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mirror of https://github.com/wez/wezterm.git synced 2024-12-20 11:52:18 +03:00
wezterm/wezterm-gui/src/renderstate.rs

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use super::glyphcache::GlyphCache;
use super::quad::*;
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use super::utilsprites::{RenderMetrics, UtilSprites};
use ::window::bitmaps::atlas::OutOfTextureSpace;
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use ::window::glium::backend::Context as GliumContext;
use ::window::glium::buffer::Mapping;
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use ::window::glium::texture::SrgbTexture2d;
use ::window::glium::{CapabilitiesSource, IndexBuffer, VertexBuffer};
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use ::window::*;
use std::cell::{Ref, RefCell, RefMut};
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use std::rc::Rc;
use wezterm_font::FontConfiguration;
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const INDICES_PER_CELL: usize = 6;
pub struct MappedQuads<'a> {
mapping: Mapping<'a, [Vertex]>,
next: RefMut<'a, usize>,
capacity: usize,
}
impl<'a> MappedQuads<'a> {
pub fn allocate<'b>(&'b mut self) -> anyhow::Result<Quad<'b>> {
let idx = *self.next;
*self.next += 1;
let idx = if idx >= self.capacity {
// We don't have enough quads, so we'll keep re-using
// the first quad until we reach the end of the render
// pass, at which point we'll detect this condition
// and re-allocate the quads.
0
} else {
idx
};
let idx = idx * VERTICES_PER_CELL;
let mut quad = Quad {
vert: &mut self.mapping[idx..idx + VERTICES_PER_CELL],
};
quad.set_texture_adjust(0., 0., 0., 0.);
quad.set_has_color(false);
Ok(quad)
}
}
pub struct TripleVertexBuffer {
pub index: RefCell<usize>,
pub bufs: RefCell<[VertexBuffer<Vertex>; 3]>,
pub indices: IndexBuffer<u32>,
pub capacity: usize,
pub next_quad: RefCell<usize>,
}
impl TripleVertexBuffer {
pub fn clear_quad_allocation(&self) {
*self.next_quad.borrow_mut() = 0;
}
pub fn need_more_quads(&self) -> Option<usize> {
let next = *self.next_quad.borrow();
if next > self.capacity {
Some(next)
} else {
None
}
}
pub fn vertex_index_count(&self) -> (usize, usize) {
let num_quads = *self.next_quad.borrow();
(num_quads * VERTICES_PER_CELL, num_quads * INDICES_PER_CELL)
}
pub fn map<'a>(&'a self, bufs: &'a mut RefMut<VertexBuffer<Vertex>>) -> MappedQuads<'a> {
let mapping = bufs.slice_mut(..).expect("to map vertex buffer").map();
MappedQuads {
mapping,
next: self.next_quad.borrow_mut(),
capacity: self.capacity,
}
}
pub fn current_vb(&self) -> Ref<VertexBuffer<Vertex>> {
let index = *self.index.borrow();
let bufs = self.bufs.borrow();
Ref::map(bufs, |bufs| &bufs[index])
}
pub fn current_vb_mut(&self) -> RefMut<VertexBuffer<Vertex>> {
let index = *self.index.borrow();
let bufs = self.bufs.borrow_mut();
RefMut::map(bufs, |bufs| &mut bufs[index])
}
pub fn next_index(&self) {
let mut index = self.index.borrow_mut();
*index += 1;
if *index >= 3 {
*index = 0;
}
}
}
pub struct RenderState {
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pub context: Rc<GliumContext>,
pub glyph_cache: RefCell<GlyphCache<SrgbTexture2d>>,
pub util_sprites: UtilSprites<SrgbTexture2d>,
pub glyph_prog: glium::Program,
pub vb: [TripleVertexBuffer; 3],
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}
impl RenderState {
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pub fn new(
context: Rc<GliumContext>,
fonts: &Rc<FontConfiguration>,
metrics: &RenderMetrics,
mut atlas_size: usize,
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) -> anyhow::Result<Self> {
loop {
let glyph_cache =
RefCell::new(GlyphCache::new_gl(&context, fonts, atlas_size, metrics)?);
let result = UtilSprites::new(&mut *glyph_cache.borrow_mut(), metrics);
match result {
Ok(util_sprites) => {
let glyph_prog = Self::compile_prog(&context, Self::glyph_shader)?;
let vb = [
Self::compute_vertices(&context, 128)?,
Self::compute_vertices(&context, 1024)?,
Self::compute_vertices(&context, 128)?,
];
return Ok(Self {
context,
glyph_cache,
util_sprites,
glyph_prog,
vb,
});
}
Err(OutOfTextureSpace {
size: Some(size), ..
}) => {
atlas_size = size;
}
Err(OutOfTextureSpace { size: None, .. }) => {
anyhow::bail!("requested texture size is impossible!?")
