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wezterm/wezterm-gui
Wez Furlong 725572de9c reduce to a single draw call
Taking further advantage of dynamic quad allocation, we can now
remove the multiple render passes in favor of allocating the quads
and painting them from back to front.

In turn, this means that we can reduce the amount of data that we
store in the vertex, which simplifies the shaders a bit, at the
expense of making the render code in rust a bit more complex.

However, we can take advantage of stretching runs of cells with
background colors in to a single quad.

refs: #986
2021-07-31 00:23:16 -07:00
..
src reduce to a single draw call 2021-07-31 00:23:16 -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