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Improved rendering performance of convex shapes and on gl3 back-end

- set swap interval to 0 to better see performance
- draw convex shapes without stencil to speed things up
- improve vertex buffer upload for gl3
shared-context
Mikko Mononen 11 years ago
parent
commit
8b234ca953
6 changed files with 258 additions and 165 deletions
  1. +3
    -0
      example/example_gl2.c
  2. +2
    -0
      example/example_gl3.c
  3. +39
    -23
      src/nanovg.c
  4. +1
    -0
      src/nanovg.h
  5. +80
    -61
      src/nanovg_gl2.h
  6. +133
    -81
      src/nanovg_gl3.h

+ 3
- 0
example/example_gl2.c View File

@@ -87,7 +87,10 @@ int main()
if (loadDemoData(vg, &data) == -1)
return -1;

glfwSwapInterval(0);

glfwSetTime(0);
prevt = glfwGetTime();

while (!glfwWindowShouldClose(window))
{


+ 2
- 0
example/example_gl3.c View File

@@ -91,6 +91,8 @@ int main()
if (loadDemoData(vg, &data) == -1)
return -1;

glfwSwapInterval(0);

glfwSetTime(0);
prevt = glfwGetTime();



+ 39
- 23
src/nanovg.c View File

@@ -941,7 +941,7 @@ static void nvg__flattenPaths(struct NVGcontext* ctx, float m)
struct NVGpoint* p1;
struct NVGpoint* pts;
struct NVGpath* path;
int i, j;
int i, j, nleft;
float* cp1;
float* cp2;
float* p;
@@ -1035,6 +1035,7 @@ static void nvg__flattenPaths(struct NVGcontext* ctx, float m)
path = &cache->paths[j];
pts = &cache->points[path->first];
path->nbevel = 0;
nleft = 0;

p0 = &pts[path->count-1];
p1 = &pts[0];
@@ -1058,12 +1059,15 @@ static void nvg__flattenPaths(struct NVGcontext* ctx, float m)
if ((dmr2 * m*m) < 1.0f) {
cross = p1->dx * p0->dy - p0->dx * p1->dy;
p1->flags |= NVG_BEVEL;
if (cross < 0)
if (cross < 0) {
p1->flags |= NVG_LEFT;
nleft++;
}
path->nbevel++;
}
p0 = p1++;
}
path->convex = nleft == 0 ? 1 : 0;
}
}

@@ -1077,6 +1081,7 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)
struct NVGpoint* p0;
struct NVGpoint* p1;
int nstroke, cverts;
int convex = 0;
int i, j, s, e;
float wo = 0;

@@ -1101,6 +1106,7 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)
path = &cache->paths[i];
pts = &cache->points[path->first];
nstroke = (path->count + path->nbevel + 1) * 2;
convex = 0;

// Calculate shape vertices.
if (feats & NVG_FILL) {
@@ -1138,6 +1144,8 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)
path->nfill = (int)(dst - verts);
verts += path->nfill;

if (path->convex && cache->npaths == 1)
convex = 1;
} else {
wo = 0.0f;
path->fill = 0;
@@ -1146,11 +1154,19 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)

// Calculate fringe
if (feats & NVG_STROKE) {
float lw = w + wo; float rw = w - wo;
float lw = w + wo, rw = w - wo;
float u0 = 0, u1 = 1;
int loop = ((feats & NVG_CAPS) && path->closed == 0) ? 0 : 1;
dst = verts;
path->stroke = dst;

