shithub: cstory

Download patch

ref: 3b20c5f3b8ec056bd252e946d4256037256bfbb9
parent: d5ceed4f97c5b0b13027f3e0212502c8831cd506
author: Clownacy <Clownacy@users.noreply.github.com>
date: Sat Aug 10 14:01:48 EDT 2019

Implement vertex batching in the OpenGL renderer

Finally, the performance issue is fixed. I can move back up to OpenGL
3.2 now, and reenable the core profile.

--- a/src/Backends/Rendering/OpenGL3.cpp
+++ b/src/Backends/Rendering/OpenGL3.cpp
@@ -12,6 +12,16 @@
 
 #include "../../Font.h"
 
+typedef enum RenderMode
+{
+	MODE_BLANK,
+	MODE_DRAW_SURFACE,
+	MODE_DRAW_SURFACE_WITH_TRANSPARENCY,
+	MODE_COLOUR_FILL,
+	MODE_DRAW_GLYPH,
+	MODE_DRAW_GLYPH_LCD
+} RenderMode;
+
 typedef struct Backend_Surface
 {
 	GLuint texture_id;
@@ -34,12 +44,17 @@
 	GLfloat y;
 } Coordinate2D;
 
-typedef struct VertexBuffer
+typedef struct Vertex
 {
-	Coordinate2D vertexes[4];
-	Coordinate2D texture_coordinates[4];
-} VertexBuffer;
+	Coordinate2D vertex_coordinate;
+	Coordinate2D texture_coordinate;
+} Vertex;
 
+typedef struct VertexBufferSlot
+{
+	Vertex vertices[2][3];
+} VertexBufferSlot;
+
 static SDL_Window *window;
 static SDL_GLContext context;
 
@@ -58,10 +73,14 @@
 static GLuint vertex_buffer_id;
 static GLuint framebuffer_id;
 
-static VertexBuffer vertex_buffer;
+static VertexBufferSlot *vertex_buffer;
 
 static Backend_Surface framebuffer_surface;
 
+static unsigned long current_vertex_buffer_slot;
+
+static RenderMode last_render_mode;
+
 static const GLchar *vertex_shader_plain = " \
 #version 140\n \
 in vec2 input_vertex_coordinates; \
@@ -217,6 +236,54 @@
 	}
 }
 
+static VertexBufferSlot* GetVertexBufferSlot(void)
+{
+	static unsigned long max_slots = 0;
+
+	if (current_vertex_buffer_slot >= max_slots)
+	{
+		if (max_slots == 0)
+			max_slots = 1;
+		else
+			max_slots <<= 1;
+
+		vertex_buffer = (VertexBufferSlot*)realloc(vertex_buffer, max_slots * sizeof(VertexBufferSlot));
+		glBufferData(GL_ARRAY_BUFFER, max_slots * sizeof(VertexBufferSlot), NULL, GL_STREAM_DRAW);
+	}
+
+	return &vertex_buffer[current_vertex_buffer_slot++];
+}
+
+static void FlushVertexBuffer(void)
+{
+	glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(VertexBufferSlot) * current_vertex_buffer_slot, vertex_buffer);
+
+	if (last_render_mode == MODE_DRAW_GLYPH_LCD)
+	{
+		// Here we're going to draw with per-component alpha.
+		// Since OpenGL doesn't really support this, we have to do it manually:
+
+		// Step one: attenuate the destination pixels by the alpha
+		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
+		glUseProgram(program_glyph_subpixel_part1);
+		glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
+
+		// Step two: add the new pixels on top of them
+		glBlendFunc(GL_ONE, GL_ONE);
+		glUseProgram(program_glyph_subpixel_part2);
+	}
+	else if (last_render_mode == MODE_DRAW_GLYPH)
+	{
+		// Here, we just use a regular alpha channel
+		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+		glUseProgram(program_glyph_normal);
+	}
+
+	glDrawArrays(GL_TRIANGLES, 0, 6 * current_vertex_buffer_slot);
+
+	current_vertex_buffer_slot = 0;
+}
+
 SDL_Window* Backend_CreateWindow(const char *title, int width, int height)
 {
 	SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
@@ -247,27 +314,19 @@
 	glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
 	glClear(GL_COLOR_BUFFER_BIT);
 
