mirror of
https://github.com/wez/wezterm.git
synced 2024-11-28 09:12:19 +03:00
Add padding to glyphs in the texture atlas
I've had some reports of some artifacts in some cases and I suspect that neighboring glyphs were to blame.
This commit is contained in:
parent
41f1cf9966
commit
8e68141ab1
@ -94,7 +94,6 @@ struct Vertex {
|
||||
underline: f32,
|
||||
strikethrough: f32,
|
||||
v_idx: f32,
|
||||
is_white: f32,
|
||||
}
|
||||
|
||||
implement_vertex!(
|
||||
@ -108,7 +107,6 @@ implement_vertex!(
|
||||
underline,
|
||||
strikethrough,
|
||||
v_idx,
|
||||
is_white,
|
||||
);
|
||||
|
||||
const VERTEX_SHADER: &str = r#"
|
||||
@ -121,7 +119,6 @@ in vec4 bg_color;
|
||||
in float has_color;
|
||||
in float underline;
|
||||
in float v_idx;
|
||||
in float is_white;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 translation;
|
||||
@ -133,7 +130,6 @@ out vec4 o_fg_color;
|
||||
out vec4 o_bg_color;
|
||||
out float o_has_color;
|
||||
out float o_underline;
|
||||
out float o_is_white;
|
||||
|
||||
// Offset from the RHS texture coordinate to the LHS.
|
||||
// This is an underestimation to avoid the shader interpolating
|
||||
@ -145,7 +141,6 @@ void main() {
|
||||
o_bg_color = bg_color;
|
||||
o_has_color = has_color;
|
||||
o_underline = underline;
|
||||
o_is_white = is_white;
|
||||
|
||||
if (bg_and_line_layer) {
|
||||
gl_Position = projection * vec4(position, 0.0, 1.0);
|
||||
@ -200,7 +195,6 @@ in vec4 o_fg_color;
|
||||
in vec4 o_bg_color;
|
||||
in float o_has_color;
|
||||
in float o_underline;
|
||||
in float o_is_white;
|
||||
|
||||
out vec4 color;
|
||||
uniform sampler2D glyph_tex;
|
||||
@ -241,8 +235,6 @@ void main() {
|
||||
color = under_color;
|
||||
}
|
||||
}
|
||||
} else if (o_is_white != 0.0) {
|
||||
color = texture2D(underline_tex, tex_coords);
|
||||
} else {
|
||||
color = texture2D(glyph_tex, tex_coords);
|
||||
if (o_has_color == 0.0) {
|
||||
@ -361,13 +353,6 @@ impl Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
// IMPORTANT: We also use this same texture for the whitespace cells.
|
||||
// the bottom left corner MUST be a blank pixel!
|
||||
assert_eq!(underline_data[0 + (width * 4 * (cell_height - 1))], 0u8);
|
||||
assert_eq!(underline_data[1 + (width * 4 * (cell_height - 1))], 0u8);
|
||||
assert_eq!(underline_data[2 + (width * 4 * (cell_height - 1))], 0u8);
|
||||
assert_eq!(underline_data[3 + (width * 4 * (cell_height - 1))], 0u8);
|
||||
|
||||
glium::texture::SrgbTexture2d::new(
|
||||
facade,
|
||||
glium::texture::RawImage2d::from_raw_rgba(
|
||||
@ -783,21 +768,11 @@ impl Renderer {
|
||||
vert[V_TOP_RIGHT].has_color = has_color;
|
||||
vert[V_BOT_LEFT].has_color = has_color;
|
||||
vert[V_BOT_RIGHT].has_color = has_color;
|
||||
|
||||
vert[V_TOP_LEFT].is_white = 0.0;
|
||||
vert[V_TOP_RIGHT].is_white = 0.0;
|
||||
vert[V_BOT_LEFT].is_white = 0.0;
|
||||
vert[V_BOT_RIGHT].is_white = 0.0;
|
||||
}
|
||||
&None => {
|
||||
// Whitespace; no texture to render
|
||||
let zero = (0.0, 0.0f32);
|
||||
|
||||
vert[V_TOP_LEFT].is_white = 1.0;
|
||||
vert[V_TOP_RIGHT].is_white = 1.0;
|
||||
vert[V_BOT_LEFT].is_white = 1.0;
|
||||
vert[V_BOT_RIGHT].is_white = 1.0;
|
||||
|
||||
// Note: these 0 coords refer to the blank pixel
|
||||
// in the bottom left of the underline texture!
|
||||
vert[V_TOP_LEFT].tex = zero;
|
||||
@ -852,7 +827,6 @@ impl Renderer {
|
||||
vert.tex = (0.0, 0.0);
|
||||
vert.adjust = Default::default();
|
||||
vert.has_color = 0.0;
|
||||
vert.is_white = 1.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -66,14 +66,22 @@ impl Atlas {
|
||||
height: u32,
|
||||
data: T,
|
||||
) -> Result<Sprite, OutOfTextureSpace> {
|
||||
if width > self.side || height > self.side {
|
||||
// We pad each sprite reservation with blank space to avoid
|
||||
// surprising and unexpected artifacts when the texture is
|
||||
// interpolated on to the render surface.
|
||||
// In addition, we need to ensure that the bottom left pixel
|
||||
// is blank as we use that for whitespace glyphs.
|
||||
let reserve_width = width + 2;
|
||||
let reserve_height = height + 2;
|
||||
|
||||
if reserve_width > self.side || reserve_height > self.side {
|
||||
// It's not possible to satisfy that request
|
||||
return Err(OutOfTextureSpace {
|
||||
size: width.max(height).next_power_of_two(),
|
||||
size: reserve_width.max(reserve_height).next_power_of_two(),
|
||||
});
|
||||
}
|
||||
let x_left = self.side - self.left;
|
||||
if x_left < width {
|
||||
if x_left < reserve_width {
|
||||
// Bump up to next row
|
||||
self.bottom += self.tallest;
|
||||
self.left = 0;
|
||||
@ -82,24 +90,24 @@ impl Atlas {
|
||||
|
||||
// Do we have vertical space?
|
||||
let y_left = self.side - self.bottom;
|
||||
if y_left < height {
|
||||
if y_left < reserve_height {
|
||||
// No room at the inn.
|
||||
return Err(OutOfTextureSpace {
|
||||
size: (self.side + width.max(height)).next_power_of_two(),
|
||||
size: (self.side + reserve_width.max(reserve_height)).next_power_of_two(),
|
||||
});
|
||||
}
|
||||
|
||||
let rect = Rect {
|
||||
left: self.left,
|
||||
bottom: self.bottom,
|
||||
left: self.left + 1,
|
||||
bottom: self.bottom + 1,
|
||||
width,
|
||||
height,
|
||||
};
|
||||
|
||||
self.texture.write(rect, data);
|
||||
|
||||
self.left += width;
|
||||
self.tallest = self.tallest.max(height);
|
||||
self.left += reserve_width;
|
||||
self.tallest = self.tallest.max(reserve_height);
|
||||
|
||||
Ok(Sprite {
|
||||
texture: Rc::clone(&self.texture),
|
||||
|
Loading…
Reference in New Issue
Block a user