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For small runs of text like icon labels, we can get better performance going through the Cogl journal since text may then be batched together with other geometry. For larger runs of text though we still use VBOs since the cost of logging the quads becomes too expensive, including the software transform which isn't at all optimized at this point. VBOs also have the further advantage of avoiding repeated validation of vertices by the driver and repeated mapping of data into the GPU so long as the text doesn't change. Currently the threshold is 100 vertices/25 quads. This number was plucked out of thin air and should be tuned later. With this change I see ~180% fps improvment for test-text. (x61s + i965 + Mesa 7.6-devel) |
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.. | ||
cogl-pango-display-list.c | ||
cogl-pango-display-list.h | ||
cogl-pango-fontmap.c | ||
cogl-pango-glyph-cache.c | ||
cogl-pango-glyph-cache.h | ||
cogl-pango-private.h | ||
cogl-pango-render.c | ||
cogl-pango.h | ||
Makefile.am |