-	if (GLEW_ARB_compatibility)
-	{
-		glEnableVertexAttribArray(1);
-		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, vertex_buffer.vertexes);
-		glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, vertex_buffer.texture_coordinates);
-	}
-	else
-	{
-		// Set up Vertex Array Object
-		glGenVertexArrays(1, &vertex_array_id);
-		glBindVertexArray(vertex_array_id);
+	// Set up Vertex Array Object
+	glGenVertexArrays(1, &vertex_array_id);
+	glBindVertexArray(vertex_array_id);
 
-		// Set up Vertex Buffer Object
-		glGenBuffers(1, &vertex_buffer_id);
-		glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
+	// Set up Vertex Buffer Object
+	glGenBuffers(1, &vertex_buffer_id);
+	glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer_id);
+	glBufferData(GL_ARRAY_BUFFER, 1 * sizeof(VertexBufferSlot), NULL, GL_STREAM_DRAW);
 
-		// Set up the vertex attributes
-		glEnableVertexAttribArray(1);
-		glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offsetof(VertexBuffer, vertexes));
-		glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, 0, (GLvoid*)offsetof(VertexBuffer, texture_coordinates));
-	}
+	// Set up the vertex attributes
+	glEnableVertexAttribArray(1);
+	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, vertex_coordinate));
+	glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), (GLvoid*)offsetof(Vertex, texture_coordinate));
 
 	// Set up our shaders
 	program_texture = CompileShader(vertex_shader_texture, fragment_shader_texture);
@@ -322,6 +381,9 @@
 
 void Backend_DrawScreen(void)
 {
+	FlushVertexBuffer();
+	last_render_mode = MODE_BLANK;
+
 	glUseProgram(program_texture);
 
 	glDisable(GL_BLEND);
@@ -337,29 +399,39 @@
 	// Draw framebuffer to screen
 	glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
 
-	vertex_buffer.texture_coordinates[0].x = 0.0f;
-	vertex_buffer.texture_coordinates[0].y = 1.0f;
-	vertex_buffer.texture_coordinates[1].x = 1.0f;
-	vertex_buffer.texture_coordinates[1].y = 1.0f;
-	vertex_buffer.texture_coordinates[2].x = 1.0f;
-	vertex_buffer.texture_coordinates[2].y = 0.0f;
-	vertex_buffer.texture_coordinates[3].x = 0.0f;
-	vertex_buffer.texture_coordinates[3].y = 0.0f;
+//	static VertexBufferSlot buffer;
+	VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
 
-	vertex_buffer.vertexes[0].x = -1.0f;
-	vertex_buffer.vertexes[0].y = -1.0f;
-	vertex_buffer.vertexes[1].x = 1.0f;
-	vertex_buffer.vertexes[1].y = -1.0f;
-	vertex_buffer.vertexes[2].x = 1.0f;
-	vertex_buffer.vertexes[2].y = 1.0f;
-	vertex_buffer.vertexes[3].x = -1.0f;
-	vertex_buffer.vertexes[3].y = 1.0f;
+	vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
+	vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 1.0f;
+	vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 1.0f;
+	vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 0.0f;
 
-	if (!GLEW_ARB_compatibility)
-		glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+	vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
+	vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 1.0f;
+	vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 0.0f;
+	vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
+	vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 0.0f;
 
-	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = -1.0f;
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = -1.0f;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = -1.0f;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = 1.0f;
 
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = -1.0f;
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = -1.0f;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = 1.0f;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = -1.0f;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = 1.0f;
+
+	FlushVertexBuffer();
+
 	SDL_GL_SwapWindow(window);
 
 	// According to https://www.khronos.org/opengl/wiki/Common_Mistakes#Swap_Buffers
@@ -416,13 +488,21 @@
 	if (surface == NULL)
 		return;
 
+	GLint previously_bound_texture;
+	glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
+
 	glBindTexture(GL_TEXTURE_2D, surface->texture_id);
 	glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, surface->width, surface->height, GL_RGB, GL_UNSIGNED_BYTE, surface->pixels);
 	free(surface->pixels);
+
+	glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
 }
 
 static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
 {
+	static Backend_Surface *last_source_surface;
+	static Backend_Surface *last_destination_surface;
+
 	if (source_surface == NULL || destination_surface == NULL)
 		return;
 
@@ -429,19 +509,30 @@
 	if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
 		return;
 
-	// Point our framebuffer to the destination texture
-	SetFramebufferTarget(destination_surface);
+	const RenderMode render_mode = (colour_key ? MODE_DRAW_SURFACE_WITH_TRANSPARENCY : MODE_DRAW_SURFACE);
 