// Create only half a fringe for convex shapes so that
// the shape can be rendered without stenciling.
if (convex) {
lw = wo; // This should generate the same vertex as fill inset above.
u1 = 0.5f; // Set outline fade at middle.
}

if (loop) {
// Looping
p0 = &pts[path->count-1];
@@ -1173,10 +1189,10 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)
nvg__normalize(&dx, &dy);
dlx = dy;
dly = -dx;
nvg__vset(dst, p0->x + dlx*rw - dx*NVG_AA, p0->y + dly*rw - dy*NVG_AA, 0,0); dst++;
nvg__vset(dst, p0->x - dlx*lw - dx*NVG_AA, p0->y - dly*lw - dy*NVG_AA, 1,0); dst++;
nvg__vset(dst, p0->x + dlx*rw, p0->y + dly * rw, 0,1); dst++;
nvg__vset(dst, p0->x - dlx*lw, p0->y - dly * lw, 1,1); dst++;
nvg__vset(dst, p0->x + dlx*rw - dx*NVG_AA, p0->y + dly*rw - dy*NVG_AA, u0,0); dst++;
nvg__vset(dst, p0->x - dlx*lw - dx*NVG_AA, p0->y - dly*lw - dy*NVG_AA, u1,0); dst++;
nvg__vset(dst, p0->x + dlx*rw, p0->y + dly * rw, u0,1); dst++;
nvg__vset(dst, p0->x - dlx*lw, p0->y - dly * lw, u1,1); dst++;
}

for (j = s; j < e; ++j) {
@@ -1192,10 +1208,10 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)
float ry1 = p1->y + dly1 * rw;
float lx = p1->x - p1->dmx * lw;
float ly = p1->y - p1->dmy * lw;
nvg__vset(dst, rx0, ry0, 0,1); dst++;
nvg__vset(dst, lx, ly, 1,1); dst++;
nvg__vset(dst, rx1, ry1, 0,1); dst++;
nvg__vset(dst, lx, ly, 1,1); dst++;
nvg__vset(dst, rx0, ry0, u0,1); dst++;
nvg__vset(dst, lx, ly, u1,1); dst++;
nvg__vset(dst, rx1, ry1, u0,1); dst++;
nvg__vset(dst, lx, ly, u1,1); dst++;
} else {
float rx = p1->x + p1->dmx * rw;
float ry = p1->y + p1->dmy * rw;
@@ -1203,22 +1219,22 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)
float ly0 = p1->y - dly0 * lw;
float lx1 = p1->x - dlx1 * lw;
float ly1 = p1->y - dly1 * lw;
nvg__vset(dst, rx, ry, 0,1); dst++;
nvg__vset(dst, lx0, ly0, 1,1); dst++;
nvg__vset(dst, rx, ry, 0,1); dst++;
nvg__vset(dst, lx1, ly1, 1,1); dst++;
nvg__vset(dst, rx, ry, u0,1); dst++;
nvg__vset(dst, lx0, ly0, u1,1); dst++;
nvg__vset(dst, rx, ry, u0,1); dst++;
nvg__vset(dst, lx1, ly1, u1,1); dst++;
}
} else {
nvg__vset(dst, p1->x + (p1->dmx * rw), p1->y + (p1->dmy * rw), 0,1); dst++;
nvg__vset(dst, p1->x - (p1->dmx * lw), p1->y - (p1->dmy * lw), 1,1); dst++;
nvg__vset(dst, p1->x + (p1->dmx * rw), p1->y + (p1->dmy * rw), u0,1); dst++;
nvg__vset(dst, p1->x - (p1->dmx * lw), p1->y - (p1->dmy * lw), u1,1); dst++;
}
p0 = p1++;
}

if (loop) {
// Loop it
nvg__vset(dst, verts[0].x, verts[0].y, 0,1); dst++;
nvg__vset(dst, verts[1].x, verts[1].y, 1,1); dst++;
nvg__vset(dst, verts[0].x, verts[0].y, u0,1); dst++;
nvg__vset(dst, verts[1].x, verts[1].y, u1,1); dst++;
} else {
// Add cap
float dx, dy, dlx, dly;
@@ -1227,10 +1243,10 @@ static int nvg__expandStrokeAndFill(struct NVGcontext* ctx, int feats, float w)
nvg__normalize(&dx, &dy);
dlx = dy;
dly = -dx;
nvg__vset(dst, p1->x + dlx*rw, p1->y + dly * rw, 0,1); dst++;
nvg__vset(dst, p1->x - dlx*lw, p1->y - dly * lw, 1,1); dst++;
nvg__vset(dst, p1->x + dlx*rw + dx*NVG_AA, p1->y + dly*rw + dy*NVG_AA, 0,0); dst++;
nvg__vset(dst, p1->x - dlx*lw + dx*NVG_AA, p1->y - dly*lw + dy*NVG_AA, 1,0); dst++;
nvg__vset(dst, p1->x + dlx*rw, p1->y + dly * rw, u0,1); dst++;
nvg__vset(dst, p1->x - dlx*lw, p1->y - dly * lw, u1,1); dst++;
nvg__vset(dst, p1->x + dlx*rw + dx*NVG_AA, p1->y + dly*rw + dy*NVG_AA, u0,0); dst++;
nvg__vset(dst, p1->x - dlx*lw + dx*NVG_AA, p1->y - dly*lw + dy*NVG_AA, u1,0); dst++;
}

