Merge f0db0c850b58d375515620a3cd5b1d695e41ac10 into fade8825749b8f6ef43bd57a82bd5477ae393913

This commit is contained in:
Leah Amelia Chen
2024-09-26 00:25:45 +02:00
committed by GitHub
10 changed files with 275 additions and 180 deletions

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@ -346,6 +346,41 @@ foreground: Color = .{ .r = 0xFF, .g = 0xFF, .b = 0xFF },
/// This value does not apply to Emoji or images.
@"minimum-contrast": f64 = 1,
/// The amount of time it takes for blinking text and cursors to toggle between
/// being invisible and visible.
/// Any cell on the screen could be set to blink by setting SGR attribute 5,
/// while cursor blinking is controlled by the `cursor-style-blink` setting.
///
/// The interval is specified as a series of numbers followed by time units.
/// Whitespace is allowed between numbers and units. Each number and unit will
/// be added together to form the total interval.
///
/// Blinking is disabled when the interval is set to zero.
///
/// The allowed time units are as follows:
///
/// * `y` - 365 SI days, or 8760 hours, or 31536000 seconds. No adjustments
/// are made for leap years or leap seconds.
/// * `d` - one SI day, or 86400 seconds.
/// * `h` - one hour, or 3600 seconds.
/// * `m` - one minute, or 60 seconds.
/// * `s` - one second.
/// * `ms` - one millisecond, or 0.001 second.
/// * `us` or `µs` - one microsecond, or 0.000001 second.
/// * `ns` - one nanosecond, or 0.000000001 second.
///
/// Examples:
/// * `1h30m`
/// * `45s`
///
/// Units can be repeated and will be added together. This means that
/// `1h1h` is equivalent to `2h`. This is confusing and should be avoided.
/// A future update may disallow this.
///
/// The maximum value is `584y 49w 23h 34m 33s 709ms 551µs 615ns`. Any
/// value larger than this will be clamped to the maximum value.
@"blink-interval": Duration = .{ .duration = 600 * std.time.ns_per_ms },
/// Color palette for the 256 color form that many terminal applications use.
/// The syntax of this configuration is `N=HEXCODE` where `N` is 0 to 255 (for
/// the 256 colors in the terminal color table) and `HEXCODE` is a typical RGB