-	// Switch to colour-key shader if we have to
-	glUseProgram(colour_key ? program_texture_colour_key : program_texture);
+	if (last_render_mode != render_mode || last_source_surface != source_surface || last_destination_surface != destination_surface)
+	{
+		FlushVertexBuffer();
 
-	glDisable(GL_BLEND);
+		last_render_mode = render_mode;
+		last_source_surface = source_surface;
+		last_destination_surface = destination_surface;
 
-	// Enable texture coordinates, since this uses textures
-	glEnableVertexAttribArray(2);
+		// Point our framebuffer to the destination texture
+		SetFramebufferTarget(destination_surface);
 
-	glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
+		// Switch to colour-key shader if we have to
+		glUseProgram(colour_key ? program_texture_colour_key : program_texture);
 
+		glDisable(GL_BLEND);
+
+		// Enable texture coordinates, since this uses textures
+		glEnableVertexAttribArray(2);
+
+		glBindTexture(GL_TEXTURE_2D, source_surface->texture_id);
+	}
+
 	const GLfloat texture_left = (GLfloat)rect->left / (GLfloat)source_surface->width;
 	const GLfloat texture_right = (GLfloat)rect->right / (GLfloat)source_surface->width;
 	const GLfloat texture_top = (GLfloat)rect->top / (GLfloat)source_surface->height;
@@ -452,28 +543,35 @@
 	const GLfloat vertex_top = (y * (2.0f / destination_surface->height)) - 1.0f;
 	const GLfloat vertex_bottom = ((y + (rect->bottom - rect->top)) * (2.0f / destination_surface->height)) - 1.0f;
 
-	vertex_buffer.texture_coordinates[0].x = texture_left;
-	vertex_buffer.texture_coordinates[0].y = texture_top;
-	vertex_buffer.texture_coordinates[1].x = texture_right;
-	vertex_buffer.texture_coordinates[1].y = texture_top;
-	vertex_buffer.texture_coordinates[2].x = texture_right;
-	vertex_buffer.texture_coordinates[2].y = texture_bottom;
-	vertex_buffer.texture_coordinates[3].x = texture_left;
-	vertex_buffer.texture_coordinates[3].y = texture_bottom;
+	VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
 
-	vertex_buffer.vertexes[0].x = vertex_left;
-	vertex_buffer.vertexes[0].y = vertex_top;
-	vertex_buffer.vertexes[1].x = vertex_right;
-	vertex_buffer.vertexes[1].y = vertex_top;
-	vertex_buffer.vertexes[2].x = vertex_right;
-	vertex_buffer.vertexes[2].y = vertex_bottom;
-	vertex_buffer.vertexes[3].x = vertex_left;
-	vertex_buffer.vertexes[3].y = vertex_bottom;
+	vertex_buffer_slot->vertices[0][0].texture_coordinate.x = texture_left;
+	vertex_buffer_slot->vertices[0][0].texture_coordinate.y = texture_top;
+	vertex_buffer_slot->vertices[0][1].texture_coordinate.x = texture_right;
+	vertex_buffer_slot->vertices[0][1].texture_coordinate.y = texture_top;
+	vertex_buffer_slot->vertices[0][2].texture_coordinate.x = texture_right;
+	vertex_buffer_slot->vertices[0][2].texture_coordinate.y = texture_bottom;
 
-	if (!GLEW_ARB_compatibility)
-		glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+	vertex_buffer_slot->vertices[1][0].texture_coordinate.x = texture_left;
+	vertex_buffer_slot->vertices[1][0].texture_coordinate.y = texture_top;
+	vertex_buffer_slot->vertices[1][1].texture_coordinate.x = texture_right;
+	vertex_buffer_slot->vertices[1][1].texture_coordinate.y = texture_bottom;
+	vertex_buffer_slot->vertices[1][2].texture_coordinate.x = texture_left;
+	vertex_buffer_slot->vertices[1][2].texture_coordinate.y = texture_bottom;
 
-	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
+
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
 }
 
 void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
@@ -488,6 +586,11 @@
 
 static void ColourFillCommon(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
 {
+	static Backend_Surface *last_surface;
+	static unsigned char last_red;
+	static unsigned char last_green;
+	static unsigned char last_blue;
+
 	if (surface == NULL)
 		return;
 
@@ -494,36 +597,51 @@
 	if (rect->right - rect->left < 0 || rect->bottom - rect->top < 0)
 		return;
 
