Grid supports sending partial cell updates to GPU

This commit is contained in:
Mitchell Hashimoto
2022-08-19 12:54:07 -07:00
parent 4ca45936f7
commit 73e43b6e64
2 changed files with 227 additions and 153 deletions

View File

@ -32,6 +32,10 @@ cells: std.ArrayListUnmanaged(GPUCell),
/// accordingly. /// accordingly.
gl_cells_size: usize = 0, gl_cells_size: usize = 0,
/// The last length of the cells that was written to the GPU. This is used to
/// determine what data needs to be rewritten on the GPU.
gl_cells_written: usize = 0,
/// Shader program for cell rendering. /// Shader program for cell rendering.
program: gl.Program, program: gl.Program,
vao: gl.VertexArray, vao: gl.VertexArray,
@ -276,9 +280,14 @@ pub fn deinit(self: *Grid) void {
self.* = undefined; self.* = undefined;
} }
/// updateCells updates our GPU cells from the current terminal view. /// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
/// The updated cells will take effect on the next render. /// slow operation but ensures that the GPU state exactly matches the CPU state.
pub fn updateCells(self: *Grid, term: Terminal) !void { /// In steady-state operation, we use some GPU tricks to send down stale data
/// that is ignored. This accumulates more memory; rebuildCells clears it.
///
/// Note this doesn't have to typically be manually called. Internally,
/// the renderer will do this when it needs more memory space.
pub fn rebuildCells(self: *Grid, term: Terminal) !void {
const t = trace(@src()); const t = trace(@src());
defer t.end(); defer t.end();
@ -291,153 +300,49 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
// * 3 for background modes and cursor and underlines // * 3 for background modes and cursor and underlines
// + 1 for cursor // + 1 for cursor
(term.screen.rows * term.screen.cols * 3) + 1, // * N for cache space for changes
((term.screen.rows * term.screen.cols * 3) + 1) * 10,
); );
// We've written no data to the GPU, refresh it all
self.gl_cells_written = 0;
// Build each cell // Build each cell
var rowIter = term.screen.rowIterator(.viewport); var rowIter = term.screen.rowIterator(.viewport);
var y: usize = 0; var y: usize = 0;
while (rowIter.next()) |line| { while (rowIter.next()) |line| {
defer y += 1; defer y += 1;
for (line) |cell, x| assert(try self.updateCell(term, cell, x, y));
for (line) |cell, x| {
const BgFg = struct {
/// Background is optional because in un-inverted mode
/// it may just be equivalent to the default background in
/// which case we do nothing to save on GPU render time.
bg: ?terminal.color.RGB,
/// Fg is always set to some color, though we may not render
/// any fg if the cell is empty or has no attributes like
/// underline.
fg: terminal.color.RGB,
};
// The colors for the cell.
const colors: BgFg = colors: {
// If we have a selection, then we need to check if this
// cell is selected.
// TODO(perf): we can check in advance if selection is in
// our viewport at all and not run this on every point.
if (term.selection) |sel| {
const screen_point = (terminal.point.Viewport{
.x = x,
.y = y,
}).toScreen(&term.screen);
// If we are selected, we our colors are just inverted fg/bg
if (sel.contains(screen_point)) {
break :colors BgFg{
.bg = self.foreground,
.fg = self.background,
};
}
}
const res: BgFg = if (cell.attrs.inverse == 0) .{
// In normal mode, background and fg match the cell. We
// un-optionalize the fg by defaulting to our fg color.
.bg = cell.bg,
.fg = cell.fg orelse self.foreground,
} else .{
// In inverted mode, the background MUST be set to something
// (is never null) so it is either the fg or default fg. The
// fg is either the bg or default background.
.bg = cell.fg orelse self.foreground,
.fg = cell.bg orelse self.background,
};
break :colors res;
};
// If the cell has a background, we always draw it.
if (colors.bg) |rgb| {
self.cells.appendAssumeCapacity(.{
.mode = 1,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.grid_z = 0,
.glyph_x = 0,
.glyph_y = 0,
.glyph_width = 0,
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = 0,
.fg_g = 0,
.fg_b = 0,
.fg_a = 0,
.bg_r = rgb.r,
.bg_g = rgb.g,
.bg_b = rgb.b,
.bg_a = 0xFF,
});
}
// If the cell is empty then we draw nothing in the box.
if (!cell.empty()) {
// Determine our glyph styling
const style: font.Style = if (cell.attrs.bold == 1)
.bold
else
.regular;
// Get our glyph
// TODO: if we add a glyph, I think we need to rerender the texture.
const glyph = if (self.font_atlas.getGlyph(cell.char, style)) |glyph|
glyph
else glyph: {
self.atlas_dirty = true;
break :glyph try self.font_atlas.addGlyph(self.alloc, cell.char, style);
};
self.cells.appendAssumeCapacity(.{
.mode = 2,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.grid_z = 1,
.glyph_x = glyph.atlas_x,
.glyph_y = glyph.atlas_y,
.glyph_width = glyph.width,
.glyph_height = glyph.height,
.glyph_offset_x = glyph.offset_x,
.glyph_offset_y = glyph.offset_y,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = 255,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
});
}
if (cell.attrs.underline == 1) {
self.cells.appendAssumeCapacity(.{
.mode = 6, // underline
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.grid_z = 1,
.glyph_x = 0,
.glyph_y = 0,
.glyph_width = 0,
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = 255,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
});
}
}
} }
// Draw the cursor // Add the cursor
self.addCursor(term);
}
/// This should be called prior to render to finalize the cells and prepare
/// for render. This performs tasks such as preparing the cursor, refreshing
/// the cells if necessary, etc.
pub fn finalizeCells(self: *Grid, term: Terminal) !void {
// Add the cursor
// TODO: only add cursor if it changed
if (self.cells.items.len < self.cells.capacity)
self.addCursor(term);
// If we're out of space, rebuild
if (self.cells.items.len == self.cells.capacity) {
log.info("cell cache full, rebuilding from scratch", .{});
try self.rebuildCells(term);
}
// If our atlas is dirty, we need to flush it
if (self.atlas_dirty) {
log.info("atlas dirty, flushing changes", .{});
try self.flushAtlas();
}
}
fn addCursor(self: *Grid, term: Terminal) void {
// Add the cursor
if (self.cursor_visible and term.screen.viewportIsBottom()) { if (self.cursor_visible and term.screen.viewportIsBottom()) {
self.cells.appendAssumeCapacity(.{ self.cells.appendAssumeCapacity(.{
.mode = @enumToInt(self.cursor_style), .mode = @enumToInt(self.cursor_style),
@ -458,6 +363,166 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
} }
} }
/// Update a single cell. The bool returns whether the cell was updated
/// or not. If the cell wasn't updated, a full refreshCells call is
/// needed.
pub fn updateCell(
self: *Grid,
term: Terminal,
cell: terminal.Screen.Cell,
x: usize,
y: usize,
) !bool {
const t = trace(@src());
defer t.end();
const BgFg = struct {
/// Background is optional because in un-inverted mode
/// it may just be equivalent to the default background in
/// which case we do nothing to save on GPU render time.
bg: ?terminal.color.RGB,
/// Fg is always set to some color, though we may not render
/// any fg if the cell is empty or has no attributes like
/// underline.
fg: terminal.color.RGB,
};
// The colors for the cell.
const colors: BgFg = colors: {
// If we have a selection, then we need to check if this
// cell is selected.
// TODO(perf): we can check in advance if selection is in
// our viewport at all and not run this on every point.
if (term.selection) |sel| {
const screen_point = (terminal.point.Viewport{
.x = x,
.y = y,
}).toScreen(&term.screen);
// If we are selected, we our colors are just inverted fg/bg
if (sel.contains(screen_point)) {
break :colors BgFg{
.bg = self.foreground,
.fg = self.background,
};
}
}
const res: BgFg = if (cell.attrs.inverse == 0) .{
// In normal mode, background and fg match the cell. We
// un-optionalize the fg by defaulting to our fg color.
.bg = cell.bg,
.fg = cell.fg orelse self.foreground,
} else .{
// In inverted mode, the background MUST be set to something
// (is never null) so it is either the fg or default fg. The
// fg is either the bg or default background.
.bg = cell.fg orelse self.foreground,
.fg = cell.bg orelse self.background,
};
break :colors res;
};
// Calculate the amount of space we need in the cells list.
const needed = needed: {
var i: usize = 0;
if (colors.bg != null) i += 1;
if (!cell.empty()) i += 1;
