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Optimize rendering

This moves some logic that was previously being done per-character into
the vertex shader. At this time, we've traded CPU computation for
additional gl::Uniform2f calls. This is only a marginal improvement.
However, this patch positions the renderer well for instanced drawing,
and that will be a huge performance win.
This commit is contained in:
Joe Wilm 2016-06-04 15:30:17 -07:00
parent f944b517fa
commit 2f058bd053
No known key found for this signature in database
GPG key ID: 39B57C6972F518DA
5 changed files with 189 additions and 95 deletions

View file

@ -3,7 +3,7 @@ name = "alacritty"
version = "0.1.0"
authors = ["Joe Wilm <joe@jwilm.com>"]
license = "Apache-2.0"
exclude = ["res/*"]
build = "build.rs"
[dependencies]

View file

@ -1,12 +1,41 @@
#version 330 core
layout (location = 0) in vec2 position;
layout (location = 1) in vec2 uvMask;
out vec2 TexCoords;
// Terminal properties
uniform vec2 termDim;
uniform vec2 cellDim;
uniform vec2 cellSep;
// Cell properties
uniform vec2 gridCoords;
// glyph properties
uniform vec2 glyphScale;
uniform vec2 glyphOffset;
// uv mapping
uniform vec2 uvScale;
uniform vec2 uvOffset;
// Orthographic projection
uniform mat4 projection;
void main()
{
gl_Position = projection * vec4(position.xy, 0.0, 1.0);
TexCoords = uvMask.xy;
// Position of cell from top-left
vec2 cellPosition = (cellDim + cellSep) * gridCoords;
// 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);
// position coordinates are normalized on [0, 1]
vec2 finalPosition = glyphScale * position + cellPosition + cellOffset;
gl_Position = projection * vec4(finalPosition.xy, 0.0, 1.0);
TexCoords = vec2(position.x, 1 - position.y) * uvScale + uvOffset;
}

View file

@ -56,13 +56,14 @@ static INIT_LIST: &'static str = "abcdefghijklmnopqrstuvwxyz\
type GlyphCache = HashMap<char, renderer::Glyph>;
#[derive(Debug)]
struct TermProps {
cell_width: f32,
sep_x: f32,
cell_height: f32,
sep_y: f32,
height: f32,
width: f32,
height: f32,
cell_width: f32,
cell_height: f32,
sep_x: f32,
sep_y: f32,
}
fn main() {
@ -189,6 +190,15 @@ fn main() {
width: width as f32,
};
let props = TermProps {
cell_width: cell_width as f32,
cell_height: cell_height as f32,
sep_x: sep_x as f32,
sep_y: sep_y as f32,
height: height as f32,
width: width as f32,
};
{
let _sampler = meter.sampler();