path->nstroke = (int)(dst - verts);


+ 1
- 0
src/nanovg.h View File

@@ -387,6 +387,7 @@ struct NVGpath {
struct NVGvertex* stroke;
int nstroke;
int winding;
int convex;
};

struct NVGparams {


+ 80
- 61
src/nanovg_gl2.h View File

@@ -486,85 +486,104 @@ static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscis
if (gl->gradShader.prog == 0)
return;

glEnable(GL_CULL_FACE);
if (npaths == 1 && paths[0].convex) {

glEnableClientState(GL_VERTEX_ARRAY);
glEnable(GL_CULL_FACE);

// Draw shapes
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
glStencilFunc(GL_ALWAYS, 0, ~0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnableClientState(GL_VERTEX_ARRAY);

glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glDisable(GL_CULL_FACE);
for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->fill[0].x);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
}
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);

/* glStencilOp(GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glCullFace(GL_BACK);
// Fill
glDisable(GL_CULL_FACE);
glTexCoord2f(0.5f,1.0f);
for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->fill[0].x);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
}

for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->fill[0].x);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
}
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnable(GL_CULL_FACE);

glStencilOp(GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glCullFace(GL_FRONT);
// Draw fringes
for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].u);
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
}

for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->fill[0].x);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
}
glCullFace(GL_BACK);*/
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

glEnable(GL_CULL_FACE);
glUseProgram(0);

glDisable(GL_TEXTURE_2D);

} else {
glEnable(GL_CULL_FACE);

glEnableClientState(GL_VERTEX_ARRAY);

// Draw shapes
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
glStencilFunc(GL_ALWAYS, 0, ~0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glDisable(GL_CULL_FACE);
for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->fill[0].x);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
}

// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
glEnable(GL_CULL_FACE);

glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);

glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);

// Draw fringes
for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].u);
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
}
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);

glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
// Draw fringes
for (i = 0; i < npaths; i++) {
path = &paths[i];
glVertexPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(struct NVGvertex), &path->stroke[0].u);
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
}

// Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);

glBegin(GL_QUADS);
glTexCoord2f(0.5f,1.0f);
glVertex2f(bounds[0], bounds[3]);
glVertex2f(bounds[2], bounds[3]);
glVertex2f(bounds[2], bounds[1]);
glVertex2f(bounds[0], bounds[1]);
glEnd();
// Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);

glUseProgram(0);
glBegin(GL_QUADS);
glTexCoord2f(0.5f,1.0f);
glVertex2f(bounds[0], bounds[3]);
glVertex2f(bounds[2], bounds[3]);
glVertex2f(bounds[2], bounds[1]);
glVertex2f(bounds[0], bounds[1]);
glEnd();

glDisable(GL_TEXTURE_2D);
glDisable(GL_STENCIL_TEST);
glUseProgram(0);

glDisable(GL_TEXTURE_2D);
glDisable(GL_STENCIL_TEST);
}
}

static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,


+ 133
- 81
src/nanovg_gl3.h View File

@@ -231,15 +231,6 @@ static void glnvg__getUniforms(struct GLNVGshader* shader)
shader->loc[GLNVG_LOC_TEXTYPE] = glGetUniformLocation(shader->prog, "texType");
}


