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mirror of https://github.com/wez/wezterm.git synced 2024-12-26 23:04:49 +03:00
Commit Graph

548 Commits

Author SHA1 Message Date
Wez Furlong
43bc96b521 re-use core render_line function in fancy renderer
There's some false cache sharing that needs to be resolved though.
2021-10-04 17:35:54 -07:00
Wez Furlong
b1509fa0d1 re-use main shaper helper for fancy tab text rendering 2021-10-04 17:35:54 -07:00
Wez Furlong
a5319d66bd fix an issue where a selection could bleed out of a pane
When split horizontally, selecting multiple lines at the top of the left
pane could paint a horizontal selection line all the way across the rest
of the terminal to the right hand edge.
2021-10-04 17:35:54 -07:00
Wez Furlong
3da775d0e5 gui: add use_pixel_positioning mode to render_screen_line_opengl
I've tested this with the regular tab bar to prove that it essentially
works; the intent is to use it with the fancy tab bar rendering.
2021-10-04 17:35:54 -07:00
Wez Furlong
d6149382a3 gui: refactor Line shaping 2021-10-04 17:35:54 -07:00
Wez Furlong
a4956c1c05 gui: more refactoring of positioning math for cell/glyph rendering
Removes the dependency on knowing where the pane top/left position
is so that the line render routine could be used in more places.

Adjusts the tab bar and scroll bar positioning so that the tab bar
ignores window padding and is always flush with the top/bottom window
edge (full width as well), and that the scroll bar top/bottom respects
the tab bar position and height.
2021-10-04 17:35:54 -07:00
Wez Furlong
efa437b16d gui: factor y pixel coordinate out of render_screen_line_opengl
Instead, pass in the y pixel value that it should use to calculate
the position.
2021-10-04 17:35:54 -07:00
Wez Furlong
fae5435824 fix incorrect fg color when cursoring over ligatured glyph
More of a "fix"; we use some heuristics based on the bearing
and glyph width to figure out if a sequence looks like a funky
ligature that moves left to render the glyph.

This may be prone to false positives, but the consequences are low:
when we think a glyph is part of a ligature, then rather than using
the cursor_fg color (which is typically black, or close to invisible),
we retain the normal text fg color.

This way the portion of the glyph outside of the cursor retains its
foreground color, and just the cell containing the cursor may have
a slightly funky fg color in the case where the heuristic was bad.

closes: #478
2021-10-04 17:35:54 -07:00
Wez Furlong
904d2a948d tidy up milli uptime for blinking text 2021-10-04 17:35:54 -07:00
Wez Furlong
b4255c3b86 Refactor shaping helper 2021-10-04 17:35:54 -07:00
Wez Furlong
962e44bbfb WIP: fancier tab bar
`use_fancy_tab_bar` switches to an alternate rendering of the tab
bar that uses the window_frame config to get a proportional
title font to use to render tabs, as well as rendering a few
additional elements to space out and make the tabs feel more
like tabs.

Computing the number of tabs doesn't respect the alternate font
at this time.

Formatted tab item foreground and background colors are also
not respected at this time.

refs: #1180
2021-10-04 17:35:54 -07:00
Wez Furlong
8652f2e7d3 gui: factor tab bar drawing into own method 2021-10-04 17:35:54 -07:00
Wez Furlong
da30ecd5b3 tab bar: use UIItem for hit testing 2021-10-04 17:35:54 -07:00
Wez Furlong
401719fb01 fonts: improve cap-height and use_cap_height_to_scale_fallback_fonts
We now compute the cap-height from the rasterized glyph data.

Moved the scaling action of use_cap_height_to_scale_fallback_fonts from
glyphcache into the font resolver: when enabled, and we have data
about the baseline font and the font being resolved, then the resolving
font will be scaled such that the cap-height of both fonts has the same
pixel size.

The effect of this is that `I` glyphs from both fonts should appear to
have the same height.