View file

@ -18,9 +18,6 @@ use term;
use super::{Rgb, TermProps, GlyphCache};
// static TEXT_SHADER_V: &'static str = include_str!("../../res/text.v.glsl");
// static TEXT_SHADER_F: &'static str = include_str!("../../res/text.f.glsl");
static TEXT_SHADER_F_PATH: &'static str = concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.f.glsl");
static TEXT_SHADER_V_PATH: &'static str = concat!(env!("CARGO_MANIFEST_DIR"), "/res/text.v.glsl");
@ -40,8 +37,6 @@ pub struct QuadRenderer {
pub struct PackedVertex {
x: f32,
y: f32,
u: f32,
v: f32,
}
@ -61,11 +56,20 @@ impl QuadRenderer {
gl::BindVertexArray(vao);
gl::BindBuffer(gl::ARRAY_BUFFER, vbo);
// Top right, Bottom right, Bottom left, Top left
let vertices = [
PackedVertex { x: 1.0, y: 1.0 },
PackedVertex { x: 1.0, y: 0.0 },
PackedVertex { x: 0.0, y: 0.0 },
PackedVertex { x: 0.0, y: 1.0 },
];
gl::BufferData(
gl::ARRAY_BUFFER,
(size_of::<PackedVertex>() * 4) as GLsizeiptr,
ptr::null(),
gl::DYNAMIC_DRAW
(size_of::<PackedVertex>() * vertices.len()) as GLsizeiptr,
vertices.as_ptr() as *const _,
gl::STATIC_DRAW
);
let indices: [u32; 6] = [0, 1, 3,
@ -78,7 +82,6 @@ impl QuadRenderer {
gl::STATIC_DRAW);
gl::EnableVertexAttribArray(0);
gl::EnableVertexAttribArray(1);
// positions
gl::VertexAttribPointer(0, 2,
@ -86,12 +89,6 @@ impl QuadRenderer {
size_of::<PackedVertex>() as i32,
ptr::null());
// uv mapping
gl::VertexAttribPointer(1, 2,
gl::FLOAT, gl::FALSE,
size_of::<PackedVertex>() as i32,
(2 * size_of::<f32>()) as *const _);
gl::BindVertexArray(0);
gl::BindBuffer(gl::ARRAY_BUFFER, 0);
gl::BindBuffer(gl::ELEMENT_ARRAY_BUFFER, 0);
@ -156,14 +153,14 @@ impl QuadRenderer {
{
self.prepare_render(props);
let (mut x, mut y) = (800f32, 20f32);
let row = 40.0;
let mut col = 100.0;
for c in s.chars() {
if let Some(glyph) = glyph_cache.get(&c) {
self.render(glyph, x, y, color);
self.render(glyph, row, col, color, c);
}
x += props.cell_width as f32 + 2f32;
col += 1.0;
}
self.finish_render();
@ -176,12 +173,8 @@ impl QuadRenderer {
{
self.prepare_render(props);
if let Some(glyph) = glyph_cache.get(&term::CURSOR_SHAPE) {
let y = (props.cell_height + props.sep_y) * (cursor.y as f32);
let x = (props.cell_width + props.sep_x) * (cursor.x as f32);
let y_inverted = props.height - y - props.cell_height;
self.render(glyph, x, y_inverted, &term::DEFAULT_FG);
self.render(glyph, cursor.y as f32, cursor.x as f32,
&term::DEFAULT_FG, term::CURSOR_SHAPE);
}
self.finish_render();
@ -195,12 +188,7 @@ impl QuadRenderer {
let cell = &row[j];
if cell.c != ' ' {
if let Some(glyph) = glyph_cache.get(&cell.c) {
let y = (props.cell_height + props.sep_y) * (i as f32);
let x = (props.cell_width + props.sep_x) * (j as f32);
let y_inverted = (props.height) - y - (props.cell_height);
self.render(glyph, x, y_inverted, &cell.fg);
self.render(glyph, i as f32, j as f32, &cell.fg, cell.c);
}
}
}
@ -211,6 +199,7 @@ impl QuadRenderer {
fn prepare_render(&mut self, props: &TermProps) {
unsafe {
self.program.activate();
self.program.set_term_uniforms(props);
gl::BindVertexArray(self.vao);
gl::BindBuffer(gl::ARRAY_BUFFER, self.vbo);
@ -257,7 +246,7 @@ impl QuadRenderer {
self.program = program;
}