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@ -97,6 +97,9 @@ cursor_color: ?terminal.color.RGB,
/// foreground color as the cursor color.
cursor_invert: bool,
/// Whether blinking cells are currently visible. Synchronized with cursor blinking.
blink_visible: bool = true,
/// The current frame background color. This is only updated during
/// the updateFrame method.
current_background_color: terminal.color.RGB,
@ -618,6 +621,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.background_color = options.config.background,
.cursor_color = options.config.cursor_color,
.cursor_invert = options.config.cursor_invert,
.blink_visible = true,
.current_background_color = options.config.background,
// Render state
@ -631,6 +635,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !Metal {
.min_contrast = options.config.min_contrast,
.cursor_pos = .{ std.math.maxInt(u16), std.math.maxInt(u16) },
.cursor_color = undefined,
.blink_visible = true,
},
// Fonts
@ -867,6 +872,7 @@ pub fn updateFrame(
self: *Metal,
surface: *apprt.Surface,
state: *renderer.State,
blink_visible: bool,
cursor_blink_visible: bool,
) !void {
_ = surface;
@ -1030,6 +1036,9 @@ pub fn updateFrame(
.full_rebuild = full_rebuild,
};
};
self.blink_visible = blink_visible;
defer {
critical.screen.deinit();
if (critical.preedit) |p| p.deinit(self.alloc);
@ -1104,6 +1113,8 @@ pub fn drawFrame(self: *Metal, surface: *apprt.Surface) !void {
errdefer self.gpu_state.releaseFrame();
// log.debug("drawing frame index={}", .{self.gpu_state.frame_index});
self.uniforms.blink_visible = self.blink_visible;
// Setup our frame data
try frame.uniforms.sync(self.gpu_state.device, &.{self.uniforms});
try frame.cells_bg.sync(self.gpu_state.device, self.cells.bg_cells);
@ -1606,6 +1617,11 @@ fn drawCellFgs(
@as(c_ulong, 1),
},
);
encoder.msgSend(
void,
objc.sel("setFragmentBuffer:offset:atIndex:"),
.{ frame.uniforms.buffer.value, @as(c_ulong, 0), @as(c_ulong, 1) },
);
encoder.msgSend(
void,
@ -2034,6 +2050,7 @@ pub fn setScreenSize(
.min_contrast = old.min_contrast,
.cursor_pos = old.cursor_pos,
.cursor_color = old.cursor_color,
.blink_visible = old.blink_visible,
};
// Reset our cell contents if our grid size has changed.
@ -2542,15 +2559,19 @@ fn updateCell(
break :glyph;
}
const mode: mtl_shaders.CellText.Mode = switch (try fgMode(
var mode: mtl_shaders.CellText.Mode = .{ .fg = true };
switch (try fgMode(
render.presentation,
cell_pin,
)) {
.normal => .fg,
.color => .fg_color,
.constrained => .fg_constrained,
.powerline => .fg_powerline,
};
.normal => {},
.color => mode.fg_color = true,
.constrained => mode.fg_constrained = true,
.powerline => mode.fg_powerline = true,
}
mode.fg_blink = style.flags.blink;
try self.cells.add(self.alloc, .text, .{
.mode = mode,
@ -2589,7 +2610,7 @@ fn updateCell(
const color = style.underlineColor(palette) orelse colors.fg;
try self.cells.add(self.alloc, .underline, .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.constraint_width = cell.gridWidth(),
.color = .{ color.r, color.g, color.b, alpha },
@ -2614,7 +2635,7 @@ fn updateCell(
);
try self.cells.add(self.alloc, .strikethrough, .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.constraint_width = cell.gridWidth(),
.color = .{ colors.fg.r, colors.fg.g, colors.fg.b, alpha },
@ -2704,7 +2725,7 @@ fn addCursor(
};
self.cells.setCursor(.{
.mode = .cursor,
.mode = .{ .fg = false, .cursor = true },
.grid_pos = .{ x, screen.cursor.y },
.color = .{ cursor_color.r, cursor_color.g, cursor_color.b, alpha },
.glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y },
@ -2753,7 +2774,7 @@ fn addPreeditCell(
// Add our text
try self.cells.add(self.alloc, .text, .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ @intCast(coord.x), @intCast(coord.y) },
.color = .{ fg.r, fg.g, fg.b, 255 },
.glyph_pos = .{ render.glyph.atlas_x, render.glyph.atlas_y },

