1
1
mirror of https://github.com/wez/wezterm.git synced 2024-11-24 07:46:59 +03:00

use a single big vertex buffer

This commit is contained in:
Wez Furlong 2018-02-18 11:24:46 -08:00
parent 4acfd82e87
commit a4c45fa321
2 changed files with 342 additions and 42 deletions

View File

@ -12,8 +12,8 @@ use std::rc::Rc;
/// space, then we move up to the logical row above. Since sprites can
/// have varying height the height of the rows can also vary.
#[derive(Debug)]
struct Texture {
texture: Rc<glium::texture::SrgbTexture2d>,
pub struct Texture {
texture: Rc<SrgbTexture2d>,
// Dimensions of the texture
width: u32,
@ -134,8 +134,14 @@ pub struct Atlas {
const TEX_SIZE: u32 = 2048;
impl Atlas {
pub fn new() -> Self {
Default::default()
pub fn new<'a, F: Facade>(facade: &F) -> Result<Self, Error> {
let tex = Texture::new(facade, TEX_SIZE, TEX_SIZE)?;
Ok(Self { textures: vec![tex] })
}
// TODO: this is gross, need to tweak this API
pub fn texture(&self) -> Rc<SrgbTexture2d> {
Rc::clone(&self.textures[0].texture)
}
pub fn allocate<'a, F: Facade, T: Texture2dDataSource<'a>>(

View File

@ -2,7 +2,7 @@ use config::TextStyle;
use euclid;
use failure::{self, Error};
use font::{FontConfiguration, GlyphInfo, ftwrap};
use glium::{self, Surface};
use glium::{self, IndexBuffer, Surface, VertexBuffer};
use pty::MasterPty;
use std::cell::RefCell;
use std::collections::HashMap;
@ -56,50 +56,86 @@ impl Point {
}
}
/// Each cell is composed of two triangles built from 4 vertices.
/// The buffer is organized row by row.
const VERTICES_PER_CELL: usize = 4;
const V_TOP_LEFT: usize = 0;
const V_TOP_RIGHT: usize = 1;
const V_BOT_LEFT: usize = 2;
const V_BOT_RIGHT: usize = 3;
#[derive(Copy, Clone, Debug, Default)]
struct Vertex {
// pre-computed by compute_vertices and changed only on resize
position: Point,
// adjustment for glyph size, recomputed each time the cell changes
adjust: Point,
// texture coords are updated as the screen contents change
tex: (f32, f32),
// cell foreground and background color
fg_color: (f32, f32, f32, f32),
bg_color: (f32, f32, f32, f32),
// TODO: underline, strikethrough, cursor, selected
}
implement_vertex!(Vertex, position, tex);
implement_vertex!(Vertex, position, adjust, tex, fg_color, bg_color);
const VERTEX_SHADER: &str = r#"
#version 300 es
in vec2 position;
in vec2 adjust;
in vec2 tex;
in vec4 fg_color;
in vec4 bg_color;
uniform mat4 projection;
uniform mat4 translation;
uniform bool bg_fill;
out vec2 tex_coords;
out vec4 o_fg_color;
out vec4 o_bg_color;
out float o_has_color;
vec4 cell_pos() {
if (bg_fill) {
return vec4(position, 0.0, 1.0);
} else {
return vec4(position + adjust, 0.0, 1.0);
}
}
void main() {
tex_coords = tex;
vec4 pos = vec4(position, 0.0, 1.0) * translation;
gl_Position = projection * pos;
o_fg_color = fg_color;
o_bg_color = bg_color;
o_has_color = 0.0;
gl_Position = projection * cell_pos();
}
"#;
const FRAGMENT_SHADER: &str = r#"
#version 300 es
precision mediump float;
uniform vec3 fg_color;
uniform vec4 bg_color;
out vec4 color;
in vec2 tex_coords;
in vec4 o_fg_color;
in vec4 o_bg_color;
in float o_has_color;
out vec4 color;
uniform sampler2D glyph_tex;
uniform bool has_color;
uniform bool bg_fill;
void main() {
if (bg_fill) {
color = bg_color;
color = o_bg_color;
} else {
color = texture2D(glyph_tex, tex_coords);
if (!has_color) {
if (o_has_color == 0.0) {
// if it's not a color emoji, tint with the fg_color
color = color * vec4(fg_color, 1.0);
color = color * o_fg_color;
}
}
}
@ -139,8 +175,9 @@ pub struct TerminalWindow<'a> {
palette: term::color::ColorPalette,
program: glium::Program,
fill_program: glium::Program,
glyph_vertex_buffer: glium::VertexBuffer<Vertex>,
line_vertex_buffer: glium::VertexBuffer<Vertex>,
glyph_vertex_buffer: RefCell<VertexBuffer<Vertex>>,
glyph_index_buffer: IndexBuffer<u32>,
line_vertex_buffer: VertexBuffer<Vertex>,
projection: Transform3D,
atlas: RefCell<Atlas>,
}
@ -310,29 +347,11 @@ impl<'a> TerminalWindow<'a> {
..Default::default()
},
];
glium::VertexBuffer::new(&host.window, &shape)?