fn render(&mut self, glyph: &Glyph, x: f32, y: f32, color: &Rgb) {
fn render(&mut self, glyph: &Glyph, row: f32, col: f32, color: &Rgb, c: char) {
if &self.active_color != color {
unsafe {
gl::Uniform3i(self.program.u_color,
@ -268,17 +257,7 @@ impl QuadRenderer {
self.active_color = color.to_owned();
}
let rect = get_rect(glyph, x, y);
let uv = glyph.uv;
// Top right, Bottom right, Bottom left, Top left
let packed = [
PackedVertex { x: rect.max_x(), y: rect.max_y(), u: uv.max_x(), v: uv.min_y(), },
PackedVertex { x: rect.max_x(), y: rect.min_y(), u: uv.max_x(), v: uv.max_y(), },
PackedVertex { x: rect.min_x(), y: rect.min_y(), u: uv.min_x(), v: uv.max_y(), },
PackedVertex { x: rect.min_x(), y: rect.max_y(), u: uv.min_x(), v: uv.min_y(), },
];
self.program.set_glyph_uniforms(row, col, glyph);
unsafe {
// Bind texture if it changed
@ -287,13 +266,6 @@ impl QuadRenderer {
self.active_tex = glyph.tex_id;
}
gl::BufferSubData(
gl::ARRAY_BUFFER,
0,
(packed.len() * size_of::<PackedVertex>()) as isize,
packed.as_ptr() as *const _
);
gl::DrawElements(gl::TRIANGLES, 6, gl::UNSIGNED_INT, ptr::null());
}
}
@ -358,11 +330,38 @@ fn get_rect(glyph: &Glyph, x: f32, y: f32) -> Rect<f32> {
}
pub struct ShaderProgram {
// Program id
id: GLuint,
/// projection matrix uniform
u_projection: GLint,
/// color uniform
u_color: GLint,
/// Terminal dimensions (pixels)
u_term_dim: GLint,
/// Cell dimensions (pixels)
u_cell_dim: GLint,
/// Cell separation (pixels)
u_cell_sep: GLint,
/// Cell coordinates in grid
u_cell_coord: GLint,
/// Glyph scale
u_glyph_scale: GLint,
/// Glyph offset
u_glyph_offest: GLint,
/// Atlas scale
u_uv_scale: GLint,
/// Atlas offset
u_uv_offset: GLint,
}
impl ShaderProgram {
@ -387,23 +386,47 @@ impl ShaderProgram {
unsafe {
gl::DeleteShader(vertex_shader);
gl::DeleteShader(fragment_shader);
gl::UseProgram(program);
}
macro_rules! cptr {
($thing:expr) => { $thing.as_ptr() as *const _ }
}
macro_rules! assert_uniform_valid {
($uniform:expr) => {
assert!($uniform != gl::INVALID_VALUE as i32);
assert!($uniform != gl::INVALID_OPERATION as i32);
};
( $( $uniform:expr ),* ) => {
$( assert_uniform_valid!($uniform) )*
};
}
// get uniform locations
let projection_str = CString::new("projection").unwrap();
let color_str = CString::new("textColor").unwrap();
let (projection, color) = unsafe {
let (projection, color, term_dim, cell_dim, cell_sep) = unsafe {
(
gl::GetUniformLocation(program, projection_str.as_ptr()),
gl::GetUniformLocation(program, color_str.as_ptr()),
gl::GetUniformLocation(program, cptr!(b"projection\0")),
gl::GetUniformLocation(program, cptr!(b"textColor\0")),
gl::GetUniformLocation(program, cptr!(b"termDim\0")),
gl::GetUniformLocation(program, cptr!(b"cellDim\0")),
gl::GetUniformLocation(program, cptr!(b"cellSep\0")),
)
};
assert!(projection != gl::INVALID_VALUE as i32);
assert!(projection != gl::INVALID_OPERATION as i32);
assert!(color != gl::INVALID_VALUE as i32);
assert!(color != gl::INVALID_OPERATION as i32);
assert_uniform_valid!(projection, color, term_dim, cell_dim, cell_sep);
let (cell_coord, glyph_scale, glyph_offest, uv_scale, uv_offset) = unsafe {
(
gl::GetUniformLocation(program, cptr!(b"gridCoords\0")),