View File

@ -108,6 +108,9 @@ cursor_color: ?terminal.color.RGB,
/// foreground color as the cursor color.
cursor_invert: bool,
/// Whether blinking cells are currently visible. Synchronized with cursor blinking.
blink_visible: bool = true,
/// Padding options
padding: renderer.Options.Padding,
@ -701,6 +704,7 @@ pub fn updateFrame(
self: *OpenGL,
surface: *apprt.Surface,
state: *renderer.State,
blink_visible: bool,
cursor_blink_visible: bool,
) !void {
_ = surface;
@ -857,6 +861,9 @@ pub fn updateFrame(
.color_palette = state.terminal.color_palette.colors,
};
};
self.blink_visible = blink_visible;
defer {
critical.screen.deinit();
if (critical.preedit) |p| p.deinit(self.alloc);
@ -1282,7 +1289,7 @@ pub fn rebuildCells(
const screen_cell = row.cells(.all)[screen.cursor.x];
const x = screen.cursor.x - @intFromBool(screen_cell.wide == .spacer_tail);
for (self.cells.items[start_i..]) |cell| {
if (cell.grid_col == x and cell.mode.isFg()) {
if (cell.grid_col == x and cell.mode.fg) {
cursor_cell = cell;
break;
}
@ -1419,7 +1426,7 @@ pub fn rebuildCells(
_ = try self.addCursor(screen, cursor_style, cursor_color);
if (cursor_cell) |*cell| {
if (cell.mode.isFg() and cell.mode != .fg_color) {
if (cell.mode.fg and !cell.mode.fg_color) {
const cell_color = if (self.cursor_invert) blk: {
const sty = screen.cursor.page_pin.style(screen.cursor.page_cell);
break :blk sty.bg(screen.cursor.page_cell, color_palette) orelse self.background_color;
@ -1439,8 +1446,8 @@ pub fn rebuildCells(
// Some debug mode safety checks
if (std.debug.runtime_safety) {
for (self.cells_bg.items) |cell| assert(cell.mode == .bg);
for (self.cells.items) |cell| assert(cell.mode != .bg);
for (self.cells_bg.items) |cell| assert(!cell.mode.fg);
for (self.cells.items) |cell| assert(cell.mode.fg);
}
}
@ -1472,7 +1479,7 @@ fn addPreeditCell(
// Add our opaque background cell
try self.cells_bg.append(self.alloc, .{
.mode = .bg,
.mode = .{ .fg = false },
.grid_col = @intCast(x),
.grid_row = @intCast(y),
.grid_width = if (cp.wide) 2 else 1,
@ -1494,7 +1501,7 @@ fn addPreeditCell(
// Add our text
try self.cells.append(self.alloc, .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_col = @intCast(x),
.grid_row = @intCast(y),
.grid_width = if (cp.wide) 2 else 1,
@ -1589,7 +1596,7 @@ fn addCursor(
};
try self.cells.append(self.alloc, .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_col = @intCast(x),
.grid_row = @intCast(screen.cursor.y),
.grid_width = if (wide) 2 else 1,
@ -1733,7 +1740,7 @@ fn updateCell(
};
try self.cells_bg.append(self.alloc, .{
.mode = .bg,
.mode = .{ .fg = false },
.grid_col = @intCast(x),
.grid_row = @intCast(y),
.grid_width = cell.gridWidth(),
@ -1774,16 +1781,20 @@ fn updateCell(
},
);
var mode: CellProgram.CellMode = .{ .fg = true };
// If we're rendering a color font, we use the color atlas
const mode: CellProgram.CellMode = switch (try fgMode(
switch (try fgMode(
render.presentation,
cell_pin,
)) {
.normal => .fg,
.color => .fg_color,
.constrained => .fg_constrained,
.powerline => .fg_powerline,
};
.normal => {},
.color => mode.fg_color = true,
.constrained => mode.fg_constrained = true,
.powerline => mode.fg_powerline = true,
}
mode.fg_blink = style.flags.blink;
try self.cells.append(self.alloc, .{
.mode = mode,
@ -1830,7 +1841,7 @@ fn updateCell(
const color = style.underlineColor(palette) orelse colors.fg;
try self.cells.append(self.alloc, .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_col = @intCast(x),
.grid_row = @intCast(y),
.grid_width = cell.gridWidth(),
@ -1863,7 +1874,7 @@ fn updateCell(
);
try self.cells.append(self.alloc, .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_col = @intCast(x),
.grid_row = @intCast(y),
.grid_width = cell.gridWidth(),
@ -2187,6 +2198,10 @@ fn drawCellProgram(
"padding_vertical_bottom",
self.padding_extend_bottom,
);
try program.program.setUniform(
"blink_visible",
self.blink_visible,
);
}
// Draw background images first