Added a row of `I`'s in differing styles at the bottom of styles.txt
to make this easier to visualize.

refs: #1189
2021-10-02 18:23:51 -07:00
Wez Furlong
d3c748e18f fonts: enable matching against bitmap strike sizes
This is to handle situations such as some versions of the Terminus
bitmap font, where the individual bitmap strike sizes are broken
out across multiple individual files.

Font matching now passes down the nominal pixel height based on
the current DPI and font scale factor, and will use that to select
the font file that has the closest pixel size.

Previously, it would be potentially undefined which of the Terminus
font files would be selected.

refs: https://github.com/wez/wezterm/issues/1189
2021-10-02 09:33:55 -07:00
Wez Furlong
959da7f0bd also change cursor border color when visual bell target is cursor 2021-09-30 17:21:31 -07:00
Wez Furlong
ca89181098 bell: allow changing the cursor color when the bell is rung
I find this less distracting than both the audible and the default
background color flashing.
2021-09-29 08:02:34 -07:00
Wez Furlong
3566b82458 add wezterm connect --class option 2021-09-29 07:15:25 -07:00
Wez Furlong
72cb110b65 add audible_bell config option
This allows using the system beep sound, currently only on macos.

refs: #3
2021-09-26 12:55:19 -07:00
Wez Furlong
3b2f7b87ec gui: tweak visual bell for transparent and non-black backgrounds
refs: #3
2021-09-25 15:32:22 -07:00
Wez Furlong
0c1ad718d0 add visual bell
refs: #3
2021-09-25 12:40:22 -07:00
Wez Furlong
2337c06c0f gui: new bell event for running lua when the bell is rung
This commit adjusts the the window event routing/queuing so that
a queued event can capture a pane_id other than the focused pane.

Since we only allow one queued instance of a given named event in a
window, a consequence of this is that multiple bell events coming
from different panes at the same time may race and the loser's
event will be dropped. We log a warning in that case.

refs: #3
2021-09-23 08:22:01 -07:00
Wez Furlong
a2110fed6f gui: add mouse event logging
refs: #1140
2021-09-14 08:43:55 -07:00
Wez Furlong
8282faf31f window: allow specifying window resize increments on macos and x11
This commit introduces a mechanism for specifying resize increments
for a window, and then arranges for the termwindow to set those
to match the current font cell metrics.

This should help to avoid cases where there is excess padding pixels
resulting from the window being slightly larger than computed number
of cells and the font metrics.
2021-09-08 22:57:42 -07:00
Greg V
94ede1e8f1 window: implement window movement by dragging on Wayland 2021-09-08 17:45:48 -07:00
Greg V
ce5615082c gui: cancel mouse click streak when the cursor has moved to a different cell (fixes #910)
Fast-clicking users generally expect to be able to rapidly do regular selections
or otherwise cancel double/triple/quad clicks, so significant mouse movement should end the streak.

Allowing tiny pixel movements to account for touchpads is necessary.
Fortunately, the position here is already in character grid cells, which provides enough margin for this.
Other code editors like gedit also seem to do this based on the character grid.
2021-09-08 17:38:59 -07:00
Spyros Roum
bfaf46a196 Also accept shift + y/n when asking for confirmation to close panes 2021-09-08 09:33:08 -07:00
Wez Furlong
aa61a6b065 gui: force cursor to be visible in copy mode
It appears as though kakoune hides the terminal cursor and renders
its own version of the cursor.

The hidden state was being picked up by the copymode overlay,
making it awkward to use.

This commit forces the cursor to be visible (and a block) when
copy mode is active.

closes: #1113
2021-09-06 19:51:20 -07:00
Wez Furlong
41866a0b5b gui: capture new terminal size even if we haven't setup opengl
I think this is a hangover from the older logic to figure out
the initial sizing, and I suspect that it is what is causing
refs: 1074

So this is a speculative change to see if it helps!
2021-09-06 10:19:06 -07:00
Wez Furlong
93e18b2a01 deps: colorgrad -> 0.5 2021-09-05 23:27:01 -07:00
Wez Furlong
545a8fc8a7 deps: ordered-float -> 2.8 2021-09-05 23:25:37 -07:00
Wez Furlong
fea3a527dd Fixed invisible I-beam/underline cursor w/force_reverse_video_cursor
closes: https://github.com/wez/wezterm/issues/1076
2021-09-04 14:24:58 -07:00
Wez Furlong
4c8ccf8efc Add Multiple key assignment
refs: https://github.com/wez/wezterm/pull/1091
2021-09-04 13:01:34 -07:00
Wez Furlong
bc4ed3735d Add SendKey key assignment
refs: https://github.com/wez/wezterm/pull/1091
2021-09-03 12:07:17 -07:00
Wez Furlong
97831848cb gui: also log current size during a resize event
refs: #947
2021-09-02 09:18:32 -07:00
Wez Furlong
d38ba13211 render: 3 layers with dual source blending only for the glyph layer
This splits rendering into 3 passes:

* background pass for z-index < 0.  This is for solid background colors,
  background images, and image attachments with z-index < 0.
  Rendered with regular alpha blending.
* glyph pass: for glyphs at z-index==0. This is rendered with dual
  source blending enabled to facilitate subpixel aa appearance.
* top layer pass for z-index >= 0 graphics.  This is rendered with
  regular alpha blending.

This avoids weird effects, like images with alpha shining through
the back of the window when the window itself isn't transparent.

refs: #544
2021-08-24 08:53:33 -07:00
Wez Furlong
5629e0c1ca deps: tiny-skia -> 0.6 2021-08-23 07:48:13 -07:00
Wez Furlong
98206f0bf8 gui: take another pass at alpha/gamma stuff
The prior commit wasn't right, this looks better!

refs: #1049
2021-08-19 19:11:59 -07:00
Wez Furlong
66ff7740c4 gui: tweak alpha/color mask to avoid incorrect transparency
transparent images weren't always blending correctly, and were
instead shining through.

This might also have affected cursors.

It may also be a factor in a couple of recent reports of excessive
boldness which looked like funky over-alpha multiplication.

Let's see what people say about this.
2021-08-19 10:07:06 -07:00
Wez Furlong
c6e1889b04 remove unused alt alpha blending config
This doesn't make sense in a dual source blending world
2021-08-19 09:41:48 -07:00
Wez Furlong
571c137955 gui: gamma fixup
This makes the comparison in https://github.com/wez/wezterm/issues/544
work for me on mac, linux (x11, wayland) and also on Windows but
only using WGL.

It looks like we can use the proper colorspace on all targets
except for ANGLE EGL.  For whatever reason, the combination of
glium and ANGLE EGL on windows over-gamma corrects.

AFAICT, the framebuffer and perhaps the surfaces it creates
don't indicate srgb support, and whatever combination of status
they return tickles glium's srgb stuff the wrong way.

I think the "solution" is just to directly use WGL by default.

EGL was on by default because it tended to be more survivable
when graphics card drivers were updated, but the last couple
of times I updated mine it still killed wezterm anyway.

refs: #544
2021-08-19 09:17:09 -07:00
Wez Furlong
2013718336 gui: avoid divide by zero for glyphs that report num_cells=0
refs: https://github.com/wez/wezterm/issues/1042
2021-08-18 08:33:53 -07:00
Wez Furlong
769f632a26 gui: avoid making a transparent hole under the cursor 2021-08-16 08:32:49 -07:00
Wez Furlong
3e80854bc7 gui: apply hsv transform to background colors
refs: #1025
2021-08-16 08:07:22 -07:00
Wez Furlong
ab21910d80 deps: update bitflags -> 1.3 2021-08-15 18:21:17 -07:00
Wez Furlong
e1ee1ddd97 gui: disable zone fetch in the renderer
We need a more scalable alternative to this before we can use
it in the renderer.
2021-08-15 15:58:51 -07:00
Wez Furlong
67e4516c03 gui: fix seqno for semantic zone cache 2021-08-15 13:42:09 -07:00
Wez Furlong
a7b20443ba gui: add more generic dragging concept, fixup scrollbar math
Add a more general dragging thingy and use that to know when we
are dragging splits or the scroll thumb.

Fixup scrollbar math, which didn't account for whether the tabbar
was shown and which might cause the scroll thumb to jump around
on first drag (resolves #568)
2021-08-15 13:41:38 -07:00
Wez Furlong
befdc7ac3a Fixed: text_background_opacity was not respected 2021-08-15 08:33:09 -07:00
Wez Furlong
ab8c8dc6c9 gui: add UIItem concept
The idea here is to make it a bit easier to do hit detection for UI
elements; today we've been duplicating position math between the render
and the mouse movement handlers, with both pieces of code knowing the
location of the UI element.

UIItem allows the render phase to record the position, which allows
the mouse phase to be a more independent lookup against the registered
elements.

This makes it easier to add more UI elements in the future.
2021-08-15 07:46:06 -07:00
Wez Furlong
0bbb8cc37c gui: add semantic zone cache 2021-08-14 21:43:53 -07:00
Wez Furlong
eabb84b974 gui: fix: respect dynamic color scheme backgrounds
Ensure that we respect the dynamic color scheme that is configured
in a given pane.
2021-08-14 12:12:27 -07:00
Wez Furlong
0a5a4cb642 cleanup: remove bg color from vertex
Now that we have dual-source blending, this is unused
2021-08-14 11:02:56 -07:00
Wez Furlong
615b5b3966 gui: support radial gradients 2021-08-13 17:38:33 -07:00
Wez Furlong
d9e0340a94 gui: add some randomness to gradients to avoid banding 2021-08-13 13:35:55 -07:00
Wez Furlong
746951416b gui: tidy up gradient calculation 2021-08-13 12:14:14 -07:00
Wez Furlong
d59898987a gui: fix lost sync with the cell position in the renderer
If a cell contained a ligature, the math used to track where the
next quad was going to be placed could lose consistency with
the cluster/shaping information and result in offset glyphs.

This was most noticeable to me in tab titles in the tab bar;
my shell dotfiles append `-- something` to the title when a
command is launched, and the `--` is a ligature in my font.

I think I've also seen this mess up positioning in the notcurses
demo as well.

The solution is to take the cluster initial cell index rather
than trying to reverse engineer it from incomplete info.
2021-08-13 09:34:36 -07:00
Wez Furlong
cbfb6d59c5 added new window_background_gradient config option 2021-08-12 23:08:38 -07:00
Wez Furlong
6f78ee4f14 deps: update unicode-segmentation to 1.8 2021-08-11 23:06:17 -07:00
Wez Furlong
0866e5d213 fonts/shaping: respect the Presentation selection for a cluster
This commit annotates fonts with a boolean that indicates whether
we think it contains glyphs with emoji presentation, and then
passes the cluster.presentation field down to the shaper.

If the presentation doesn't match the current font in the fallback,
then it will be skipped until we exhaust its options.

`wezterm ls-fonts` also shows whether we think a font has emoji
presentation.

refs: #997
2021-08-11 09:11:59 -07:00
Wez Furlong
ee71d478c4 window+gui: enable dual source blending
This replaces the slightly gnarly subpixel enabled blending in the
shader with Dual Source Blending, which is a technique where the
fragment shader can specify both the primary color (RGBA) as well
as an additional per-channel mask that can be used to alpha blend
with the destination.

This enables artifact-free alpha blending when used together
with a transparent window background.

refs: https://github.com/wez/wezterm/issues/932
2021-08-10 18:23:18 -07:00
Wez Furlong
89f9512cc1 gui: use solid color block for background color quads
like 2facc465ef but for
cells with a background color
2021-08-09 08:48:20 -07:00
Wez Furlong
2facc465ef gui: avoid sampling solid background color
eg: white could have a greyish border from where the texture sampling
was picking up the transparent padding in the texture atlas.
2021-08-09 08:19:27 -07:00
Wez Furlong
827adf3a95 gui: try to gracefully handle both resize and scaling changes
refs: #695
2021-08-08 14:43:41 -07:00
Wez Furlong
eae327efcc model: replace LineBits::DIRTY with a sequence number
Terminal now maintains a sequence number that increments
for each Action that is applied to it.

Changes to lines are tagged with the current sequence number.

This makes it a bit easier to reason about when an individual
line has changed relative to some point in "time"; the consumer
of the terminal can sample the current sequence number and then
can later determine which lines have changed since that point
in time.

refs: https://github.com/wez/wezterm/issues/867
2021-08-08 12:45:08 -07:00
Wez Furlong
9617c742cf gui: try harder to deal with tiling wm resizing + dpi changes
refs: #695
2021-08-07 22:32:52 -07:00
Wez Furlong
5a9bd14d89 gui: fix newlines in copied text
Use the newer logical line method in pane rather than going
via the hyperlink function, so that we can better reason
about physical vs. logical line breaks, and get the results
very slightly faster too.

refs: #874
2021-08-07 19:16:29 -07:00
Wez Furlong
6d9957e6e3 term, gui: allow tracking multiple buttons
We were previously only remembering the most recently pressed
button, but that's a lossy thing to do.

This commit remembers the button presses so that we can correctly
report all press/release events.

refs: #973
2021-08-07 18:37:38 -07:00
Wez Furlong
1344b243d8 gui: allow dispatching resize events during creation
I think this is the heart of the initial size issues:
during creation, if the dpi or size is different, we generate
a resize event, but because it is dispatched before we've
assigned self.window, we weren't able to resize the window
to fit.

This commit passes the Window object down to the resize
handler so that it can do that; the diff is conceptually
small but there is corresponding fanout around ensuring
that the Window is passed down through all the resize
related codepaths that need it.

refs: #1002
refs: #695
2021-08-07 10:07:32 -07:00
Wez Furlong
e143db2b7f gui: tidy up initial resize/scale adjustment
It seems like this is making things worse on X11/Wayland.
Let's try simply skipping it--that seems fine on X11/Wayland,
but needs to be verified on macOS and Windows.

refs: #1002
refs: #695
2021-08-07 09:45:33 -07:00
Wez Furlong
308f3a8d74 window: avoid resizing on startup if the size doesn't appear different
The intent is to avoid weirdness with Wayland where we need to wait for
a configure event before we try to set the window size programmatically.

refs: #1002
2021-08-06 19:37:08 -07:00
Wez Furlong
79165617b1 window: add WindowState concept
WindowState is a bitfield that can represent maximized, full screen
and hidden window states.

WindowState is passed along with resize events, improving on the
prior basic is_full_screen boolean by representing the other states.

Notably, WindowState::MAXIMIZED is used to represent a state where
the window's size is constrained by some window environment function;
it could be due to the window being maximized in either or both the
vertical or horizontal directions, or by the window being in a tiled
state on any edge.

When the window is MAXIMIZED, wezterm will behave as though
`adjust_window_size_when_changing_font_size = false` because it knows
that it cannot adjust the window size in that state.

This potentially helps with #695, depending on whether the window
manager propagates this state information to wezterm.  Gnome/mutter
does a good job at this with both X11 and Wayland, but I couldn't get
sway to report these states and I don't know of any other tiling wm
that I can easily install and use on fedora, so there's a question
mark around that.
2021-08-06 18:56:37 -07:00
Wez Furlong
0158e8e49a gui: fixup window transparency 2021-08-06 13:07:50 -07:00
Wez Furlong
40bb5ddb97 gui: maybe fix weird bg color issue on Intel macs
This commit changes the full surface fill to be fully transparent,
and adds a separate quad to fill with the configured window background
color.

The thesis is that this should avoid the apparent weird rgb/srgb
mismatch that seems to occur with the window background on Intel macs
(those have a different OpenGL implementation than M1 based macs which
don't appear to have this issue).

refs: https://github.com/wez/wezterm/issues/1000
refs: https://github.com/wez/wezterm/issues/653
2021-08-06 09:51:57 -07:00
Wez Furlong
b883627ba1 gui: work harder to preserve initial terminal size
I noticed that on macos, the initial terminal size didn't
match the 80x24 default; it was a few columns short.

I think I broke this with recent changes in window
event dispatching.

This commit passes the terminal size down to apply_dimensions
just after we've set up the GL context to preserve the
terminal size.

Possibly related to https://github.com/wez/wezterm/issues/1002
2021-08-06 09:26:29 -07:00
Wez Furlong
aac4d36d6e 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.
2021-08-06 08:57:19 -07:00
Wez Furlong
3ea13fb530 kitty img: tidy up blit and bounds check, skip 0 duration root frame 2021-08-05 23:59:35 -07:00
Wez Furlong
c10288bd25 improve rgbcolor_alpha_to_window_color fidelity
The underlying types in termwiz support 10-bit color, but in our
conversion to the data we pass to the vertex, we were forcing it
into 8-bit and then converting to float.

Simplify this by skipping the intermediate 8-bit representation
and just go directly to float.
2021-08-05 20:37:33 -07:00
Wez Furlong
64fc58583e Tidy up outputs_srgb option
It's always on; simplify the code and just set it in the constructor
directly without passing it down from the caller.
2021-08-05 20:33:56 -07:00
Wez Furlong
17fc41fc52 add option to select alternative alpha blending
I'm not sure if this is needed now that we have a single draw call, but
based on the history and the nuance of different gl/driver/os quirks it
feels like a good idea to keep this option in the back pocket.
2021-08-04 15:26:48 -07:00
Wez Furlong
b6c6cef876 refactor: move cursor sprite generation to be dynamic
This allocates cursor sprites as needed, and uses the Poly drawing
code from the customglyph module to do it.
2021-08-04 10:01:21 -07:00
Wez Furlong
4e1f933e00 add some more eighth custom glyphs 2021-08-04 00:20:56 -07:00
Wez Furlong
524f9ddd40 render double-wide cursor for double-wide cells 2021-08-03 12:27:24 -07:00
Wez Furlong
07bea8c269 gui: change image frame caching scheme to use frame hash
Since we can now mutate individual frames, we need to avoid
falsely caching across a change; switch from using (image_id, frame_idx)
to frame_hash.

refs: #986
2021-08-03 08:42:39 -07:00
Wez Furlong
29a64e10b8 allow locking ImageData's ImageDataType for mutation
refs: #986
2021-08-02 21:35:57 -07:00
Wez Furlong
90b16b9518 move image decoding into termwiz
Adds a use_image feature to termwiz that enables an optional
dep on the image crate.  This in turn allows decoding of animation
formats (gif, apng) from file data, but more crucially, allows
modeling animation frames at the termwiz layer, which is a pre-req
for enabling kitty img protocol animation support.

refs: #986
2021-08-02 21:35:50 -07:00
Wez Furlong
76681c9879 refactor: split custom glyph code into its own file 2021-08-01 22:06:04 -07:00
Wez Furlong
86bf251f3f add some more metrics around get_lines_with_hyperlinks_applied + others 2021-08-01 14:50:50 -07:00
Wez Furlong
887152a13d Improve UX when we run out of texture space
Rather than leaving the frame un-rendered, this commit arranges
to make one last pass but with all image quad assignments skipped.

This should at least make a reasonable effort at displaying text
on the screen.

refs: https://github.com/wez/wezterm/issues/879
2021-08-01 11:29:50 -07:00
Wez Furlong
94d409d340 prefer to hold rgba8 rather than png data for kitty, sixel
I noticed when running the notcurses demo that we're spending a
decent amount of time decoding png data whenever we need to
re-do the texture atlas.

Let's avoid that by allowing for ImageData at the termwiz layer
to represent both the image file format and decoded rgba8 data.

This commit is a bit muddy and also includes some stuff to try
to delete placements from the model.  It's not perfect by any
means--more expensive than I want, and there's something funky
that causes a large number of images to build up during some
phases of the demo.

refs: #986
2021-08-01 11:29:50 -07:00
Wez Furlong
503d3df368 Constrain texture size to that supported by gpu
OpenGL will silently let us allocate a texture larger than the GPU can
bind to a sampler, reporting the error status out of band and leaving
the display in a perma-broken state.

This commit deliberately checks against the max texture size and raises
an error in that case.

The recovery story isn't perfect, but at least the texture remains
usable, so the user can clear the screen and still be able to see glyphs
afterwards.

refs: https://github.com/wez/wezterm/issues/879
2021-08-01 10:42:57 -07:00
Wez Furlong
09220adb07 simplify rendering pane splits
Just use a single quad for a given split

refs: #986
2021-07-31 20:34:36 -07:00
Wez Furlong
bbe019db96 implement kitty image source and offset options for placement
Allows selecting a source "sprite" from the image data, and offsetting
its position within the cell.

refs: #986
2021-07-31 14:03:27 -07:00
Wez Furlong
54f435b904 Restore bg_color to the vertex
Until we have dual source blending, we need the background color
in order to have a more visually pleasing alpha blend.

refs: #986
refs: #932
2021-07-31 10:44:27 -07:00
Wez Furlong
e165cdf210 Consolidate shader logic
Now that we have a single pass, we don't need to "include" snippets,
and that makes the shaders a lot easier to follow.

refs: #986
2021-07-31 07:34:14 -07:00
Wez Furlong
725572de9c reduce to a single draw call
Taking further advantage of dynamic quad allocation, we can now
remove the multiple render passes in favor of allocating the quads
and painting them from back to front.

In turn, this means that we can reduce the amount of data that we
store in the vertex, which simplifies the shaders a bit, at the
expense of making the render code in rust a bit more complex.

However, we can take advantage of stretching runs of cells with
background colors in to a single quad.

refs: #986
2021-07-31 00:23:16 -07:00
Wez Furlong
9a8b2e1e81 fix log level when loading background image 2021-07-30 20:06:41 -07:00
Wez Furlong
175ca9f722 remove draw pass 4
This was added in 365a68dfb8 to free the
orca from its cage.  With the recent dynamic quad allocation changes, we
don't need a distinct 4th pass any more and can simply layer a separate
quad on top of the glyph quad.

refs: #986
2021-07-30 19:23:02 -07:00
Wez Furlong
89586d658e dynamically allocate quads as needed
This removes the pre-allocated (at resize) number of quads
and replaces it with a dynamic mechanism that tracks how many
quads are needed for a frame and then will re-allocate and
re-render when there weren't enough.

We start with 1024 quads and try to allocate in multiples
of 1024 quads.

refs: #986
2021-07-30 16:59:47 -07:00
Wez Furlong
6a84f051b6 Make quad allocation more dynamic
This commit removes the `Quads` struct which maintained pre-defined quad
indices for each of the cells, the background image and scrollbar thumb.

In its place, we now "dynamically" hand out quads to meet the needs of
what is being rendered.  There are some efficiency gains here with
things like the selection (which can now be a single stretched quad,
rather than `n` quads in width).

This isn't a fully dynamic allocation scheme, as we still allocate the
current worst case number of quads when resizing.

A following commit will adjust that so that we allocate a ballpark and
then employ a mechanism similar to OutOfTextureSpace to grow and retry a
render pass when we need more quads.

Futhermore, this dynamic approach may allow reducing the amount of stuff
we have in the Vertex and "simply" render some quads before others so
that we don't have to have so many draw() passes to build up the
complete scene.

refs: #986
2021-07-30 12:59:15 -07:00