static void glnvg__resizeVertexBuffer(struct GLNVGcontext* gl, int size)
{
glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, size * sizeof(struct NVGvertex), 0, GL_STREAM_DRAW);
gl->vertArrSize = size;
}

static int glnvg__renderCreate(void* uptr)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
@@ -577,97 +568,159 @@ static int glnvg__maxVertCount(const struct NVGpath* paths, int npaths)
{
int i, count = 0;
for (i = 0; i < npaths; i++) {
if (paths[i].nfill > count) count = paths[i].nfill;
if (paths[i].nstroke > count) count = paths[i].nstroke;
count += paths[i].nfill;
count += paths[i].nstroke;
}
return count;
}

static void glnvg__uploadPaths(const struct NVGpath* paths, int npaths)
{
const struct NVGpath* path;
int i, n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
if (path->nfill > 0) {
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nfill * sizeof(struct NVGvertex), &path->fill[0].x);
n += path->nfill;
}
if (path->nstroke > 0) {
glBufferSubData(GL_ARRAY_BUFFER, n*sizeof(struct NVGvertex), path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
n += path->nstroke;
}
}
}

static void glnvg__renderFill(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
const float* bounds, const struct NVGpath* paths, int npaths)
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path;
int i, maxCount;

maxCount = glnvg__maxVertCount(paths, npaths);
if (maxCount > gl->vertArrSize)
glnvg__resizeVertexBuffer(gl, maxCount);
int i, n, offset, maxCount;

if (gl->gradShader.prog == 0)
return;

glEnable(GL_CULL_FACE);

maxCount = glnvg__maxVertCount(paths, npaths);
glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
glnvg__uploadPaths(paths, npaths);

if (npaths == 1 && paths[0].convex) {

glEnable(GL_CULL_FACE);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);

glDisable(GL_CULL_FACE);
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = n * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
n += path->nfill + path->nstroke;
}

// Draw shapes
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
glStencilFunc(GL_ALWAYS, 0, ~0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_CULL_FACE);

// Draw fringes
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
}

glUseProgram(gl->solidShader.prog);
glUniform2f(gl->solidShader.loc[GLNVG_LOC_VIEWPOS], 0, 0);
glUniform2f(gl->solidShader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glnvg__checkError("fill solid loc");
glUseProgram(0);
glDisableVertexAttribArray(0);
glDisableVertexAttribArray(1);

glEnableVertexAttribArray(0);
} else {

glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glDisable(GL_CULL_FACE);
for (i = 0; i < npaths; i++) {
path = &paths[i];
glBufferSubData(GL_ARRAY_BUFFER, 0, path->nfill * sizeof(struct NVGvertex), &path->fill[0].x);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
}
glEnable(GL_CULL_FACE);

glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);

// Draw shapes
glDisable(GL_BLEND);
glEnable(GL_STENCIL_TEST);
glStencilMask(0xff);
glStencilFunc(GL_ALWAYS, 0, ~0);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);

glUseProgram(gl->solidShader.prog);
glUniform2f(gl->solidShader.loc[GLNVG_LOC_VIEWPOS], 0, 0);
glUniform2f(gl->solidShader.loc[GLNVG_LOC_VIEWSIZE], gl->viewWidth, gl->viewHeight);
glnvg__checkError("fill solid loc");

glEnableVertexAttribArray(0);

glStencilOpSeparate(GL_FRONT, GL_KEEP, GL_KEEP, GL_INCR_WRAP);
glStencilOpSeparate(GL_BACK, GL_KEEP, GL_KEEP, GL_DECR_WRAP);
glDisable(GL_CULL_FACE);
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = n * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glDrawArrays(GL_TRIANGLE_FAN, 0, path->nfill);
n += path->nfill + path->nstroke;
}

glEnable(GL_CULL_FACE);
glEnable(GL_CULL_FACE);

// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);
// Draw aliased off-pixels
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glEnable(GL_BLEND);

glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glStencilFunc(GL_EQUAL, 0x00, 0xff);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);

glEnableVertexAttribArray(1);
glEnableVertexAttribArray(1);

glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);
glnvg__setupPaint(gl, paint, scissor, 1.0001f, aasize);