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@ -16,7 +16,6 @@ const Allocator = std.mem.Allocator;
const log = std.log.scoped(.renderer_thread);
const DRAW_INTERVAL = 8; // 120 FPS
const CURSOR_BLINK_INTERVAL = 600;
/// The type used for sending messages to the IO thread. For now this is
/// hardcoded with a capacity. We can make this a comptime parameter in
@ -56,7 +55,16 @@ draw_active: bool = false,
draw_now: xev.Async,
draw_now_c: xev.Completion = .{},
/// The timer used for cursor blinking
/// The timer used for text blinking. This timer will always run, uninterrupted by
/// user text input.
blink_h: xev.Timer,
blink_c: xev.Completion = .{},
blink_c_cancel: xev.Completion = .{},
/// The timer used to reset cursor blinking. When the cursor is set to always visible
/// (for example, while typing), this timer introduces a delay that synchronizes with
/// the main blink timer, to unset the always visible flag and allow the cursor to blink
/// in sync with the rest of the screen again.
cursor_h: xev.Timer,
cursor_c: xev.Completion = .{},
cursor_c_cancel: xev.Completion = .{},
@ -81,10 +89,14 @@ app_mailbox: App.Mailbox,
config: DerivedConfig,
flags: packed struct {
/// This is true when a blinking cursor should be visible and false
/// This is true when blinking text should be visible and false
/// when it should not be visible. This is toggled on a timer by the
/// thread automatically.
cursor_blink_visible: bool = false,
blink_visible: bool = true,
/// Whether the cursor should be forced into staying visible regardless
/// of blinking. Used when the user is typing.
cursor_always_visible: bool = false,
/// This is true when the inspector is active.
has_inspector: bool = false,
@ -96,10 +108,18 @@ flags: packed struct {
pub const DerivedConfig = struct {
custom_shader_animation: configpkg.CustomShaderAnimation,
blink_interval: u64,
pub fn init(config: *const configpkg.Config) DerivedConfig {
const blink_interval = std.math.divTrunc(
u64,
config.@"blink-interval".duration,
std.time.ns_per_ms,
) catch std.math.maxInt(u64);
return .{
.custom_shader_animation = config.@"custom-shader-animation",
.blink_interval = blink_interval,
};
}
};
@ -139,6 +159,10 @@ pub fn init(
var draw_now = try xev.Async.init();
errdefer draw_now.deinit();
// Setup a timer for blinking the text
var blink_timer = try xev.Timer.init();
errdefer blink_timer.deinit();
// Setup a timer for blinking the cursor
var cursor_timer = try xev.Timer.init();
errdefer cursor_timer.deinit();
@ -156,6 +180,7 @@ pub fn init(
.render_h = render_h,
.draw_h = draw_h,
.draw_now = draw_now,
.blink_h = blink_timer,
.cursor_h = cursor_timer,
.surface = surface,
.renderer = renderer_impl,
@ -173,6 +198,7 @@ pub fn deinit(self: *Thread) void {
self.render_h.deinit();
self.draw_h.deinit();
self.draw_now.deinit();
self.blink_h.deinit();
self.cursor_h.deinit();
self.loop.deinit();
@ -218,15 +244,17 @@ fn threadMain_(self: *Thread) !void {
// Send an initial wakeup message so that we render right away.
try self.wakeup.notify();
// Start blinking the cursor.
self.cursor_h.run(
// Start blinking the cursor and the text on screen.
if (self.config.blink_interval > 0) {
self.blink_h.run(
&self.loop,
&self.cursor_c,
CURSOR_BLINK_INTERVAL,
&self.blink_c,
self.config.blink_interval,
Thread,
self,
cursorTimerCallback,
blinkTimerCallback,
);
}
// Start the draw timer
self.startDrawTimer();
@ -303,50 +331,51 @@ fn drainMailbox(self: *Thread) !void {
self.stopDrawTimer();
}
// If we're not focused, then we stop the cursor blink
if (self.cursor_c.state() == .active and
self.cursor_c_cancel.state() == .dead)
// If we're not focused, then we stop the blink
if (self.blink_c.state() == .active and
self.blink_c_cancel.state() == .dead)
{
self.cursor_h.cancel(
self.blink_h.cancel(
&self.loop,
&self.cursor_c,
&self.cursor_c_cancel,
&self.blink_c,
&self.blink_c_cancel,
void,
null,
cursorCancelCallback,
blinkCancelCallback,
);
}
} else {
// Start the draw timer
self.startDrawTimer();
// If we're focused, we immediately show the cursor again
// and then restart the timer.
if (self.cursor_c.state() != .active) {
self.flags.cursor_blink_visible = true;
self.cursor_h.run(
// If we're focused, we immediately make blinking cells visible
// again and then restart the timer.
if (self.blink_c.state() != .active and self.config.blink_interval > 0) {
self.flags.blink_visible = true;
self.blink_h.run(
&self.loop,
&self.cursor_c,
CURSOR_BLINK_INTERVAL,
&self.blink_c,
self.config.blink_interval,
Thread,
self,
cursorTimerCallback,
blinkTimerCallback,
);
}
}
},
.reset_cursor_blink => {
self.flags.cursor_blink_visible = true;
if (self.cursor_c.state() == .active) {
self.flags.cursor_always_visible = true;
if (self.config.blink_interval > 0) {
self.cursor_h.reset(
&self.loop,
&self.cursor_c,
&self.cursor_c_cancel,
CURSOR_BLINK_INTERVAL,
self.config.blink_interval,
Thread,
self,
cursorTimerCallback,
resetCursorBlinkCallback,
);
}
},
@ -529,7 +558,8 @@ fn renderCallback(
t.renderer.updateFrame(
t.surface,
t.state,
t.flags.cursor_blink_visible,
t.flags.blink_visible,
t.flags.cursor_always_visible or t.flags.blink_visible,
) catch |err|
log.warn("error rendering err={}", .{err});
@ -539,7 +569,7 @@ fn renderCallback(
return .disarm;
}
fn cursorTimerCallback(
fn blinkTimerCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
@ -561,14 +591,14 @@ fn cursorTimerCallback(
return .disarm;
};
t.flags.cursor_blink_visible = !t.flags.cursor_blink_visible;
t.flags.blink_visible = !t.flags.blink_visible;
t.wakeup.notify() catch {};
t.blink_h.run(&t.loop, &t.blink_c, t.config.blink_interval, Thread, t, blinkTimerCallback);
t.cursor_h.run(&t.loop, &t.cursor_c, CURSOR_BLINK_INTERVAL, Thread, t, cursorTimerCallback);
return .disarm;
}
fn cursorCancelCallback(
fn blinkCancelCallback(
_: ?*void,
_: *xev.Loop,
_: *xev.Completion,
@ -586,7 +616,7 @@ fn cursorCancelCallback(
error.Canceled => {}, // success
error.NotFound => {}, // completed before it could cancel
else => {
log.warn("error in cursor cancel callback err={}", .{err});
log.warn("error in blink cancel callback err={}", .{err});
unreachable;
},
};
@ -594,6 +624,24 @@ fn cursorCancelCallback(
return .disarm;
}
fn resetCursorBlinkCallback(
self_: ?*Thread,
_: *xev.Loop,
_: *xev.Completion,
r: xev.Timer.RunError!void,
) xev.CallbackAction {
_ = r catch unreachable;
const t: *Thread = self_ orelse {
// This shouldn't happen so we log it.
log.warn("render callback fired without data set", .{});
return .disarm;
};
t.flags.cursor_always_visible = false;
return .disarm;
}
// fn prepFrameCallback(h: *libuv.Prepare) void {
// _ = h;
//

