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gui: improve vertex buffer map/write/release performance
Switches from using a dynamic vertex buffer to an immutable vertex buffer. This feels counter-intuitive to me; the purpose of dynamic is to sustain frequent updates, but mapping the buffer needs to synchronize with the GPU, and if we are rapidly invalidating the window that can stall painting by tens of milliseconds. Switching to an immutable buffer avoids the stall and makes quad mapping more consistently < 10ms, but its still not ideal. refs: https://github.com/wez/wezterm/issues/546
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@ -286,7 +286,7 @@ impl RenderState {
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quads.scroll_thumb = define_quad(0.0, 0.0, 0.0, 0.0) as usize;
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Ok((
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VertexBuffer::dynamic(context, &verts)?,
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VertexBuffer::immutable(context, &verts)?,
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IndexBuffer::new(
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context,
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glium::index::PrimitiveType::TrianglesList,
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@ -167,7 +167,10 @@ impl super::TermWindow {
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let gl_state = self.render_state.as_ref().unwrap();
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let mut vb = gl_state.glyph_vertex_buffer.borrow_mut();
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let start = Instant::now();
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let mut quads = gl_state.quads.map(&mut vb);
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log::trace!("quad map elapsed {:?}", start.elapsed());
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let cursor_border_color = rgbcolor_to_window_color(palette.cursor_border);
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let foreground = rgbcolor_to_window_color(palette.foreground);
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@ -299,6 +302,10 @@ impl super::TermWindow {
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)?;
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}
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let start = Instant::now();
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drop(quads);
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log::trace!("quad drop elapsed {:?}", start.elapsed());
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Ok(())
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}
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