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mirror of https://github.com/wez/wezterm.git synced 2024-12-24 22:01:47 +03:00
wezterm/wezterm-gui
Wez Furlong 6a84f051b6 Make quad allocation more dynamic
This commit removes the `Quads` struct which maintained pre-defined quad
indices for each of the cells, the background image and scrollbar thumb.

In its place, we now "dynamically" hand out quads to meet the needs of
what is being rendered.  There are some efficiency gains here with
things like the selection (which can now be a single stretched quad,
rather than `n` quads in width).

This isn't a fully dynamic allocation scheme, as we still allocate the
current worst case number of quads when resizing.

A following commit will adjust that so that we allocate a ballpark and
then employ a mechanism similar to OutOfTextureSpace to grow and retry a
render pass when we need more quads.

Futhermore, this dynamic approach may allow reducing the amount of stuff
we have in the Vertex and "simply" render some quads before others so
that we don't have to have so many draw() passes to build up the
complete scene.

refs: #986
2021-07-30 12:59:15 -07:00
..
src Make quad allocation more dynamic 2021-07-30 12:59:15 -07:00
build.rs deps: windows 0.9 -> 0.11 2021-06-16 08:29:09 -07:00
Cargo.toml deps: upgrade open 1.4 -> 2.0 2021-07-26 08:15:02 -07:00