st-label: Keep labels fully pre-rendered on the GPU
The performance of the icon grid was being hindered by a large number of primitives (a few hundred) being copied from the CPU to the GPU on each frame. This was first noticed in mutter#971 but we failed to investigate all the issues at the time. You can also see the high number using `COGL_DEBUG=batching` or `COGL_DEBUG=disable-texturing`. So now it's obvious that high number is every letter of every label being uploaded as a separate quad. Let's not do that and instead treat the whole label as a single quad/texture. Measured performance on an i7-7700 at UHD 3840x2160: Journal entries per frame on the icon grid: * Before: 288 (18 KB copied from CPU to GPU) * After: 73 ( 4 KB copied from CPU to GPU) Spring animation: * Before: 20-30 FPS, avg 22/peak 45 milliseconds per frame * After: 30-40 FPS, avg 14/peak 28 milliseconds per frame Scrolling the icon grid: * Before: 15 FPS, 50 milliseconds per frame * After: 30 FPS, 28 milliseconds per frame https://gitlab.gnome.org/GNOME/gnome-shell/-/merge_requests/1329
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@ -293,6 +293,7 @@ st_label_class_init (StLabelClass *klass)
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static void
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static void
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st_label_init (StLabel *label)
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st_label_init (StLabel *label)
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{
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{
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ClutterActor *actor = CLUTTER_ACTOR (label);
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StLabelPrivate *priv;
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StLabelPrivate *priv;
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label->priv = priv = st_label_get_instance_private (label);
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label->priv = priv = st_label_get_instance_private (label);
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@ -304,7 +305,10 @@ st_label_init (StLabel *label)
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label->priv->shadow_width = -1.;
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label->priv->shadow_width = -1.;
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label->priv->shadow_height = -1.;
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label->priv->shadow_height = -1.;
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clutter_actor_add_child (CLUTTER_ACTOR (label), priv->label);
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clutter_actor_add_child (actor, priv->label);
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clutter_actor_set_offscreen_redirect (actor,
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CLUTTER_OFFSCREEN_REDIRECT_ALWAYS);
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}
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}
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/**
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/**
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