Use vertex buffers instead of texture buffers

Apparently, integer samplers for textFetch() are broken on some macOS
Intel drivers. Fixes #101
This commit is contained in:
Kovid Goyal
2017-08-22 08:55:29 +05:30
parent 4364163ceb
commit 03e0b9de04
7 changed files with 121 additions and 113 deletions

View File

@@ -3,18 +3,24 @@
# License: GPL v3 Copyright: 2016, Kovid Goyal <kovid at kovidgoyal.net>
from collections import deque
from ctypes import addressof
from functools import partial
from threading import Lock
from ctypes import addressof
from .borders import Borders
from .char_grid import calculate_gl_geometry, render_cells
from .child import Child
from .config import build_ansi_color_table
from .constants import get_boss, appname, shell_path, cell_size, queue_action, viewport_size, WindowGeometry, GLuint
from .fast_data_types import glfw_post_empty_event, Screen, DECAWM, DATA_CELL_SIZE, ColorProfile
from .char_grid import calculate_gl_geometry, render_cells
from .layout import all_layouts, Rect
from .constants import (
GLuint, WindowGeometry, appname, cell_size, get_boss, queue_action,
shell_path, viewport_size
)
from .fast_data_types import (
DATA_CELL_SIZE, DECAWM, GL_STREAM_DRAW, ColorProfile, Screen,
glfw_post_empty_event
)
from .layout import Rect, all_layouts
from .utils import color_as_int
from .borders import Borders
from .window import Window
@@ -202,7 +208,7 @@ class TabManager:
def __init__(self, opts, args, startup_session):
self.opts, self.args = opts, args
self.buffer_id = None
self.vao_id = None
self.tabbar_lock = Lock()
self.tabs = [Tab(opts, args, self.title_changed, t) for t in startup_session.tabs]
self.cell_ranges = []
@@ -306,7 +312,7 @@ class TabManager:
if needs_resize:
queue_action(get_boss().tabbar_visibility_changed)
def update_tab_bar_data(self, sprites):
def update_tab_bar_data(self, sprites, cell_program):
s = self.tab_bar_screen
s.cursor.x = 0
s.erase_in_line(2, False)
@@ -336,9 +342,9 @@ class TabManager:
s.update_cell_data(
sprites.backend, self.color_profile, addressof(self.sprite_map), self.default_fg, self.default_bg, True)
sprites.render_dirty_cells()
if self.buffer_id is None:
self.buffer_id = sprites.add_sprite_map()
sprites.set_sprite_map(self.buffer_id, self.sprite_map)
if self.vao_id is None:
self.vao_id = cell_program.create_sprite_map()
cell_program.send_vertex_data(self.vao_id, self.sprite_map, usage=GL_STREAM_DRAW)
def activate_tab_at(self, x):
x = (x - self.window_geometry.left) // cell_size.width
@@ -358,5 +364,5 @@ class TabManager:
return
with self.tabbar_lock:
if self.tabbar_dirty:
self.update_tab_bar_data(sprites)
render_cells(self.buffer_id, self.screen_geometry, cell_program, sprites)
self.update_tab_bar_data(sprites, cell_program)
render_cells(self.vao_id, self.screen_geometry, cell_program, sprites)