// Draw fringes
for (i = 0; i < npaths; i++) {
path = &paths[i];
glBufferSubData(GL_ARRAY_BUFFER, 0, path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
}
// Draw fringes
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
}

// Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);
// Draw fill
glStencilFunc(GL_NOTEQUAL, 0x0, 0xff);
glStencilOp(GL_ZERO, GL_ZERO, GL_ZERO);

glDisableVertexAttribArray(1);
glDisableVertexAttribArray(1);

float quad[6*2] = {
bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1],
bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1],
};
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0);
glVertexAttrib2f(1, 0.5f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);
float quad[6*2] = {
bounds[0], bounds[3], bounds[2], bounds[3], bounds[2], bounds[1],
bounds[0], bounds[3], bounds[2], bounds[1], bounds[0], bounds[1],
};
glBufferSubData(GL_ARRAY_BUFFER, 0, 6 * 2*sizeof(float), quad);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 2*sizeof(float), (const GLvoid*)0);
glVertexAttrib2f(1, 0.5f, 1.0f);
glDrawArrays(GL_TRIANGLES, 0, 6);

glUseProgram(0);
glUseProgram(0);

glDisableVertexAttribArray(0);
glDisableVertexAttribArray(0);

glDisable(GL_STENCIL_TEST);
glDisable(GL_STENCIL_TEST);
}
}

static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGscissor* scissor, float aasize,
@@ -675,11 +728,7 @@ static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGsc
{
struct GLNVGcontext* gl = (struct GLNVGcontext*)uptr;
const struct NVGpath* path;
int i, maxCount;

maxCount = glnvg__maxVertCount(paths, npaths);
if (maxCount > gl->vertArrSize)
glnvg__resizeVertexBuffer(gl, maxCount);
int i, n, offset, maxCount;

if (gl->gradShader.prog == 0)
return;
@@ -688,19 +737,24 @@ static void glnvg__renderStroke(void* uptr, struct NVGpaint* paint, struct NVGsc

glEnable(GL_CULL_FACE);

maxCount = glnvg__maxVertCount(paths, npaths);
glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferData(GL_ARRAY_BUFFER, maxCount * sizeof(struct NVGvertex), NULL, GL_STREAM_DRAW);
glnvg__uploadPaths(paths, npaths);

glEnableVertexAttribArray(0);
glEnableVertexAttribArray(1);

// Draw Strokes
n = 0;
for (i = 0; i < npaths; i++) {
path = &paths[i];
glBufferSubData(GL_ARRAY_BUFFER, 0, path->nstroke * sizeof(struct NVGvertex), &path->stroke[0].x);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float)));
offset = (n + path->nfill) * sizeof(struct NVGvertex);
glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(size_t)offset);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(offset + 2*sizeof(float)));
glDrawArrays(GL_TRIANGLE_STRIP, 0, path->nstroke);
n += path->nfill + path->nstroke;
}

glDisableVertexAttribArray(0);
@@ -716,9 +770,6 @@ static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NV
struct GLNVGtexture* tex = glnvg__findTexture(gl, image);
float color[4];

if (nverts > gl->vertArrSize)
glnvg__resizeVertexBuffer(gl, nverts);

if (tex != NULL) {
glBindTexture(GL_TEXTURE_2D, tex->tex);
}
@@ -733,7 +784,8 @@ static void glnvg__renderTriangles(void* uptr, struct NVGpaint* paint, struct NV

glBindVertexArray(gl->vertArr);
glBindBuffer(GL_ARRAY_BUFFER, gl->vertBuf);
glBufferSubData(GL_ARRAY_BUFFER, 0, nverts * sizeof(struct NVGvertex), verts);
glBufferData(GL_ARRAY_BUFFER, nverts * sizeof(struct NVGvertex), verts, GL_STREAM_DRAW);

glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)0);
glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(struct NVGvertex), (const GLvoid*)(2 * sizeof(float)));
glEnableVertexAttribArray(0);


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