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@ -125,7 +125,7 @@ pub const Contents = struct {
const bg_cells = try alloc.alloc(mtl_shaders.CellBg, cell_count);
errdefer alloc.free(bg_cells);
@memset(bg_cells, .{0, 0, 0, 0});
@memset(bg_cells, .{ 0, 0, 0, 0 });
// The foreground lists can hold 3 types of items:
// - Glyphs
@ -231,7 +231,7 @@ test Contents {
for (0..rows) |y| {
try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
for (0..cols) |x| {
try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
}
}
// And the cursor row should have a capacity of 1 and also be empty.
@ -241,7 +241,7 @@ test Contents {
// Add some contents.
const bg_cell: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
const fg_cell: mtl_shaders.CellText = .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ 4, 1 },
.color = .{ 0, 0, 0, 1 },
};
@ -256,13 +256,16 @@ test Contents {
for (0..rows) |y| {
try testing.expect(c.fg_rows.lists[y + 1].items.len == 0);
for (0..cols) |x| {
try testing.expectEqual(.{0, 0, 0, 0}, c.bgCell(y, x).*);
try testing.expectEqual(.{ 0, 0, 0, 0 }, c.bgCell(y, x).*);
}
}
// Add a cursor.
const cursor_cell: mtl_shaders.CellText = .{
.mode = .cursor,
.mode = .{
.fg = false,
.cursor = true,
},
.grid_pos = .{ 2, 3 },
.color = .{ 0, 0, 0, 1 },
};
@ -289,7 +292,7 @@ test "Contents clear retains other content" {
// bg and fg cells in row 1
const bg_cell_1: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
const fg_cell_1: mtl_shaders.CellText = .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ 4, 1 },
.color = .{ 0, 0, 0, 1 },
};
@ -298,7 +301,7 @@ test "Contents clear retains other content" {
// bg and fg cells in row 2
const bg_cell_2: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
const fg_cell_2: mtl_shaders.CellText = .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ 4, 2 },
.color = .{ 0, 0, 0, 1 },
};
@ -329,7 +332,7 @@ test "Contents clear last added content" {
// bg and fg cells in row 1
const bg_cell_1: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
const fg_cell_1: mtl_shaders.CellText = .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ 4, 1 },
.color = .{ 0, 0, 0, 1 },
};
@ -338,7 +341,7 @@ test "Contents clear last added content" {
// bg and fg cells in row 2
const bg_cell_2: mtl_shaders.CellBg = .{ 0, 0, 0, 1 };
const fg_cell_2: mtl_shaders.CellText = .{
.mode = .fg,
.mode = .{ .fg = true },
.grid_pos = .{ 4, 2 },
.color = .{ 0, 0, 0, 1 },
};

View File

@ -137,6 +137,9 @@ pub const Uniforms = extern struct {
cursor_pos: [2]u16 align(4),
cursor_color: [4]u8 align(4),
/// Whether blinking cells and cursors are visible on this frame.
blink_visible: bool align(1),
const PaddingExtend = packed struct(u8) {
left: bool = false,
right: bool = false,
@ -324,12 +327,15 @@ pub const CellText = extern struct {
mode: Mode align(1),
constraint_width: u8 align(1) = 0,
pub const Mode = enum(u8) {
fg = 1,
fg_constrained = 2,
fg_color = 3,
cursor = 4,
fg_powerline = 5,
pub const Mode = packed struct(u8) {
fg: bool,
fg_constrained: bool = false,
fg_color: bool = false,
cursor: bool = false,
fg_powerline: bool = false,
fg_blink: bool = false,
_padding: u2 = 0,
};
test {
@ -662,6 +668,7 @@ fn autoAttribute(T: type, attrs: objc.Object) void {
[2]u32 => mtl.MTLVertexFormat.uint2,
[4]u32 => mtl.MTLVertexFormat.uint4,
u8 => mtl.MTLVertexFormat.uchar,
CellText.Mode => mtl.MTLVertexFormat.uchar,
else => comptime unreachable,
};

View File

@ -48,31 +48,14 @@ pub const Cell = extern struct {
grid_width: u8,
};
pub const CellMode = enum(u8) {
bg = 1,
fg = 2,
fg_constrained = 3,
fg_color = 7,
fg_powerline = 15,
pub const CellMode = packed struct(u8) {
fg: bool,
fg_constrained: bool = false,
fg_color: bool = false,
fg_powerline: bool = false,
fg_blink: bool = false,
// Non-exhaustive because masks change it
_,
/// Apply a mask to the mode.
pub fn mask(self: CellMode, m: CellMode) CellMode {
return @enumFromInt(@intFromEnum(self) | @intFromEnum(m));
}
pub fn isFg(self: CellMode) bool {
// Since we use bit tricks below, we want to ensure the enum
// doesn't change without us looking at this logic again.
comptime {
const info = @typeInfo(CellMode).Enum;
std.debug.assert(info.fields.len == 5);
}
return @intFromEnum(self) & @intFromEnum(@as(CellMode, .fg)) != 0;
}
_padding: u3 = 0,
};
pub fn init() !CellProgram {

View File

@ -22,32 +22,29 @@ uniform sampler2D text_color;
// Dimensions of the cell
uniform vec2 cell_size;
uniform bool blink_visible;
// See vertex shader
const uint MODE_BG = 1u;
const uint MODE_FG = 2u;
const uint MODE_FG_CONSTRAINED = 3u;
const uint MODE_FG_COLOR = 7u;
const uint MODE_FG_POWERLINE = 15u;
const uint MODE_FG = 1u;
const uint MODE_FG_CONSTRAINED = 2u;
const uint MODE_FG_COLOR = 4u;
const uint MODE_FG_POWERLINE = 8u;
const uint MODE_FG_BLINK = 16u;
void main() {
float a;
switch (mode) {
case MODE_BG:
if ((mode & MODE_FG) == 0u) {
// Background
out_FragColor = color;
break;
}
if ((mode & MODE_FG_BLINK) != 0u && !blink_visible) {
discard;
}
if ((mode & MODE_FG_COLOR) != 0u) {
out_FragColor = texture(text_color, glyph_tex_coords);
return;
}
case MODE_FG:
case MODE_FG_CONSTRAINED:
case MODE_FG_POWERLINE:
a = texture(text, glyph_tex_coords).r;
float a = texture(text, glyph_tex_coords).r;
vec3 premult = color.rgb * color.a;
out_FragColor = vec4(premult.rgb*a, a);
break;
case MODE_FG_COLOR:
out_FragColor = texture(text_color, glyph_tex_coords);
break;
}
}

View File

@ -18,6 +18,7 @@ struct Uniforms {
float min_contrast;
ushort2 cursor_pos;
uchar4 cursor_color;
bool blink_visible;
};
//-------------------------------------------------------------------
@ -161,9 +162,10 @@ fragment float4 cell_bg_fragment(
enum CellTextMode : uint8_t {
MODE_TEXT = 1u,
MODE_TEXT_CONSTRAINED = 2u,
MODE_TEXT_COLOR = 3u,
MODE_TEXT_CURSOR = 4u,
MODE_TEXT_POWERLINE = 5u,
MODE_TEXT_COLOR = 4u,
MODE_TEXT_CURSOR = 8u,
MODE_TEXT_POWERLINE = 16u,
MODE_TEXT_BLINK = 32u,
};
struct CellTextVertexIn {
@ -257,7 +259,7 @@ vertex CellTextVertexOut cell_text_vertex(
// If we're constrained then we need to scale the glyph.
// We also always constrain colored glyphs since we should have
// their scaled cell size exactly correct.
if (in.mode == MODE_TEXT_CONSTRAINED || in.mode == MODE_TEXT_COLOR) {
if (in.mode & (MODE_TEXT_CONSTRAINED | MODE_TEXT_COLOR)) {
float max_width = uniforms.cell_size.x * in.constraint_width;
if (size.x > max_width) {
float new_y = size.y * (max_width / size.x);
@ -285,14 +287,14 @@ vertex CellTextVertexOut cell_text_vertex(
// since we want color glyphs to appear in their original color
// and Powerline glyphs to be unaffected (else parts of the line would
// have different colors as some parts are displayed via background colors).
if (uniforms.min_contrast > 1.0f && in.mode == MODE_TEXT) {
if (uniforms.min_contrast > 1.0f && !(in.mode & ~(MODE_TEXT | MODE_TEXT_BLINK))) {
float4 bg_color = float4(bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x]) / 255.0f;
out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color);
}
// If this cell is the cursor cell, then we need to change the color.
if (
in.mode != MODE_TEXT_CURSOR &&
!(in.mode & MODE_TEXT_CURSOR) &&
in.grid_pos.x == uniforms.cursor_pos.x &&
in.grid_pos.y == uniforms.cursor_pos.y
) {
@ -305,7 +307,8 @@ vertex CellTextVertexOut cell_text_vertex(
fragment float4 cell_text_fragment(
CellTextVertexOut in [[stage_in]],
texture2d<float> textureGrayscale [[texture(0)]],
texture2d<float> textureColor [[texture(1)]]
texture2d<float> textureColor [[texture(1)]],
constant Uniforms& uniforms [[buffer(1)]]
) {
constexpr sampler textureSampler(
coord::pixel,
@ -313,12 +316,13 @@ fragment float4 cell_text_fragment(
filter::nearest
);
switch (in.mode) {
default:
case MODE_TEXT_CURSOR:
case MODE_TEXT_CONSTRAINED:
case MODE_TEXT_POWERLINE:
case MODE_TEXT: {
if (in.mode & MODE_TEXT_COLOR) {
return textureColor.sample(textureSampler, in.tex_coord);
}
if (in.mode & MODE_TEXT_BLINK && !uniforms.blink_visible) {
discard_fragment();
}
// We premult the alpha to our whole color since our blend function
// uses One/OneMinusSourceAlpha to avoid blurry edges.
// We first premult our given color.
@ -329,12 +333,6 @@ fragment float4 cell_text_fragment(
premult = premult * a;
return premult;
}
case MODE_TEXT_COLOR: {
return textureColor.sample(textureSampler, in.tex_coord);
}
}
}
//-------------------------------------------------------------------
// Image Shader

View File

@ -4,11 +4,11 @@
// used to multiplex multiple render modes into a single shader.
//
// NOTE: this must be kept in sync with the fragment shader
const uint MODE_BG = 1u;
const uint MODE_FG = 2u;
const uint MODE_FG_CONSTRAINED = 3u;
const uint MODE_FG_COLOR = 7u;
const uint MODE_FG_POWERLINE = 15u;
const uint MODE_FG = 1u;
const uint MODE_FG_CONSTRAINED = 2u;
const uint MODE_FG_COLOR = 4u;
const uint MODE_FG_POWERLINE = 8u;
const uint MODE_FG_BLINK = 16u;
// The grid coordinates (x, y) where x < columns and y < rows
layout (location = 0) in vec2 grid_coord;
@ -170,8 +170,8 @@ void main() {
vec2 cell_size_scaled = cell_size;
cell_size_scaled.x = cell_size_scaled.x * grid_width;
switch (mode) {
case MODE_BG:
if ((mode & MODE_FG) == 0u) {
// Draw background
// If we're at the edge of the grid, we add our padding to the background
// to extend it. Note: grid_padding is top/right/bottom/left.
if (grid_coord.y == 0 && padding_vertical_top) {
@ -194,12 +194,7 @@ void main() {
gl_Position = projection * vec4(cell_pos, cell_z, 1.0);
color = color_in / 255.0;
break;
case MODE_FG:
case MODE_FG_CONSTRAINED:
case MODE_FG_COLOR:
case MODE_FG_POWERLINE:
} else {
vec2 glyph_offset_calc = glyph_offset;
// The glyph_offset.y is the y bearing, a y value that when added
@ -211,7 +206,7 @@ void main() {
// We also always constrain colored glyphs since we should have
// their scaled cell size exactly correct.
vec2 glyph_size_calc = glyph_size;
if (mode == MODE_FG_CONSTRAINED || mode == MODE_FG_COLOR) {
if ((mode & (MODE_FG_CONSTRAINED | MODE_FG_COLOR)) != 0u) {
if (glyph_size.x > cell_size_scaled.x) {
float new_y = glyph_size.y * (cell_size_scaled.x / glyph_size.x);
glyph_offset_calc.y = glyph_offset_calc.y + ((glyph_size.y - new_y) / 2);
@ -227,16 +222,10 @@ void main() {
// We need to convert our texture position and size to normalized
// device coordinates (0 to 1.0) by dividing by the size of the texture.
ivec2 text_size;
switch(mode) {
case MODE_FG_CONSTRAINED:
case MODE_FG_POWERLINE:
case MODE_FG:
text_size = textureSize(text, 0);
break;
case MODE_FG_COLOR:
if ((mode & MODE_FG_COLOR) != 0u) {
text_size = textureSize(text_color, 0);
break;
} else {
text_size = textureSize(text, 0);
}
vec2 glyph_tex_pos = glyph_pos / text_size;
vec2 glyph_tex_size = glyph_size / text_size;
@ -250,11 +239,10 @@ void main() {
// and Powerline glyphs to be unaffected (else parts of the line would
// have different colors as some parts are displayed via background colors).
vec4 color_final = color_in / 255.0;
if (min_contrast > 1.0 && mode == MODE_FG) {
if (min_contrast > 1.0 && (mode & ~(MODE_FG | MODE_FG_BLINK)) != 0u) {
vec4 bg_color = bg_color_in / 255.0;
color_final = contrasted_color(min_contrast, color_final, bg_color);
}
color = color_final;
break;
}
}