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mirror of https://github.com/wez/wezterm.git synced 2024-12-26 14:54:16 +03:00
Commit Graph

231 Commits

Author SHA1 Message Date
Wez Furlong
4ccb5a2519 revise readme and travis config 2018-02-20 13:17:23 -08:00
Wez Furlong
247be93bc4 maybe add code coverage to the CI 2018-02-20 13:06:50 -08:00
Wez Furlong
a86e81a796 tweak travis config 2018-02-20 12:48:15 -08:00
Wez Furlong
2d45e25953 move these comments; they break the crate attributes(!) 2018-02-20 12:41:21 -08:00
Wez Furlong
e7d99024bb build our own harfbuzz for broader compat 2018-02-20 12:33:30 -08:00
Wez Furlong
7c0536f9a3 avoid panic if an app sets an invalid scroll region 2018-02-20 08:42:08 -08:00
Wez Furlong
9a5e7999da TODONE 2018-02-20 08:13:36 -08:00
Wez Furlong
9da069e1e9 clean up atlas api
We now bubble up an error if we ran out of texture space.
Previously we'd allocate a new texture but that wouldn't help anyone.

I've bumped up the texture size by default, too.

Longer term we should catch this, blow the font cache, cancel the
pending render and re-render.
2018-02-20 08:09:12 -08:00
Wez Furlong
e6f42987ca remove another unused crate 2018-02-20 07:41:19 -08:00
Wez Furlong
3a66f29775 remove some unused feature flags 2018-02-20 07:39:15 -08:00
Wez Furlong
1f76edaaef readme update 2018-02-19 22:15:11 -08:00
Wez Furlong
1ffacec318 add screenshot 2018-02-19 22:10:59 -08:00
Wez Furlong
5ff473872d Eliminate the third draw call
We can consolidate the underline/strike glyph rendering with
the background layer pass.
2018-02-19 22:02:27 -08:00
Wez Furlong
279b2018fd Render cursor and selection for resized lines
If the user enlarges the terminal we can have regions of the vertex
buffer that have colors that default to alpha channel 0.  This is
normally fine but breaks rendering of the cursor and the selection;
those attributes are out of band from the normal cell attributes,
especially for whitespace cells, so we need to handle those in
the degenerate case at the end of a line render.

Refactor the code that computes the cursor and selection colors
so that we can call it and use it in both places.
2018-02-19 21:29:27 -08:00
Wez Furlong
d55d5855a5 set CLIPBOARD as well as PRIMARY selection when selecting 2018-02-19 20:53:12 -08:00
Wez Furlong
25e2dc2a96 fix an issue with the selection when in scrollback 2018-02-19 16:26:10 -08:00
Wez Furlong
dd238d5b50 add DCH 2018-02-19 15:33:13 -08:00
Wez Furlong
d041b7be0d fix an issue with scrolling within a region 2018-02-19 14:39:07 -08:00
Wez Furlong
37e5d8571a add HVP sequence. Just like CUP. 2018-02-19 14:02:54 -08:00
Wez Furlong
c9eba103d1 Use vecdeque for screen lines
This brings us back in the right perf ballpark
2018-02-19 13:08:47 -08:00
Wez Furlong
58f423eebe fix bounds for scrolling
unfortunately this is super expensive and halves the cat test perf.
2018-02-19 11:26:19 -08:00
Wez Furlong
b0fa3c329f bold me 2018-02-19 11:00:49 -08:00
Wez Furlong
1e64344092 forgot to include the cat portion of the bench in the readme 2018-02-19 10:59:09 -08:00
Wez Furlong
02846f4c82 use Cell::reset to clear portions of a line 2018-02-19 10:51:34 -08:00
Wez Furlong
a0b4630998 micro opt cursor moving during print 2018-02-19 10:47:49 -08:00
Wez Furlong
6e5986e868 tweak table formatting 2018-02-19 10:34:05 -08:00
Wez Furlong
aa95eaefd9 micro-opt scroll_up some more 2018-02-19 10:27:28 -08:00
Wez Furlong
48997f02d1 micro optimize cell creation 2018-02-19 09:08:17 -08:00
Wez Furlong
55175f70b6 Add a little note about performance 2018-02-19 08:41:54 -08:00
Wez Furlong
1b989b011d improve scroll_up perf
We were marking the entire scrollback history as dirty on each line
scroll.  This was from the early days and isn't needed any more.
This brings the runtime of:

```
$ find /usr > /tmp/usr-files.txt
$ time cat /tmp/usr-files.txt
```

