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renderer/metal: rebuild full screen when viewport changes
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@ -98,10 +98,11 @@ current_background_color: terminal.color.RGB,
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/// cells goes into a separate shader.
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/// cells goes into a separate shader.
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cells: mtl_cell.Contents,
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cells: mtl_cell.Contents,
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/// If this is true, it forces a full cell contents rebuild on the next frame.
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/// The last viewport that we based our rebuild off of. If this changes,
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/// This can be used to force a rebuild whenever internal state changes for
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/// then we do a full rebuild of the cells. The pointer values in this pin
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/// our cells structures (i.e. a resize).
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/// are NOT SAFE to read because they may be modified, freed, etc from the
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cells_rebuild: bool = true,
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/// termio thread. We treat the pointers as integers for comparison only.
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cells_viewport: ?terminal.Pin = null,
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/// Set to true after rebuildCells is called. This can be used
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/// Set to true after rebuildCells is called. This can be used
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/// to determine if any possible changes have been made to the
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/// to determine if any possible changes have been made to the
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@ -844,6 +845,7 @@ pub fn updateFrame(
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preedit: ?renderer.State.Preedit,
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preedit: ?renderer.State.Preedit,
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cursor_style: ?renderer.CursorStyle,
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cursor_style: ?renderer.CursorStyle,
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color_palette: terminal.color.Palette,
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color_palette: terminal.color.Palette,
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viewport_pin: terminal.Pin,
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/// If true, rebuild the full screen.
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/// If true, rebuild the full screen.
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full_rebuild: bool,
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full_rebuild: bool,
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@ -883,6 +885,9 @@ pub fn updateFrame(
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return;
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return;
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}
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}
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// Get the viewport pin so that we can compare it to the current.
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const viewport_pin = state.terminal.screen.pages.pin(.{ .viewport = .{} }).?;
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// We used to share terminal state, but we've since learned through
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// We used to share terminal state, but we've since learned through
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// analysis that it is faster to copy the terminal state than to
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// analysis that it is faster to copy the terminal state than to
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// hold the lock while rebuilding GPU cells.
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// hold the lock while rebuilding GPU cells.
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@ -929,6 +934,12 @@ pub fn updateFrame(
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if (v > 0) break :rebuild true;
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if (v > 0) break :rebuild true;
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}
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}
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// If our viewport changed then we need to rebuild the entire
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// screen because it means we scrolled. If we have no previous
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// viewport then we must rebuild.
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const prev_viewport = self.cells_viewport orelse break :rebuild true;
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if (!prev_viewport.eql(viewport_pin)) break :rebuild true;
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break :rebuild false;
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break :rebuild false;
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};
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};
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@ -957,6 +968,7 @@ pub fn updateFrame(
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.preedit = preedit,
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.preedit = preedit,
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.cursor_style = cursor_style,
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.cursor_style = cursor_style,
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.color_palette = state.terminal.color_palette.colors,
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.color_palette = state.terminal.color_palette.colors,
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.viewport_pin = viewport_pin,
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.full_rebuild = full_rebuild,
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.full_rebuild = full_rebuild,
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};
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};
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};
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};
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@ -967,7 +979,7 @@ pub fn updateFrame(
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// Build our GPU cells
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// Build our GPU cells
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try self.rebuildCells(
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try self.rebuildCells(
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critical.full_rebuild or self.cells_rebuild,
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critical.full_rebuild,
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&critical.screen,
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&critical.screen,
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critical.mouse,
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critical.mouse,
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critical.preedit,
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critical.preedit,
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@ -975,6 +987,9 @@ pub fn updateFrame(
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&critical.color_palette,
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&critical.color_palette,
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);
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);
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// Update our viewport pin
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self.cells_viewport = critical.viewport_pin;
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// Update our background color
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// Update our background color
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self.current_background_color = critical.bg;
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self.current_background_color = critical.bg;
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@ -1781,7 +1796,9 @@ pub fn setScreenSize(
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// Reset our cell contents.
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// Reset our cell contents.
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try self.cells.resize(self.alloc, grid_size);
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try self.cells.resize(self.alloc, grid_size);
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self.cells_rebuild = true;
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// Reset our viewport to force a rebuild
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self.cells_viewport = null;
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// If we have custom shaders then we update the state
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// If we have custom shaders then we update the state
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if (self.custom_shader_state) |*state| {
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if (self.custom_shader_state) |*state| {
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@ -2040,7 +2057,6 @@ fn rebuildCells(
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// Update that our cells rebuilt
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// Update that our cells rebuilt
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self.cells_rebuilt = true;
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self.cells_rebuilt = true;
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self.cells_rebuild = false;
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// Log some things
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// Log some things
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// log.debug("rebuildCells complete cached_runs={}", .{
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// log.debug("rebuildCells complete cached_runs={}", .{
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