VertexBuffer::new(&host.window, &shape)?
};
let glyph_vertex_buffer = {
let top_left = Vertex {
position: Point::new(0.0, 0.0),
..Default::default()
};
let top_right = Vertex {
position: Point::new(cw, 0.0),
..Default::default()
};
let bot_left = Vertex {
position: Point::new(0.0, ch),
..Default::default()
};
let bot_right = Vertex {
position: Point::new(cw, ch),
..Default::default()
};
let shape = [top_left, top_right, bot_left, bot_right];
glium::VertexBuffer::new(&host.window, &shape)?
};
let (glyph_vertex_buffer, glyph_index_buffer) =
Self::compute_vertices(&host, cw, ch, width as f32, height as f32)?;
let program =
glium::Program::from_source(&host.window, VERTEX_SHADER, FRAGMENT_SHADER, None)?;
@ -340,14 +359,15 @@ impl<'a> TerminalWindow<'a> {
let fill_program =
glium::Program::from_source(&host.window, VERTEX_SHADER, FILL_RECT_FRAG_SHADER, None)?;
let atlas = RefCell::new(Atlas::new());
let atlas = RefCell::new(Atlas::new(&host.window)?);
Ok(TerminalWindow {
host,
atlas,
program,
fill_program,
glyph_vertex_buffer,
glyph_vertex_buffer: RefCell::new(glyph_vertex_buffer),
glyph_index_buffer,
line_vertex_buffer,
conn,
width,
@ -368,6 +388,66 @@ impl<'a> TerminalWindow<'a> {
self.host.window.show();
}
fn compute_vertices(
host: &Host,
cell_width: f32,
cell_height: f32,
width: f32,
height: f32,
) -> Result<(VertexBuffer<Vertex>, IndexBuffer<u32>), Error> {
let mut verts = Vec::new();
let mut indices = Vec::new();
let num_cols = ((width + 1.0) / cell_width).floor() as usize;
let num_rows = ((height + 1.0) / cell_height).floor() as usize;
for y in 0..num_rows {
for x in 0..num_cols {
let y_pos = (height / -2.0) + (y as f32 * cell_height);
let x_pos = (width / -2.0) + (x as f32 * cell_width);
// Remember starting index for this position
let idx = verts.len() as u32;
verts.push(Vertex {
// Top left
position: Point::new(x_pos, y_pos),
..Default::default()
});
verts.push(Vertex {
// Top Right
position: Point::new(x_pos + cell_width, y_pos),
..Default::default()
});
verts.push(Vertex {
// Bottom Left
position: Point::new(x_pos, y_pos + cell_height),
..Default::default()
});
verts.push(Vertex {
// Bottom Right
position: Point::new(x_pos + cell_width, y_pos + cell_height),
..Default::default()
});
// Emit two triangles to form the glyph quad
indices.push(idx);
indices.push(idx + 1);
indices.push(idx + 2);
indices.push(idx + 1);
indices.push(idx + 2);
indices.push(idx + 3);
}
}
Ok((
VertexBuffer::dynamic(&host.window, &verts)?,
IndexBuffer::new(
&host.window,
glium::index::PrimitiveType::TrianglesList,
&indices,
)?,
))
}
fn compute_projection(width: f32, height: f32) -> Transform3D {
// The projection corrects for the aspect ratio and flips the y-axis
Transform3D::ortho(
@ -388,6 +468,16 @@ impl<'a> TerminalWindow<'a> {
self.height = height;
self.projection = Self::compute_projection(width as f32, height as f32);
let (glyph_vertex_buffer, glyph_index_buffer) = Self::compute_vertices(
&self.host,
self.cell_width as f32,
self.cell_height as f32,
width as f32,
height as f32,
)?;
self.glyph_vertex_buffer = RefCell::new(glyph_vertex_buffer);
self.glyph_index_buffer = glyph_index_buffer;
// The +1 in here is to handle an irritating case.
