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https://github.com/kovidgoyal/kitty
synced 2026-07-24 09:18:08 +02:00
Allow re-using VAO objects between different types of cell program
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@@ -175,6 +175,8 @@ destroy_sprite_map() {
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// Cell {{{
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#define CELL_BUFFERS enum { cell_data_buffer, selection_buffer, uniform_buffer };
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typedef struct {
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UniformBlock render_data;
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ArrayInformation color_table;
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@@ -257,11 +259,11 @@ cell_update_uniform_block(ssize_t vao_idx, Screen *screen, int uniform_buffer, G
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unmap_vao_buffer(vao_idx, uniform_buffer); rd = NULL;
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}
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static inline int
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static inline void
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cell_prepare_to_render(ssize_t vao_idx, Screen *screen, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, CursorRenderInfo *cursor) {
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size_t sz;
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CELL_BUFFERS;
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void *address;
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enum { cell_data_buffer, selection_buffer, uniform_buffer };
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if (screen->scroll_changed || screen->is_dirty) {
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sz = sizeof(Cell) * screen->lines * screen->columns;
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address = alloc_and_map_vao_buffer(vao_idx, sz, cell_data_buffer, GL_STREAM_DRAW, GL_WRITE_ONLY);
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@@ -279,12 +281,13 @@ cell_prepare_to_render(ssize_t vao_idx, Screen *screen, GLfloat xstart, GLfloat
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cell_update_uniform_block(vao_idx, screen, uniform_buffer, xstart, ystart, dx, dy, cursor);
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ensure_sprite_map();
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render_dirty_sprites(render_and_send_dirty_sprites);
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return uniform_buffer;
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bind_vao_uniform_buffer(vao_idx, uniform_buffer, cell_program_layouts[CELL_PROGRAM].render_data.index);
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bind_vertex_array(vao_idx);
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}
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static void
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draw_cells_impl(ssize_t vao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLfloat dy, Screen *screen, CursorRenderInfo *cursor) {
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int uniform_buffer = cell_prepare_to_render(vao_idx, screen, xstart, ystart, dx, dy, cursor);
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cell_prepare_to_render(vao_idx, screen, xstart, ystart, dx, dy, cursor);
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bind_program(CELL_PROGRAM);
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static bool cell_constants_set = false;
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@@ -292,8 +295,6 @@ draw_cells_impl(ssize_t vao_idx, GLfloat xstart, GLfloat ystart, GLfloat dx, GLf
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glUniform1i(glGetUniformLocation(program_id(CELL_PROGRAM), "sprites"), SPRITE_MAP_UNIT); check_gl();
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cell_constants_set = true;
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}
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bind_vao_uniform_buffer(vao_idx, uniform_buffer, cell_program_layouts[CELL_PROGRAM].render_data.index);
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bind_vertex_array(vao_idx);
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glDrawArraysInstanced(GL_TRIANGLE_FAN, 0, 4, screen->lines * screen->columns); check_gl();
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}
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// }}}
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