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Use instancing to make VBO data per-rectangle, not per-vertex. #145

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merged 1 commit into from Jan 21, 2016

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@pcwalton
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pcwalton commented Jan 21, 2016

Doing this slightly reduces the size of our VBOs and opens the door to
performing clipping in the vertex shader. With more clever
optimizations, we should be able to shrink the VBO size down even
further.

This patch includes a fallback for OpenGL ES 2.1. Unfortunately, this
fallback increases the size of the VBOs significantly. This could be
mitigated in the future, though not without effort.

Doing this slightly reduces the size of our VBOs and opens the door to
performing clipping in the vertex shader. With more clever
optimizations, we should be able to shrink the VBO size down even
further.

This patch includes a fallback for OpenGL ES 2.1. Unfortunately, this
fallback increases the size of the VBOs significantly. This could be
mitigated in the future, though not without effort.
@pcwalton
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pcwalton commented Jan 21, 2016

glennw added a commit that referenced this pull request Jan 21, 2016
Use instancing to make VBO data per-rectangle, not per-vertex.
@glennw glennw merged commit 23f9e7e into servo:master Jan 21, 2016
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