-	// Point our framebuffer to the destination texture
-	SetFramebufferTarget(surface);
+	if (last_render_mode != MODE_COLOUR_FILL || last_surface != surface || last_red != red || last_green != green || last_blue != blue)
+	{
+		FlushVertexBuffer();
 
-	glUseProgram(program_colour_fill);
+		last_render_mode = MODE_COLOUR_FILL;
+		last_surface = surface;
+		last_red = red;
+		last_green = green;
+		last_blue = blue;
 
-	glDisable(GL_BLEND);
+		// Point our framebuffer to the destination texture
+		SetFramebufferTarget(surface);
 
-	// Disable texture coordinate array, since this doesn't use textures
-	glDisableVertexAttribArray(2);
+		glUseProgram(program_colour_fill);
 
-	glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
+		glDisable(GL_BLEND);
 
+		// Disable texture coordinate array, since this doesn't use textures
+		glDisableVertexAttribArray(2);
+
+		glUniform4f(program_colour_fill_uniform_colour, red / 255.0f, green / 255.0f, blue / 255.0f, 1.0f);
+
+		current_vertex_buffer_slot = 0;
+	}
+
 	const GLfloat vertex_left = (rect->left * (2.0f / surface->width)) - 1.0f;
 	const GLfloat vertex_right = (rect->right * (2.0f / surface->width)) - 1.0f;
 	const GLfloat vertex_top = (rect->top * (2.0f / surface->height)) - 1.0f;
 	const GLfloat vertex_bottom = (rect->bottom * (2.0f / surface->height)) - 1.0f;
 
-	vertex_buffer.vertexes[0].x = vertex_left;
-	vertex_buffer.vertexes[0].y = vertex_top;
-	vertex_buffer.vertexes[1].x = vertex_right;
-	vertex_buffer.vertexes[1].y = vertex_top;
-	vertex_buffer.vertexes[2].x = vertex_right;
-	vertex_buffer.vertexes[2].y = vertex_bottom;
-	vertex_buffer.vertexes[3].x = vertex_left;
-	vertex_buffer.vertexes[3].y = vertex_bottom;
+	VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
 
-	if (!GLEW_ARB_compatibility)
-		glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
 
-	glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
 }
 
 void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
@@ -583,6 +701,9 @@
 			break;
 	}
 
+	GLint previously_bound_texture;
+	glGetIntegerv(GL_TEXTURE_BINDING_2D, &previously_bound_texture);
+
 	glGenTextures(1, &glyph->texture_id);
 	glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
 	if (pixel_mode == FONT_PIXEL_MODE_LCD)
@@ -601,6 +722,8 @@
 
 	free(buffer);
 
+	glBindTexture(GL_TEXTURE_2D, previously_bound_texture);
+
 	return glyph;
 }
 
@@ -615,69 +738,84 @@
 
 static void DrawGlyphCommon(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)
 {
+	static Backend_Surface *last_surface;
+	static Backend_Glyph *last_glyph;
+	static unsigned char last_red;
+	static unsigned char last_green;
+	static unsigned char last_blue;
+
 	if (glyph == NULL || surface == NULL)
 		return;
 
-	// Point our framebuffer to the destination texture
-	SetFramebufferTarget(surface);
+	const RenderMode render_mode = (glyph->pixel_mode == FONT_PIXEL_MODE_LCD ? MODE_DRAW_GLYPH_LCD : MODE_DRAW_GLYPH);
 
-	glEnable(GL_BLEND);
+	if (last_render_mode != render_mode || last_surface != surface || last_glyph != glyph || last_red != colours[0] || last_green != colours[1] || last_blue != colours[2])
+	{
+		FlushVertexBuffer();
 
-	// Enable texture coordinates, since this uses textures
-	glEnableVertexAttribArray(2);
+		last_render_mode = render_mode;
+		last_surface = surface;
+		last_glyph = glyph;
+		last_red = colours[0];
+		last_green = colours[1];
+		last_blue = colours[2];
 
-	glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
+		if (glyph->pixel_mode == FONT_PIXEL_MODE_LCD)
+		{
+			glUseProgram(program_glyph_subpixel_part2);
+			glUniform4f(program_glyph_subpixel_part2_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
+		}
+		else
+		{
+			glUseProgram(program_glyph_normal);
+			glUniform4f(program_glyph_normal_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
+		}
 
