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6a84f051b6
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 |
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Cargo.toml |