// When we get N rows with a gap of cell_height - 1 left at
// the bottom, we can usually squeeze that extra row in there,
@ -595,6 +685,7 @@ impl<'a> TerminalWindow<'a> {
num_cells_high: u32,
color: RgbColor,
) -> Result<(), Error> {
/*
// Translate cell coordinate from top-left origin in cell coords
// to center origin pixel coords
let xlate_model = Transform2D::create_translation(
@ -621,6 +712,7 @@ impl<'a> TerminalWindow<'a> {
..Default::default()
},
)?;
*/
Ok(())
}
@ -759,21 +851,25 @@ impl<'a> TerminalWindow<'a> {
let top_left = Vertex {
position: Point::new(0.0, 0.0),
tex: image.top_left(),
..Default::default()
};
let top_right = Vertex {
position: Point::new(self.cell_width as f32, 0.0),
tex: image.top_right(),
..Default::default()
};
let bot_left = Vertex {
position: Point::new(0.0, self.cell_height as f32),
tex: image.bottom_left(),
..Default::default()
};
let bot_right = Vertex {
position: Point::new(self.cell_width as f32, self.cell_height as f32),
tex: image.bottom_right(),
..Default::default()
};
let shape = [top_left, top_right, bot_left, bot_right];
glium::VertexBuffer::new(&self.host.window, &shape)?
VertexBuffer::new(&self.host.window, &shape)?
};
target.draw(
@ -801,6 +897,167 @@ impl<'a> TerminalWindow<'a> {
Ok(())
}
fn render_screen_line(
&self,
target: &mut glium::Frame,
line_idx: usize,
line: &Line,
selection: Range<usize>,
cursor: &CursorPosition,
) -> Result<(), Error> {
let num_cols = self.terminal.screen().physical_cols;
let mut vb = self.glyph_vertex_buffer.borrow_mut();
let mut vertices = {
let per_line = num_cols * VERTICES_PER_CELL;
let start = line_idx * per_line;
vb.slice_mut(start..start + per_line)
.ok_or_else(|| format_err!("we're confused about the screen size"))?
.map()
};
let current_highlight = self.terminal.current_highlight();
let cell_width = self.cell_width as f32;
let cell_height = self.cell_height as f32;
// Break the line into clusters of cells with the same attributes
let cell_clusters = line.cluster();
for cluster in cell_clusters {
let attrs = &cluster.attrs;
let is_highlited_hyperlink = match (&attrs.hyperlink, &current_highlight) {
(&Some(ref this), &Some(ref highlight)) => this == highlight,
_ => false,
};
let style = self.fonts.match_style(attrs);
let (fg_color, bg_color) = {
let mut fg_color = &attrs.foreground;
let mut bg_color = &attrs.background;
if attrs.reverse() {
mem::swap(&mut fg_color, &mut bg_color);
}
(fg_color, bg_color)
};
let bg_color = self.palette.resolve(bg_color).to_linear_tuple_rgba();
// Shape the printable text from this cluster
let glyph_info = self.shape_text(&cluster.text, &style)?;
for info in glyph_info.iter() {
let cell_idx = cluster.byte_to_cell_idx[info.cluster as usize];
let glyph = self.cached_glyph(info, &style)?;
let glyph_color = match fg_color {
&term::color::ColorAttribute::Foreground => {
if let Some(fg) = style.foreground {
fg
} else {
self.palette.resolve(fg_color)
}
}
&term::color::ColorAttribute::PaletteIndex(idx) if idx < 8 => {
// For compatibility purposes, switch to a brighter version
// of one of the standard ANSI colors when Bold is enabled.
// This lifts black to dark grey.
let idx = if attrs.intensity() == term::Intensity::Bold {
idx + 8
} else {
idx
};
self.palette.resolve(
&term::color::ColorAttribute::PaletteIndex(idx),
)
}
_ => self.palette.resolve(fg_color),
}.to_linear_tuple_rgba();
let glyph_color = match &glyph.texture {
&Some(_) => glyph_color,
// Whitespace glyph; render with 0 alpha
&None => (0.0, 0.0, 0.0, 0.0f32),
};
let left: f32 = glyph.x_offset as f32 + glyph.bearing_x as f32;
let top = (self.cell_height as f32 + self.descender as f32) -
(glyph.y_offset as f32 + glyph.bearing_y as f32);
for cur_x in cell_idx..cell_idx + info.num_cells as usize {
if cur_x >= num_cols {
// terminal line data is wider than the window.