down from ~2.5s to ~1.2s.

Also avoid a redundant line_mut() call in set_cell().
2018-02-19 08:14:03 -08:00
Wez Furlong
966eb2ce4c Don't loop to read from pty
We don't need to be greedy in handling this read.  It is important
not to for example when a lot of data is being written to the pty
we don't want that to starve the gui event handler and block sending
an interrupt signal.
2018-02-19 07:56:33 -08:00
Wez Furlong
563408df6f micro optimization for scroll_up 2018-02-19 07:55:49 -08:00
Wez Furlong
a0faebad8b Clear some rendering artifacts from the rhs of the screen
These would get left behind after making the window wider
and then switching between alt screen and the main screen.
2018-02-19 00:15:11 -08:00
Wez Furlong
52f6e3c0bd tweak the underline position 2018-02-18 23:53:54 -08:00
Wez Furlong
bc2c77aa1c fixup alpha for tinted colors
Needed to de-pre-multiply(!) the color channels by the alpha to avoid
them getting too dark.
2018-02-18 23:48:21 -08:00
Wez Furlong
9bc0eee1e2 Re-enable underlining of whitespace
This was a hangover from an earlier iteration and isn't needed any more.
2018-02-18 23:08:49 -08:00
Wez Furlong
450ed0e82c don't explode when scrolling back 2018-02-18 23:04:11 -08:00
Wez Furlong
e87f129ded We now do a better job at rendering dejavusansmono
The descender in that font seems bad, so guestimate something that works
better for us.
2018-02-18 21:59:28 -08:00
Wez Furlong
8afbcc8ee0 clear adjust for whitespace glyphs 2018-02-18 20:37:13 -08:00
Wez Furlong
4818cdb838 improve font rendering by reducing hinting level
and using a more robust color multiplication function.
2018-02-18 20:30:53 -08:00
Wez Furlong
69278e8fde whoops, fixup width calc for single width glyphs 2018-02-18 17:53:39 -08:00
Wez Furlong
fb83410520 Add brief note about the OpenGL ES 2 requirement 2018-02-18 17:23:05 -08:00
Wez Furlong
fa0549b76e add some more comments
and back out the get_all flag that was added as a temp workaround
in the earlier stages of adding opengl support.
2018-02-18 17:21:02 -08:00
Wez Furlong
3ccb0c24ef Add third pass draw for underline/strikethrough rendering 2018-02-18 17:12:53 -08:00
Wez Furlong
f51b99cb73 remove some more dead bits and plumb underline/strike into shader 2018-02-18 14:52:10 -08:00
Wez Furlong
a1e5a17e94 remove some dead code 2018-02-18 14:48:24 -08:00
Wez Furlong
6f6622c659 pass has_color flag through to fragment shader 2018-02-18 14:22:43 -08:00
Wez Furlong
8d6950f586 Do a better job at rendering double wide glyphs
Color emoji look a bit jagged so we may have a rounding problem
for those.  Will revisit them later.
2018-02-18 14:17:31 -08:00
Wez Furlong
a4c45fa321 use a single big vertex buffer 2018-02-18 11:31:00 -08:00
Wez Furlong
4acfd82e87 Default::default for Vertex & Point 2018-02-17 22:17:17 -08:00