renderer/metal: rebuild full screen when viewport changes

This commit is contained in:
Mitchell Hashimoto
2024-05-07 10:22:12 -07:00
parent a1372a0efd
commit 165c2d9056

View File

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