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}
};
}
}
fn compile_prog(
context: &Rc<GliumContext>,
fragment_shader: fn(&str) -> (String, String),
) -> anyhow::Result<glium::Program> {
let mut errors = vec![];
let caps = context.get_capabilities();
log::trace!("Compiling shader. context.capabilities.srgb={}", caps.srgb);
for version in &["330 core", "330", "320 es", "300 es"] {
let (vertex_shader, fragment_shader) = fragment_shader(version);
let source = glium::program::ProgramCreationInput::SourceCode {
vertex_shader: &vertex_shader,
fragment_shader: &fragment_shader,
outputs_srgb: false,
tessellation_control_shader: None,
tessellation_evaluation_shader: None,
transform_feedback_varyings: None,
uses_point_size: false,
geometry_shader: None,
};
match glium::Program::new(context, source) {
Ok(prog) => {
return Ok(prog);
}
Err(err) => errors.push(format!("shader version: {}: {:#}", version, err)),
};
}
anyhow::bail!("Failed to compile shaders: {}", errors.join("\n"))
}
pub fn reallocate_quads(&mut self, idx: usize, num_quads: usize) -> anyhow::Result<()> {
let vb = Self::compute_vertices(&self.context, num_quads)?;
self.vb[idx] = vb;
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Ok(())
}
fn glyph_shader(version: &str) -> (String, String) {
(
format!(
"#version {}\n{}",
version,
include_str!("glyph-vertex.glsl")
),
format!("#version {}\n{}", version, include_str!("glyph-frag.glsl")),
)
}
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/// Compute a vertex buffer to hold the quads that comprise the visible
/// portion of the screen. We recreate this when the screen is resized.
/// The idea is that we want to minimize any heavy lifting and computation
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/// and instead just poke some attributes into the offset that corresponds
/// to a changed cell when we need to repaint the screen, and then just
/// let the GPU figure out the rest.
fn compute_vertices(
context: &Rc<GliumContext>,
num_quads: usize,
) -> anyhow::Result<TripleVertexBuffer> {
let verts = vec![Vertex::default(); num_quads * VERTICES_PER_CELL];
let mut indices = vec![];
indices.reserve(num_quads * INDICES_PER_CELL);
for q in 0..num_quads {
let idx = (q * VERTICES_PER_CELL) as u32;
// Emit two triangles to form the glyph quad
indices.push(idx + V_TOP_LEFT as u32);
indices.push(idx + V_TOP_RIGHT as u32);
indices.push(idx + V_BOT_LEFT as u32);
indices.push(idx + V_TOP_RIGHT as u32);
indices.push(idx + V_BOT_LEFT as u32);
indices.push(idx + V_BOT_RIGHT as u32);
}
let buffer = TripleVertexBuffer {
index: RefCell::new(0),
bufs: RefCell::new([
VertexBuffer::dynamic(context, &verts)?,
VertexBuffer::dynamic(context, &verts)?,
VertexBuffer::dynamic(context, &verts)?,
]),
capacity: num_quads,
indices: IndexBuffer::new(
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context,
glium::index::PrimitiveType::TrianglesList,
&indices,
)?,
next_quad: RefCell::new(0),
};
Ok(buffer)
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}
pub fn recreate_texture_atlas(
&mut self,
fonts: &Rc<FontConfiguration>,
metrics: &RenderMetrics,
size: Option<usize>,
) -> anyhow::Result<()> {
// We make a a couple of passes at resizing; if the user has selected a large
// font size (or a large scaling factor) then the `size==None` case will not
// be able to fit the initial utility glyphs and apply_scale_change won't
// be able to deal with that error situation. Rather than make every
// caller know how to deal with OutOfTextureSpace we try to absorb
// and accomodate that here.
let mut size = size;
let mut attempt = 10;
loop {
match self.recreate_texture_atlas_impl(fonts, metrics, size) {
Ok(_) => return Ok(()),
Err(err) => {
attempt -= 1;
if attempt == 0 {
return Err(err);
}
if let Some(&OutOfTextureSpace {
size: Some(needed_size),
..
}) = err.downcast_ref::<OutOfTextureSpace>()
{
size.replace(needed_size);
continue;
}
return Err(err);
}
}
}
}
fn recreate_texture_atlas_impl(
&mut self,
fonts: &Rc<FontConfiguration>,
metrics: &RenderMetrics,
size: Option<usize>,
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) -> anyhow::Result<()> {
let size = size.unwrap_or_else(|| self.glyph_cache.borrow().atlas.size());
let mut new_glyph_cache = GlyphCache::new_gl(&self.context, fonts, size, metrics)?;
self.util_sprites = UtilSprites::new(&mut new_glyph_cache, metrics)?;
let mut glyph_cache = self.glyph_cache.borrow_mut();
// Steal the decoded image cache; without this, any animating gifs
// would reset back to frame 0 each time we filled the texture
std::mem::swap(
&mut glyph_cache.image_cache,
&mut new_glyph_cache.image_cache,
);
*glyph_cache = new_glyph_cache;
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Ok(())
}
}