// This happens for example while live resizing the window
// smaller than the terminal.
break;
}
// TODO: underline and strikethrough
let selected = term::in_range(cur_x, &selection);
let is_cursor = line_idx as i64 == cursor.y && cursor.x == cur_x;
let (glyph_color, bg_color) = match (selected, is_cursor) {
// Normally, render the cell as configured
(false, false) => (glyph_color, bg_color),
// Cursor cell always renders with background over cursor color
(_, true) => (
self.palette.background.to_linear_tuple_rgba(),
self.palette.cursor.to_linear_tuple_rgba(),
),
// Selection text colors the background
(true, false) => (
glyph_color,
// TODO: configurable selection color
self.palette.cursor.to_linear_tuple_rgba(),
),
};
let vert_idx = cur_x * VERTICES_PER_CELL;
let vert = &mut vertices[vert_idx..vert_idx + VERTICES_PER_CELL];
vert[V_TOP_LEFT].fg_color = glyph_color;
vert[V_TOP_RIGHT].fg_color = glyph_color;
vert[V_BOT_LEFT].fg_color = glyph_color;
vert[V_BOT_RIGHT].fg_color = glyph_color;
vert[V_TOP_LEFT].bg_color = bg_color;
vert[V_TOP_RIGHT].bg_color = bg_color;
vert[V_BOT_LEFT].bg_color = bg_color;
vert[V_BOT_RIGHT].bg_color = bg_color;
match &glyph.texture {
&Some(ref texture) => {
let right = (texture.coords.width as f32 + left) - cell_width;
let bottom = (texture.coords.height as f32 + top) - cell_height;
vert[V_TOP_LEFT].tex = texture.top_left();
vert[V_TOP_LEFT].adjust = Point::new(left, top);
vert[V_TOP_RIGHT].tex = texture.top_right();
vert[V_TOP_RIGHT].adjust = Point::new(right, top);
vert[V_BOT_LEFT].tex = texture.bottom_left();
vert[V_BOT_LEFT].adjust = Point::new(left, bottom);
vert[V_BOT_RIGHT].tex = texture.bottom_right();
vert[V_BOT_RIGHT].adjust = Point::new(right, bottom);
}
&None => {
// Whitespace; no texture to render
let zero = (0.0, 0.0f32);
vert[V_TOP_LEFT].tex = zero;
vert[V_TOP_RIGHT].tex = zero;
vert[V_BOT_LEFT].tex = zero;
vert[V_BOT_RIGHT].tex = zero;
}
}
}
}
}
Ok(())
}
fn render_line(
&self,
target: &mut glium::Frame,
@ -987,10 +1244,10 @@ impl<'a> TerminalWindow<'a> {
let cursor = self.terminal.cursor_pos();
{
let dirty_lines = self.terminal.get_dirty_lines(true);
let dirty_lines = self.terminal.get_dirty_lines(false);
for (line_idx, line, selrange) in dirty_lines {
self.render_line(
self.render_screen_line(
&mut target,
line_idx,
line,
@ -1000,6 +1257,43 @@ impl<'a> TerminalWindow<'a> {
}
}
let tex = self.atlas.borrow().texture();
target.draw(
&*self.glyph_vertex_buffer.borrow(),
&self.glyph_index_buffer,
&self.program,
&uniform! {
projection: self.projection.to_column_arrays(),
glyph_tex: &*tex,
//has_color: glyph.has_color,
//bg_color: bg_color.to_linear_tuple_rgba(),
bg_fill: true,
},
&glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
dithering: false,
..Default::default()
},
)?;
target.draw(
&*self.glyph_vertex_buffer.borrow(),
&self.glyph_index_buffer,
&self.program,
&uniform! {
projection: self.projection.to_column_arrays(),
glyph_tex: &*tex,
//has_color: glyph.has_color,
//bg_color: bg_color.to_linear_tuple_rgba(),
bg_fill: false,
},
&glium::DrawParameters {
blend: glium::Blend::alpha_blending(),
dithering: false,
..Default::default()
},
)?;
self.terminal.clean_dirty_lines();
target.finish().unwrap();