+		// Point our framebuffer to the destination texture
+		SetFramebufferTarget(surface);
+
+		glEnable(GL_BLEND);
+
+		// Enable texture coordinates, since this uses textures
+		glEnableVertexAttribArray(2);
+
+		glBindTexture(GL_TEXTURE_2D, glyph->texture_id);
+	}
+
 	const GLfloat vertex_left = (x * (2.0f / surface->width)) - 1.0f;
 	const GLfloat vertex_right = ((x + glyph->width) * (2.0f / surface->width)) - 1.0f;
 	const GLfloat vertex_top = (y * (2.0f / surface->height)) - 1.0f;
 	const GLfloat vertex_bottom = ((y + glyph->height) * (2.0f / surface->height)) - 1.0f;
 
-	vertex_buffer.texture_coordinates[0].x = 0.0f;
-	vertex_buffer.texture_coordinates[0].y = 0.0f;
-	vertex_buffer.texture_coordinates[1].x = 1.0f;
-	vertex_buffer.texture_coordinates[1].y = 0.0f;
-	vertex_buffer.texture_coordinates[2].x = 1.0f;
-	vertex_buffer.texture_coordinates[2].y = 1.0f;
-	vertex_buffer.texture_coordinates[3].x = 0.0f;
-	vertex_buffer.texture_coordinates[3].y = 1.0f;
+	VertexBufferSlot *vertex_buffer_slot = GetVertexBufferSlot();
 
-	vertex_buffer.vertexes[0].x = vertex_left;
-	vertex_buffer.vertexes[0].y = vertex_top;
-	vertex_buffer.vertexes[1].x = vertex_right;
-	vertex_buffer.vertexes[1].y = vertex_top;
-	vertex_buffer.vertexes[2].x = vertex_right;
-	vertex_buffer.vertexes[2].y = vertex_bottom;
-	vertex_buffer.vertexes[3].x = vertex_left;
-	vertex_buffer.vertexes[3].y = vertex_bottom;
+	vertex_buffer_slot->vertices[0][0].texture_coordinate.x = 0.0f;
+	vertex_buffer_slot->vertices[0][0].texture_coordinate.y = 0.0f;
+	vertex_buffer_slot->vertices[0][1].texture_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[0][1].texture_coordinate.y = 0.0f;
+	vertex_buffer_slot->vertices[0][2].texture_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[0][2].texture_coordinate.y = 1.0f;
 
-	if (!GLEW_ARB_compatibility)
-		glBufferData(GL_ARRAY_BUFFER, sizeof(vertex_buffer), &vertex_buffer, GL_STREAM_DRAW);
+	vertex_buffer_slot->vertices[1][0].texture_coordinate.x = 0.0f;
+	vertex_buffer_slot->vertices[1][0].texture_coordinate.y = 0.0f;
+	vertex_buffer_slot->vertices[1][1].texture_coordinate.x = 1.0f;
+	vertex_buffer_slot->vertices[1][1].texture_coordinate.y = 1.0f;
+	vertex_buffer_slot->vertices[1][2].texture_coordinate.x = 0.0f;
+	vertex_buffer_slot->vertices[1][2].texture_coordinate.y = 1.0f;
 
-	if (glyph->pixel_mode == FONT_PIXEL_MODE_LCD)
-	{
-		// Here we're going to draw with per-component alpha.
-		// Since OpenGL doesn't really support this, we have to do it manually:
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[0][0].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[0][1].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[0][2].vertex_coordinate.y = vertex_bottom;
 
-		// Step one: attenuate the destination pixels by the alpha
-		glBlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
-		glUseProgram(program_glyph_subpixel_part1);
-		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-
-		// Step two: add the new pixels on top of them
-		glBlendFunc(GL_ONE, GL_ONE);
-		glUseProgram(program_glyph_subpixel_part2);
-		glUniform4f(program_glyph_subpixel_part2_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
-		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-	}
-	else
-	{
-		// Here, we just use a regular alpha channel
-		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-		glUseProgram(program_glyph_normal);
-		glUniform4f(program_glyph_normal_uniform_colour, colours[0] / 255.0f, colours[1] / 255.0f, colours[2] / 255.0f, 1.0f);
-		glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-	}
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[1][0].vertex_coordinate.y = vertex_top;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.x = vertex_right;
+	vertex_buffer_slot->vertices[1][1].vertex_coordinate.y = vertex_bottom;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.x = vertex_left;
+	vertex_buffer_slot->vertices[1][2].vertex_coordinate.y = vertex_bottom;
 }
 
 void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours)