Merge pull request #1736 from qwerasd205/metal-cell-fixes

Metal cell Contents structure improvements
This commit is contained in:
Mitchell Hashimoto
2024-05-07 19:23:45 -07:00
committed by GitHub
3 changed files with 267 additions and 350 deletions

View File

@ -566,9 +566,6 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
}; };
}; };
var cells = try mtl_cell.Contents.init(alloc);
errdefer cells.deinit(alloc);
const display_link: ?DisplayLink = switch (builtin.os.tag) { const display_link: ?DisplayLink = switch (builtin.os.tag) {
.macos => if (options.config.vsync) .macos => if (options.config.vsync)
try macos.video.DisplayLink.createWithActiveCGDisplays() try macos.video.DisplayLink.createWithActiveCGDisplays()
@ -592,7 +589,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.current_background_color = options.config.background, .current_background_color = options.config.background,
// Render state // Render state
.cells = cells, .cells = .{},
.uniforms = .{ .uniforms = .{
.projection_matrix = undefined, .projection_matrix = undefined,
.cell_size = undefined, .cell_size = undefined,
@ -1036,11 +1033,9 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
// log.debug("drawing frame index={}", .{self.gpu_state.frame_index}); // log.debug("drawing frame index={}", .{self.gpu_state.frame_index});
// Setup our frame data // Setup our frame data
const cells_bg = self.cells.bgCells();
const cells_fg = self.cells.fgCells();
try frame.uniforms.sync(self.gpu_state.device, &.{self.uniforms}); try frame.uniforms.sync(self.gpu_state.device, &.{self.uniforms});
try frame.cells_bg.sync(self.gpu_state.device, cells_bg); const bg_count = try frame.cells_bg.syncFromArrayLists(self.gpu_state.device, self.cells.bg_rows.lists);
try frame.cells.sync(self.gpu_state.device, cells_fg); const fg_count = try frame.cells.syncFromArrayLists(self.gpu_state.device, self.cells.fg_rows.lists);
// If we have custom shaders, update the animation time. // If we have custom shaders, update the animation time.
if (self.custom_shader_state) |*state| { if (self.custom_shader_state) |*state| {
@ -1139,13 +1134,13 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]); try self.drawImagePlacements(encoder, self.image_placements.items[0..self.image_bg_end]);
// Then draw background cells // Then draw background cells
try self.drawCellBgs(encoder, frame, cells_bg.len); try self.drawCellBgs(encoder, frame, bg_count);
// Then draw images under text // Then draw images under text
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_bg_end..self.image_text_end]); try self.drawImagePlacements(encoder, self.image_placements.items[self.image_bg_end..self.image_text_end]);
// Then draw fg cells // Then draw fg cells
try self.drawCellFgs(encoder, frame, cells_fg.len); try self.drawCellFgs(encoder, frame, fg_count);
// Then draw remaining images // Then draw remaining images
try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]); try self.drawImagePlacements(encoder, self.image_placements.items[self.image_text_end..]);
@ -2171,7 +2166,7 @@ fn updateCell(
break :bg_alpha @intFromFloat(bg_alpha); break :bg_alpha @intFromFloat(bg_alpha);
}; };
try self.cells.set(self.alloc, .bg, .{ try self.cells.add(self.alloc, .bg, .{
.mode = .rgb, .mode = .rgb,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) }, .grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.cell_width = cell.gridWidth(), .cell_width = cell.gridWidth(),
@ -2186,19 +2181,25 @@ fn updateCell(
@intFromFloat(@max(0, @min(255, @round(self.config.background_opacity * 255)))), @intFromFloat(@max(0, @min(255, @round(self.config.background_opacity * 255)))),
}; };
// If the cell has a character, draw it // If the shaper cell has a glyph, draw it.
if (cell.hasText()) fg: { if (shaper_cell.glyph_index) |glyph_index| glyph: {
// Render // Render
const render = try self.font_grid.renderGlyph( const render = try self.font_grid.renderGlyph(
self.alloc, self.alloc,
shaper_run.font_index, shaper_run.font_index,
shaper_cell.glyph_index orelse break :fg, glyph_index,
.{ .{
.grid_metrics = self.grid_metrics, .grid_metrics = self.grid_metrics,
.thicken = self.config.font_thicken, .thicken = self.config.font_thicken,
}, },
); );
// If the glyph is 0 width or height, it will be invisible
// when drawn, so don't bother adding it to the buffer.
if (render.glyph.width == 0 or render.glyph.height == 0) {
break :glyph;
}
const mode: mtl_shaders.CellText.Mode = switch (try fgMode( const mode: mtl_shaders.CellText.Mode = switch (try fgMode(
render.presentation, render.presentation,
cell_pin, cell_pin,
@ -2208,7 +2209,7 @@ fn updateCell(
.constrained => .fg_constrained, .constrained => .fg_constrained,
}; };
try self.cells.set(self.alloc, .text, .{ try self.cells.add(self.alloc, .text, .{
.mode = mode, .mode = mode,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) }, .grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.cell_width = cell.gridWidth(), .cell_width = cell.gridWidth(),
@ -2245,7 +2246,7 @@ fn updateCell(
const color = style.underlineColor(palette) orelse colors.fg; const color = style.underlineColor(palette) orelse colors.fg;
try self.cells.set(self.alloc, .underline, .{ try self.cells.add(self.alloc, .underline, .{
.mode = .fg, .mode = .fg,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) }, .grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.cell_width = cell.gridWidth(), .cell_width = cell.gridWidth(),
@ -2268,7 +2269,7 @@ fn updateCell(
}, },
); );
try self.cells.set(self.alloc, .strikethrough, .{ try self.cells.add(self.alloc, .strikethrough, .{
.mode = .fg, .mode = .fg,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) }, .grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.cell_width = cell.gridWidth(), .cell_width = cell.gridWidth(),
@ -2366,7 +2367,7 @@ fn addPreeditCell(
}; };
// Add our opaque background cell // Add our opaque background cell
try self.cells.set(self.alloc, .bg, .{ try self.cells.add(self.alloc, .bg, .{
.mode = .rgb, .mode = .rgb,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) }, .grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.cell_width = if (cp.wide) 2 else 1, .cell_width = if (cp.wide) 2 else 1,
@ -2374,7 +2375,7 @@ fn addPreeditCell(
}); });
// Add our text // Add our text
try self.cells.set(self.alloc, .text, .{ try self.cells.add(self.alloc, .text, .{
.mode = .fg, .mode = .fg,
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) }, .grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.cell_width = if (cp.wide) 2 else 1, .cell_width = if (cp.wide) 2 else 1,

View File

@ -107,5 +107,53 @@ pub fn Buffer(comptime T: type) type {
@memcpy(dst, src); @memcpy(dst, src);
} }
/// Like Buffer.sync but takes data from an array of ArrayLists,
/// rather than a single array. Returns the number of items synced.
pub fn syncFromArrayLists(self: *Self, device: objc.Object, lists: []std.ArrayListUnmanaged(T)) !usize {
var total_len: usize = 0;
for (lists) |list| {
total_len += list.items.len;
}
// If we need more bytes than our buffer has, we need to reallocate.
const req_bytes = total_len * @sizeOf(T);
const avail_bytes = self.buffer.getProperty(c_ulong, "length");
if (req_bytes > avail_bytes) {
// Deallocate previous buffer
self.buffer.msgSend(void, objc.sel("release"), .{});
// Allocate a new buffer with enough to hold double what we require.
const size = req_bytes * 2;
self.buffer = device.msgSend(
objc.Object,
objc.sel("newBufferWithLength:options:"),
.{
@as(c_ulong, @intCast(size * @sizeOf(T))),
mtl.MTLResourceStorageModeShared,
},
);
}
// We can fit within the buffer so we can just replace bytes.
const dst = dst: {
const ptr = self.buffer.msgSend(?[*]u8, objc.sel("contents"), .{}) orelse {
log.warn("buffer contents ptr is null", .{});
return error.MetalFailed;
};
break :dst ptr[0..req_bytes];
};
var i: usize = 0;
for (lists) |list| {
const ptr = @as([*]const u8, @ptrCast(list.items.ptr));
@memcpy(dst[i..][0..list.items.len*@sizeOf(T)], ptr);
i += list.items.len*@sizeOf(T);
}
return total_len;
}
}; };
} }

View File

@ -24,86 +24,100 @@ pub const Key = enum {
=> mtl_shaders.CellText, => mtl_shaders.CellText,
}; };
} }
/// Returns true if the two keys share the same data array.
fn sharedData(self: Key, other: Key) bool {
return switch (self) {
inline else => |self_tag| switch (other) {
inline else => |other_tag| self_tag.CellType() == other_tag.CellType(),
},
};
}
}; };
/// A pool of ArrayLists with methods for bulk operations.
fn ArrayListPool(comptime T: type) type {
return struct {
const Self = ArrayListPool(T);
const ArrayListT = std.ArrayListUnmanaged(T);
// An array containing the lists that belong to this pool.
lists: []ArrayListT = &[_]ArrayListT{},
// The pool will be initialized with empty ArrayLists.
pub fn init(alloc: Allocator, list_count: usize, initial_capacity: usize) !Self {
const self: Self = .{
.lists = try alloc.alloc(ArrayListT, list_count),
};
for (self.lists) |*list| {
list.* = try ArrayListT.initCapacity(alloc, initial_capacity);
}
return self;
}
pub fn deinit(self: *Self, alloc: Allocator) void {
for (self.lists) |*list| {
list.deinit(alloc);
}
alloc.free(self.lists);
}
/// Clear all lists in the pool.
pub fn reset(self: *Self) void {
for (self.lists) |*list| {
list.clearRetainingCapacity();
}
}
};
}
/// The contents of all the cells in the terminal. /// The contents of all the cells in the terminal.
/// ///
/// The goal of this data structure is to make it efficient for two operations: /// The goal of this data structure is to allow for efficient row-wise
/// clearing of data from the GPU buffers, to allow for row-wise dirty
/// tracking to eliminate the overhead of rebuilding the GPU buffers
/// each frame.
/// ///
/// 1. Setting the contents of a cell by coordinate. More specifically, /// Must be initialized by resizing before calling any operations.
/// we want to be efficient setting cell contents by row since we
/// will be doing row dirty tracking.
///
/// 2. Syncing the contents of the CPU buffers to GPU buffers. This happens
/// every frame and should be as fast as possible.
///
/// To achieve this, the contents are stored in contiguous arrays by
/// GPU vertex type and we have an array of mappings indexed by coordinate
/// that map to the index in the GPU vertex array that the content is at.
pub const Contents = struct { pub const Contents = struct {
/// The map contains the mapping of cell content for every cell in the size: renderer.GridSize = .{ .rows = 0, .columns = 0 },
/// terminal to the index in the cells array that the content is at.
/// This is ALWAYS sized to exactly (rows * cols) so we want to keep /// The ArrayListPool which holds all of the background cells. When sized
/// this as small as possible. /// with Contents.resize the individual ArrayLists SHOULD be given enough
/// capacity that appendAssumeCapacity may be used, since it should be
/// impossible for a row to have more background cells than columns.
/// ///
/// Before any operation, this must be initialized by calling resize /// HOWEVER, the initial capacity can be exceeded due to multi-glyph
/// on the contents. /// composites each adding a background cell for the same position.
map: []Map, /// This should probably be considered a bug, but for now it means
/// that sometimes allocations might happen, so appendAssumeCapacity
/// The grid size of the terminal. This is used to determine the /// MUST NOT be used.
/// map array index from a coordinate.
size: renderer.GridSize,
/// The actual GPU data (on the CPU) for all the cells in the terminal.
/// This only contains the cells that have content set. To determine
/// if a cell has content set, we check the map.
/// ///
/// This data is synced to a buffer on every frame. /// Rows are indexed as Contents.bg_rows[y].
bgs: std.ArrayListUnmanaged(mtl_shaders.CellBg), ///
text: std.ArrayListUnmanaged(mtl_shaders.CellText), /// Must be initialized by calling resize on the Contents struct before
/// calling any operations.
bg_rows: ArrayListPool(mtl_shaders.CellBg) = .{},
/// True when the cursor should be rendered. This is managed by /// The ArrayListPool which holds all of the foreground cells. When sized
/// the setCursor method and should not be set directly. /// with Contents.resize the individual ArrayLists are given enough room
cursor: bool, /// that they can hold a single row with #cols glyphs, underlines, and
/// strikethroughs; however, appendAssumeCapacity MUST NOT be used since
/// The amount of text elements we reserve at the beginning for /// it is possible to exceed this with combining glyphs that add a glyph
/// special elements like the cursor. /// but take up no column since they combine with the previous one, as
const text_reserved_len = 1; /// well as with fonts that perform multi-substitutions for glyphs, which
/// can result in a similar situation where multiple glyphs reside in the
pub fn init(alloc: Allocator) !Contents { /// same column.
const map = try alloc.alloc(Map, 0); ///
errdefer alloc.free(map); /// Allocations should nevertheless be exceedingly rare since hitting the
/// initial capacity of a list would require a row filled with underlined
var result: Contents = .{ /// struck through characters, at least one of which is a multi-glyph
.map = map, /// composite.
.size = .{ .rows = 0, .columns = 0 }, ///
.bgs = .{}, /// Rows are indexed as Contents.fg_rows[y + 1], because the first list in
.text = .{}, /// the pool is reserved for the cursor, which must be the first item in
.cursor = false, /// the buffer.
}; ///
/// Must be initialized by calling resize on the Contents struct before
// We preallocate some amount of space for cell contents /// calling any operations.
// we always have as a prefix. For now the current prefix fg_rows: ArrayListPool(mtl_shaders.CellText) = .{},
// is length 1: the cursor.
try result.text.ensureTotalCapacity(alloc, text_reserved_len);
result.text.items.len = text_reserved_len;
return result;
}
pub fn deinit(self: *Contents, alloc: Allocator) void { pub fn deinit(self: *Contents, alloc: Allocator) void {
alloc.free(self.map); self.bg_rows.deinit(alloc);
self.bgs.deinit(alloc); self.fg_rows.deinit(alloc);
self.text.deinit(alloc);
} }
/// Resize the cell contents for the given grid size. This will /// Resize the cell contents for the given grid size. This will
@ -113,211 +127,98 @@ pub const Contents = struct {
alloc: Allocator, alloc: Allocator,
size: renderer.GridSize, size: renderer.GridSize,
) !void { ) !void {
const map = try alloc.alloc(Map, size.rows * size.columns);
errdefer alloc.free(map);
@memset(map, .{});
alloc.free(self.map);
self.map = map;
self.size = size; self.size = size;
self.bgs.clearAndFree(alloc);
self.text.shrinkAndFree(alloc, text_reserved_len); // When we create our bg_rows pool, we give the lists an initial
// capacity of size.columns. This is to account for the usual case
// where you have a row with normal text and background colors.
// This can be exceeded due to multi-glyph composites each adding
// a background cell for the same position. This should probably be
// considered a bug, but for now it means that sometimes allocations
// might happen, and appendAssumeCapacity MUST NOT be used.
var bg_rows = try ArrayListPool(mtl_shaders.CellBg).init(alloc, size.rows, size.columns);
errdefer bg_rows.deinit(alloc);
// The foreground lists can hold 3 types of items:
// - Glyphs
// - Underlines
// - Strikethroughs
// So we give them an initial capacity of size.columns * 3, which will
// avoid any further allocations in the vast majority of cases. Sadly
// we can not assume capacity though, since with combining glyphs that
// form a single grapheme, and multi-substitutions in fonts, the number
// of glyphs in a row is theoretically unlimited.
//
// We have size.rows + 1 lists because index 0 is used for a special
// list containing the cursor cell which needs to be first in the buffer.
var fg_rows = try ArrayListPool(mtl_shaders.CellText).init(alloc, size.rows + 1, size.columns * 3);
errdefer fg_rows.deinit(alloc);
self.bg_rows.deinit(alloc);
self.fg_rows.deinit(alloc);
self.bg_rows = bg_rows;
self.fg_rows = fg_rows;
// We don't need 3*cols worth of cells for the cursor list, so we can
// replace it with a smaller list. This is technically a tiny bit of
// extra work but resize is not a hot function so it's worth it to not
// waste the memory.
self.fg_rows.lists[0].deinit(alloc);
self.fg_rows.lists[0] = try std.ArrayListUnmanaged(mtl_shaders.CellText).initCapacity(alloc, 1);
} }
/// Reset the cell contents to an empty state without resizing. /// Reset the cell contents to an empty state without resizing.
pub fn reset(self: *Contents) void { pub fn reset(self: *Contents) void {
@memset(self.map, .{}); self.bg_rows.reset();
self.bgs.clearRetainingCapacity(); self.fg_rows.reset();
self.text.shrinkRetainingCapacity(text_reserved_len);
} }
/// Returns the slice of fg cell contents to sync with the GPU. /// Set the cursor value. If the value is null then the cursor is hidden.
pub fn fgCells(self: *const Contents) []const mtl_shaders.CellText {
const start: usize = if (self.cursor) 0 else 1;
return self.text.items[start..];
}
/// Returns the slice of bg cell contents to sync with the GPU.
pub fn bgCells(self: *const Contents) []const mtl_shaders.CellBg {
return self.bgs.items;
}
/// Set the cursor value. If the value is null then the cursor
/// is hidden.
pub fn setCursor(self: *Contents, v: ?mtl_shaders.CellText) void { pub fn setCursor(self: *Contents, v: ?mtl_shaders.CellText) void {
const cell = v orelse { self.fg_rows.lists[0].clearRetainingCapacity();
self.cursor = false;
return;
};
self.cursor = true; if (v) |cell| {
self.text.items[0] = cell; self.fg_rows.lists[0].appendAssumeCapacity(cell);
}
} }
/// Get the cell contents for the given type and coordinate. /// Add a cell to the appropriate list. Adding the same cell twice will
pub fn get( /// result in duplication in the vertex buffer. The caller should clear
self: *const Contents, /// the corresponding row with Contents.clear to remove old cells first.
comptime key: Key, pub fn add(
coord: terminal.Coordinate,
) ?key.CellType() {
const mapping = self.map[self.index(coord)].array.get(key);
if (!mapping.set) return null;
return switch (key) {
.bg => self.bgs.items[mapping.index],
.text,
.underline,
.strikethrough,
=> self.text.items[mapping.index],
};
}
/// Set the cell contents for a given type of content at a given
/// coordinate (provided by the celll contents).
pub fn set(
self: *Contents, self: *Contents,
alloc: Allocator, alloc: Allocator,
comptime key: Key, comptime key: Key,
cell: key.CellType(), cell: key.CellType(),
) !void { ) !void {
const mapping = self.map[ const y = cell.grid_pos[1];
self.index(.{
.x = cell.grid_pos[0],
.y = cell.grid_pos[1],
})
].array.getPtr(key);
// Get our list of cells based on the key (comptime). assert(y < self.size.rows);
const list = &@field(self, switch (key) {
.bg => "bgs",
.text, .underline, .strikethrough => "text",
});
// If this content type is already set on this cell, we can switch (key) {
// simply update the pre-existing index in the list to the new .bg => try self.bg_rows.lists[y].append(alloc, cell),
// contents.
if (mapping.set) { .text,
list.items[mapping.index] = cell; .underline,
return; .strikethrough,
// We have a special list containing the cursor cell at the start
// of our fg row pool, so we need to add 1 to the y to get the
// correct index.
=> try self.fg_rows.lists[y + 1].append(alloc, cell),
} }
// Otherwise we need to append the new cell to the list.
const idx: u31 = @intCast(list.items.len);
try list.append(alloc, cell);
mapping.* = .{ .set = true, .index = idx };
} }
/// Clear all of the cell contents for a given row. /// Clear all of the cell contents for a given row.
///
/// Due to the way this works internally, it is best to clear rows
/// from the bottom up. This is because when we clear a row, we
/// swap remove the last element in the list and then update the
/// mapping for the swapped element. If we clear from the top down,
/// then we would have to update the mapping for every element in
/// the list. If we clear from the bottom up, then we only have to
/// update the mapping for the last element in the list.
pub fn clear(self: *Contents, y: terminal.size.CellCountInt) void { pub fn clear(self: *Contents, y: terminal.size.CellCountInt) void {
const start_idx = self.index(.{ .x = 0, .y = y }); assert(y < self.size.rows);
const end_idx = start_idx + self.size.columns;
const maps = self.map[start_idx..end_idx];
for (0..self.size.columns) |x| {
// It is better to clear from the right left due to the same
// reasons noted for bottom-up clearing in the doc comment.
const rev_x = self.size.columns - x - 1;
const map = &maps[rev_x];
var it = map.array.iterator(); self.bg_rows.lists[y].clearRetainingCapacity();
while (it.next()) |entry| { // We have a special list containing the cursor cell at the start
if (!entry.value.set) continue; // of our fg row pool, so we need to add 1 to the y to get the
// correct index.
// This value is no longer set self.fg_rows.lists[y + 1].clearRetainingCapacity();
entry.value.set = false;
// Remove the value at index. This does a "swap remove"
// which swaps the last element in to this place. This is
// important because after this we need to update the mapping
// for the swapped element.
const original_index = entry.value.index;
const coord_: ?terminal.Coordinate = switch (entry.key) {
.bg => bg: {
_ = self.bgs.swapRemove(original_index);
if (self.bgs.items.len == original_index) break :bg null;
const new = self.bgs.items[original_index];
break :bg .{ .x = new.grid_pos[0], .y = new.grid_pos[1] };
},
.text,
.underline,
.strikethrough,
=> text: {
_ = self.text.swapRemove(original_index);
if (self.text.items.len == original_index) break :text null;
const new = self.text.items[original_index];
break :text .{ .x = new.grid_pos[0], .y = new.grid_pos[1] };
},
};
// If we have the coordinate of the swapped element, then
// we need to update it to point at its new index, which is
// the index of the element we just removed.
//
// The reason we wouldn't have a coordinate is if we are
// removing the last element in the array, then nothing
// is swapped in and nothing needs to be updated.
if (coord_) |coord| {
const old_index = switch (entry.key) {
.bg => self.bgs.items.len,
.text, .underline, .strikethrough => self.text.items.len,
};
var old_it = self.map[self.index(coord)].array.iterator();
while (old_it.next()) |old_entry| {
if (old_entry.value.set and
old_entry.value.index == old_index and
entry.key.sharedData(old_entry.key))
{
old_entry.value.index = original_index;
break;
}
}
}
}
}
} }
fn index(self: *const Contents, coord: terminal.Coordinate) usize {
return coord.y * self.size.columns + coord.x;
}
/// The mapping of a cell at a specific coordinate to the index in the
/// vertex arrays where the cell content is at, if it is set.
const Map = struct {
/// The set of cell content mappings for a given cell for every
/// possible key. This is used to determine if a cell has a given
/// type of content (i.e. an underlyine styling) and if so what index
/// in the cells array that content is at.
const Array = std.EnumArray(Key, Mapping);
/// The mapping for a given key consists of a bit indicating if the
/// content is set and the index in the cells array that the content
/// is at. We pack this into a 32-bit integer so we only use 4 bytes
/// per possible cell content type.
const Mapping = packed struct(u32) {
set: bool = false,
index: u31 = 0,
};
/// The backing array of mappings.
array: Array = Array.initFill(.{}),
pub fn empty(self: *Map) bool {
var it = self.array.iterator();
while (it.next()) |entry| {
if (entry.value.set) return false;
}
return true;
}
};
}; };
test Contents { test Contents {
@ -327,40 +228,60 @@ test Contents {
const rows = 10; const rows = 10;
const cols = 10; const cols = 10;
var c = try Contents.init(alloc); var c: Contents = .{};
try c.resize(alloc, .{ .rows = rows, .columns = cols }); try c.resize(alloc, .{ .rows = rows, .columns = cols });
defer c.deinit(alloc); defer c.deinit(alloc);
// Assert that get returns null for everything. // We should start off empty after resizing.
for (0..rows) |y| { for (0..rows) |y| {
for (0..cols) |x| { try testing.expect(c.bg_rows.lists[y].items.len == 0);
try testing.expect(c.get(.bg, .{ try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
.x = @intCast(x),
.y = @intCast(y),
}) == null);
}
} }
// And the cursor row should have a capacity of 1 and also be empty.
try testing.expect(c.fg_rows.lists[0].capacity == 1);
try testing.expect(c.fg_rows.lists[0].items.len == 0);
// Set some contents // Add some contents.
const cell: mtl_shaders.CellBg = .{ const bg_cell: mtl_shaders.CellBg = .{
.mode = .rgb, .mode = .rgb,
.grid_pos = .{ 4, 1 }, .grid_pos = .{ 4, 1 },
.cell_width = 1, .cell_width = 1,
.color = .{ 0, 0, 0, 1 }, .color = .{ 0, 0, 0, 1 },
}; };
try c.set(alloc, .bg, cell); const fg_cell: mtl_shaders.CellText = .{
try testing.expectEqual(cell, c.get(.bg, .{ .x = 4, .y = 1 }).?); .mode = .fg,
.grid_pos = .{ 4, 1 },
.cell_width = 1,
.color = .{ 0, 0, 0, 1 },
.bg_color = .{ 0, 0, 0, 1 },
};
try c.add(alloc, .bg, bg_cell);
try c.add(alloc, .text, fg_cell);
try testing.expectEqual(bg_cell, c.bg_rows.lists[1].items[0]);
// The fg row index is offset by 1 because of the cursor list.
try testing.expectEqual(fg_cell, c.fg_rows.lists[2].items[0]);
// Can clear it // And we should be able to clear it.
c.clear(1); c.clear(1);
for (0..rows) |y| { for (0..rows) |y| {
for (0..cols) |x| { try testing.expect(c.bg_rows.lists[y].items.len == 0);
try testing.expect(c.get(.bg, .{ try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
.x = @intCast(x),
.y = @intCast(y),
}) == null);
}
} }
// Add a cursor.
const cursor_cell: mtl_shaders.CellText = .{
.mode = .cursor,
.grid_pos = .{ 2, 3 },
.cell_width = 1,
.color = .{ 0, 0, 0, 1 },
.bg_color = .{ 0, 0, 0, 1 },
};
c.setCursor(cursor_cell);
try testing.expectEqual(cursor_cell, c.fg_rows.lists[0].items[0]);
// And remove it.
c.setCursor(null);
try testing.expectEqual(0, c.fg_rows.lists[0].items.len);
} }
test "Contents clear retains other content" { test "Contents clear retains other content" {
@ -370,7 +291,7 @@ test "Contents clear retains other content" {
const rows = 10; const rows = 10;
const cols = 10; const cols = 10;
var c = try Contents.init(alloc); var c: Contents = .{};
try c.resize(alloc, .{ .rows = rows, .columns = cols }); try c.resize(alloc, .{ .rows = rows, .columns = cols });
defer c.deinit(alloc); defer c.deinit(alloc);
@ -387,12 +308,12 @@ test "Contents clear retains other content" {
.cell_width = 1, .cell_width = 1,
.color = .{ 0, 0, 0, 1 }, .color = .{ 0, 0, 0, 1 },
}; };
try c.set(alloc, .bg, cell1); try c.add(alloc, .bg, cell1);
try c.set(alloc, .bg, cell2); try c.add(alloc, .bg, cell2);
c.clear(1); c.clear(1);
// Row 2 should still be valid. // Row 2 should still contain its cell.
try testing.expectEqual(cell2, c.get(.bg, .{ .x = 4, .y = 2 }).?); try testing.expectEqual(cell2, c.bg_rows.lists[2].items[0]);
} }
test "Contents clear last added content" { test "Contents clear last added content" {
@ -402,7 +323,7 @@ test "Contents clear last added content" {
const rows = 10; const rows = 10;
const cols = 10; const cols = 10;
var c = try Contents.init(alloc); var c: Contents = .{};
try c.resize(alloc, .{ .rows = rows, .columns = cols }); try c.resize(alloc, .{ .rows = rows, .columns = cols });
defer c.deinit(alloc); defer c.deinit(alloc);
@ -419,63 +340,10 @@ test "Contents clear last added content" {
.cell_width = 1, .cell_width = 1,
.color = .{ 0, 0, 0, 1 }, .color = .{ 0, 0, 0, 1 },
}; };
try c.set(alloc, .bg, cell1); try c.add(alloc, .bg, cell1);
try c.set(alloc, .bg, cell2); try c.add(alloc, .bg, cell2);
c.clear(2); c.clear(2);
// Row 2 should still be valid. // Row 1 should still contain its cell.
try testing.expectEqual(cell1, c.get(.bg, .{ .x = 4, .y = 1 }).?); try testing.expectEqual(cell1, c.bg_rows.lists[1].items[0]);
}
test "Contents clear modifies same data array" {
const testing = std.testing;
const alloc = testing.allocator;
const rows = 10;
const cols = 10;
var c = try Contents.init(alloc);
try c.resize(alloc, .{ .rows = rows, .columns = cols });
defer c.deinit(alloc);
// Set some contents
const cell1: mtl_shaders.CellBg = .{
.mode = .rgb,
.grid_pos = .{ 4, 1 },
.cell_width = 1,
.color = .{ 0, 0, 0, 1 },
};
const cell2: mtl_shaders.CellBg = .{
.mode = .rgb,
.grid_pos = .{ 4, 2 },
.cell_width = 1,
.color = .{ 0, 0, 0, 1 },
};
try c.set(alloc, .bg, cell1);
try c.set(alloc, .bg, cell2);
const fg1: mtl_shaders.CellText = text: {
var cell: mtl_shaders.CellText = undefined;
cell.grid_pos = .{ 4, 1 };
break :text cell;
};
const fg2: mtl_shaders.CellText = text: {
var cell: mtl_shaders.CellText = undefined;
cell.grid_pos = .{ 4, 2 };
break :text cell;
};
try c.set(alloc, .text, fg1);
try c.set(alloc, .text, fg2);
c.clear(1);
// Should have all of row 2
try testing.expectEqual(cell2, c.get(.bg, .{ .x = 4, .y = 2 }).?);
try testing.expectEqual(fg2, c.get(.text, .{ .x = 4, .y = 2 }).?);
}
test "Contents.Map size" {
// We want to be mindful of when this increases because it affects
// renderer memory significantly.
try std.testing.expectEqual(@as(usize, 16), @sizeOf(Contents.Map));
} }