{
GdkTexturedQuad *quad = &quads[i];
- float vertex_buffer_data[] = {
+ float vertex_data[] = {
+ (quad->x1 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u1, quad->v1,
+ (quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u1, quad->v2,
(quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u2, quad->v1,
+
(quad->x2 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u2, quad->v2,
(quad->x1 * 2) / w - 1, (quad->y2 * 2) / h - 1, quad->u1, quad->v2,
- (quad->x1 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u1, quad->v1,
+ (quad->x2 * 2) / w - 1, (quad->y1 * 2) / h - 1, quad->u2, quad->v1,
};
- glBufferData (GL_ARRAY_BUFFER, sizeof(vertex_buffer_data), vertex_buffer_data, GL_STREAM_DRAW);
- glDrawArrays (GL_TRIANGLE_FAN, 0, 4);
+ float *vertex = &vertex_buffer_data[i * QUAD_SIZE];
+ memcpy (vertex, vertex_data, sizeof(vertex_data));
}
+ glBufferData (GL_ARRAY_BUFFER, sizeof(float) * n_quads * QUAD_SIZE, vertex_buffer_data, GL_STREAM_DRAW);
+ glDrawArrays (GL_TRIANGLES, 0, n_quads * QUAD_N_VERTICES);
+
+ g_free (vertex_buffer_data);
+
glDisableVertexAttribArray (0);
glDisableVertexAttribArray (1);
}