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authorJoe Wilm <joe@jwilm.com>2016-06-04 21:26:28 -0700
committerJoe Wilm <joe@jwilm.com>2016-06-04 21:31:41 -0700
commit1f3f9add49d9b6fae8f57bb907b278eb06b513c9 (patch)
treed2413d48aa4f911b1e71386db9ef04478f7c859f /res
parent4fdd5280f1e79ea6575a6a110951c564a7dd235e (diff)
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.glsl6
-rw-r--r--res/text.v.glsl23
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;
}