gl::GetUniformLocation(program, cptr!(b"glyphScale\0")),
gl::GetUniformLocation(program, cptr!(b"glyphOffset\0")),
gl::GetUniformLocation(program, cptr!(b"uvScale\0")),
gl::GetUniformLocation(program, cptr!(b"uvOffset\0")),
)
};
assert_uniform_valid!(cell_coord, glyph_scale, glyph_offest, uv_scale, uv_offset);
// Initialize to known color (black)
unsafe {
@ -414,6 +437,14 @@ impl ShaderProgram {
id: program,
u_projection: projection,
u_color: color,
u_term_dim: term_dim,
u_cell_dim: cell_dim,
u_cell_sep: cell_sep,
u_cell_coord: cell_coord,
u_glyph_scale: glyph_scale,
u_glyph_offest: glyph_offest,
u_uv_scale: uv_scale,
u_uv_offset: uv_offset,
};
// set projection uniform
@ -422,16 +453,34 @@ impl ShaderProgram {
println!("width: {}, height: {}", width, height);
shader.activate();
unsafe {
gl::UniformMatrix4fv(shader.u_projection,
1, gl::FALSE, projection.as_ptr() as *const _);
}
shader.deactivate();
Ok(shader)
}
fn set_term_uniforms(&self, props: &TermProps) {
unsafe {
gl::Uniform2f(self.u_term_dim, props.width, props.height);
gl::Uniform2f(self.u_cell_dim, props.cell_width, props.cell_height);
gl::Uniform2f(self.u_cell_sep, props.sep_x, props.sep_y);
}
}
fn set_glyph_uniforms(&self, row: f32, col: f32, glyph: &Glyph) {
unsafe {
gl::Uniform2f(self.u_cell_coord, col, row); // col = x; row = y
gl::Uniform2f(self.u_glyph_scale, glyph.width, glyph.height);
gl::Uniform2f(self.u_glyph_offest, glyph.left, glyph.top);
gl::Uniform2f(self.u_uv_scale, glyph.uv_width, glyph.uv_height);
gl::Uniform2f(self.u_uv_offset, glyph.uv_left, glyph.uv_bot);
}
}
fn create_program(vertex: GLuint, fragment: GLuint) -> GLuint {
unsafe {
let program = gl::CreateProgram();
@ -667,20 +716,20 @@ impl Atlas {
let uv_height = height as f32 / self.height as f32;
let uv_width = width as f32 / self.width as f32;
let uv = Rect::new(
Point2D::new(uv_left, uv_bot),
Size2D::new(uv_width, uv_height)
);
let g = Glyph {
tex_id: self.id,
top: glyph.top as f32,
width: width as f32,
height: height as f32,
left: glyph.left as f32,
uv_bot: uv_bot,
uv_left: uv_left,
uv_width: uv_width,
uv_height: uv_height,
};
// Return the glyph
Glyph {
tex_id: self.id,
top: glyph.top as i32,
width: width,
height: height,
left: glyph.left as i32,
uv: uv
}
g
}
/// Check if there's room in the current row for given glyph
@ -707,11 +756,15 @@ impl Atlas {
}
}
#[derive(Debug)]
pub struct Glyph {
tex_id: GLuint,
top: i32,
left: i32,
width: i32,
height: i32,
uv: Rect<f32>,
top: f32,
left: f32,
width: f32,
height: f32,
uv_bot: f32,
uv_left: f32,
uv_width: f32,
uv_height: f32,
}

View file

@ -108,10 +108,11 @@ impl Rasterizer {
}
RasterizedGlyph {
top: glyph.bitmap_top() as usize,
left: glyph.bitmap_left() as usize,
width: glyph.bitmap().width() as usize / 3,
height: glyph.bitmap().rows() as usize,
c: c,
top: glyph.bitmap_top(),
left: glyph.bitmap_left(),
width: glyph.bitmap().width() / 3,
height: glyph.bitmap().rows(),
buf: packed,
}
}
@ -119,10 +120,11 @@ impl Rasterizer {
#[derive(Debug)]
pub struct RasterizedGlyph {
pub width: usize,
pub height: usize,
pub top: usize,
pub left: usize,
pub c: char,
pub width: i32,
pub height: i32,
pub top: i32,
pub left: i32,
pub buf: Vec<u8>,
}