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mirror of https://github.com/wez/wezterm.git synced 2024-11-10 15:04:32 +03:00

gui: make a separate quad allocation pass for image cells

This should help to avoid artifacts in the case where glyphs
render outside their nominal terminal cell (happens when the
shaper tweaks positioning, and/or when ligatures are involved).

Previously we'd render the layers in z-index order for cell N
before the layers in z-index order for cell N+1.

If N had an image that overlayed the text (nominally z-index 0.5!)
and the glyph in N+1 (z-index 0) was slightly to the left of its
border, then it could layer incorrectly over the cell to the left.
This commit is contained in:
Wez Furlong 2021-08-06 08:57:19 -07:00
parent 3ea13fb530
commit aac4d36d6e

View File

@ -783,6 +783,8 @@ impl super::TermWindow {
current_idx = 0;
let mut overlay_images = vec![];
for cluster in &cell_clusters {
if !matches!(last_style.as_ref(), Some(ClusterStyleCache{attrs,..}) if *attrs == &cluster.attrs)
{
@ -1050,73 +1052,62 @@ impl super::TermWindow {
}
if !did_custom {
let texture = glyph
.texture
.as_ref()
.unwrap_or(&gl_state.util_sprites.white_space);
if let Some(texture) = glyph.texture.as_ref() {
let left = info.pos.x_offset.get() as f32 + info.pos.bearing_x;
let slice = SpriteSlice {
cell_idx: glyph_idx,
num_cells: info.pos.num_cells as usize,
cell_width: self.render_metrics.cell_size.width as usize,
scale: glyph.scale as f32,
left_offset: left,
};
let left = info.pos.x_offset.get() as f32 + info.pos.bearing_x;
let slice = SpriteSlice {
cell_idx: glyph_idx,
num_cells: info.pos.num_cells as usize,
cell_width: self.render_metrics.cell_size.width as usize,
scale: glyph.scale as f32,
left_offset: left,
};
let pixel_rect = slice.pixel_rect(texture);
let texture_rect = texture.texture.to_texture_coords(pixel_rect);
let pixel_rect = slice.pixel_rect(texture);
let texture_rect = texture.texture.to_texture_coords(pixel_rect);
let left = if glyph_idx == 0 { left } else { slice_left };
let bottom = (pixel_rect.size.height as f32 * glyph.scale as f32) + top
- self.render_metrics.cell_size.height as f32;
let right = pixel_rect.size.width as f32 + left
- self.render_metrics.cell_size.width as f32;
let left = if glyph_idx == 0 { left } else { slice_left };
let bottom = (pixel_rect.size.height as f32 * glyph.scale as f32) + top
- self.render_metrics.cell_size.height as f32;
let right = pixel_rect.size.width as f32 + left
- self.render_metrics.cell_size.width as f32;
// Save the `right` position; we'll use it for the `left` adjust for
// the next slice that comprises this glyph.
// This is important because some glyphs (eg: 현재 브랜치) can have
// fractional advance/offset positions that leave one half slightly
// out of alignment with the other if we were to simply force the
// `left` value to be 0 when glyph_idx > 0.
slice_left = right;
// Save the `right` position; we'll use it for the `left` adjust for
// the next slice that comprises this glyph.
// This is important because some glyphs (eg: 현재 브랜치) can have
// fractional advance/offset positions that leave one half slightly
// out of alignment with the other if we were to simply force the
// `left` value to be 0 when glyph_idx > 0.
slice_left = right;
if glyph_color != bg_color || glyph.has_color {
let mut quad = quads.allocate()?;
quad.set_position(
pos_x,
pos_y,
pos_x + cell_width,
pos_y + cell_height,
);
quad.set_bg_color(bg_color);
quad.set_fg_color(glyph_color);
quad.set_texture(texture_rect);
quad.set_texture_adjust(left, top, right, bottom);
quad.set_hsv(if glyph.brightness_adjust != 1.0 {
let hsv = hsv.unwrap_or_else(|| HsbTransform::default());
Some(HsbTransform {
brightness: hsv.brightness * glyph.brightness_adjust,
..hsv
})
} else {
hsv
});
quad.set_has_color(glyph.has_color);
if glyph_color != bg_color || glyph.has_color {
let mut quad = quads.allocate()?;
quad.set_position(
pos_x,
pos_y,
pos_x + cell_width,
pos_y + cell_height,
);
quad.set_bg_color(bg_color);
quad.set_fg_color(glyph_color);
quad.set_texture(texture_rect);
quad.set_texture_adjust(left, top, right, bottom);
quad.set_hsv(if glyph.brightness_adjust != 1.0 {
let hsv = hsv.unwrap_or_else(|| HsbTransform::default());
Some(HsbTransform {
brightness: hsv.brightness * glyph.brightness_adjust,
..hsv
})
} else {
hsv
});
quad.set_has_color(glyph.has_color);
}
}
}
for img in &images {
for img in images {
if img.z_index() >= 0 {
self.populate_image_quad(
&img,
gl_state,
quads,
cell_idx,
&params,
hsv,
glyph_color,
)?;
overlay_images.push((cell_idx, img, glyph_color));
}
}
}
@ -1124,6 +1115,10 @@ impl super::TermWindow {
}
}
for (cell_idx, img, glyph_color) in overlay_images {
self.populate_image_quad(&img, gl_state, quads, cell_idx, &params, hsv, glyph_color)?;
}
// If the clusters don't extend to the full physical width of the display,
// we have a little bit more work to do to ensure that we correctly paint:
// * Selection