if (cell.attrs.underline == 1) i += 1;
break :needed i;
};
if (self.cells.items.len + needed > self.cells.capacity) return false;
// If the cell has a background, we always draw it.
if (colors.bg) |rgb| {
self.cells.appendAssumeCapacity(.{
.mode = 1,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.grid_z = 0,
.glyph_x = 0,
.glyph_y = 0,
.glyph_width = 0,
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = 0,
.fg_g = 0,
.fg_b = 0,
.fg_a = 0,
.bg_r = rgb.r,
.bg_g = rgb.g,
.bg_b = rgb.b,
.bg_a = 0xFF,
});
}
// If the cell is empty then we draw nothing in the box.
if (!cell.empty()) {
// Determine our glyph styling
const style: font.Style = if (cell.attrs.bold == 1)
.bold
else
.regular;
// Get our glyph
// TODO: if we add a glyph, I think we need to rerender the texture.
const glyph = if (self.font_atlas.getGlyph(cell.char, style)) |glyph|
glyph
else glyph: {
self.atlas_dirty = true;
break :glyph try self.font_atlas.addGlyph(self.alloc, cell.char, style);
};
self.cells.appendAssumeCapacity(.{
.mode = 2,
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.grid_z = 1,
.glyph_x = glyph.atlas_x,
.glyph_y = glyph.atlas_y,
.glyph_width = glyph.width,
.glyph_height = glyph.height,
.glyph_offset_x = glyph.offset_x,
.glyph_offset_y = glyph.offset_y,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = 255,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
});
}
if (cell.attrs.underline == 1) {
self.cells.appendAssumeCapacity(.{
.mode = 6, // underline
.grid_col = @intCast(u16, x),
.grid_row = @intCast(u16, y),
.grid_z = 1,
.glyph_x = 0,
.glyph_y = 0,
.glyph_width = 0,
.glyph_height = 0,
.glyph_offset_x = 0,
.glyph_offset_y = 0,
.fg_r = colors.fg.r,
.fg_g = colors.fg.g,
.fg_b = colors.fg.b,
.fg_a = 255,
.bg_r = 0,
.bg_g = 0,
.bg_b = 0,
.bg_a = 0,
});
}
return true;
}
/// Set the screen size for rendering. This will update the projection /// Set the screen size for rendering. This will update the projection
/// used for the shader so that the scaling of the grid is correct. /// used for the shader so that the scaling of the grid is correct.
pub fn setScreenSize(self: *Grid, dim: ScreenSize) !void { pub fn setScreenSize(self: *Grid, dim: ScreenSize) !void {
@ -483,9 +548,7 @@ pub fn setScreenSize(self: *Grid, dim: ScreenSize) !void {
} }
/// Updates the font texture atlas if it is dirty. /// Updates the font texture atlas if it is dirty.
pub fn flushAtlas(self: *Grid) !void { fn flushAtlas(self: *Grid) !void {
if (!self.atlas_dirty) return;
var texbind = try self.texture.bind(.@"2D"); var texbind = try self.texture.bind(.@"2D");
defer texbind.unbind(); defer texbind.unbind();
try texbind.subImage2D( try texbind.subImage2D(
@ -502,6 +565,8 @@ pub fn flushAtlas(self: *Grid) !void {
self.atlas_dirty = false; self.atlas_dirty = false;
} }
/// Render renders the current cell state. This will not modify any of
/// the cells.
pub fn render(self: *Grid) !void { pub fn render(self: *Grid) !void {
const t = trace(@src()); const t = trace(@src());
defer t.end(); defer t.end();
@ -536,12 +601,21 @@ pub fn render(self: *Grid) !void {
@sizeOf(GPUCell) * self.cells.capacity, @sizeOf(GPUCell) * self.cells.capacity,
.StaticDraw, .StaticDraw,
); );
self.gl_cells_size = self.cells.capacity; self.gl_cells_size = self.cells.capacity;
self.gl_cells_written = 0;
} }
// We always set the data using subdata if possible to avoid reallocation // If we have data to write to the GPU, send it.
// on the GPU. if (self.gl_cells_written < self.cells.items.len) {
try binding.setSubData(0, self.cells.items); const data = self.cells.items[self.gl_cells_written..];
//log.info("sending {} cells to GPU", .{data.len});
try binding.setSubData(self.gl_cells_written * @sizeOf(GPUCell), data);
self.gl_cells_written += data.len;
assert(data.len > 0);
assert(self.gl_cells_written <= self.cells.items.len);
}
// Bind our texture // Bind our texture
try gl.Texture.active(gl.c.GL_TEXTURE0); try gl.Texture.active(gl.c.GL_TEXTURE0);

View File

@ -970,13 +970,13 @@ fn renderTimerCallback(t: *libuv.Timer) void {
gl.clearColor(gl_bg.r, gl_bg.g, gl_bg.b, gl_bg.a); gl.clearColor(gl_bg.r, gl_bg.g, gl_bg.b, gl_bg.a);
gl.clear(gl.c.GL_COLOR_BUFFER_BIT | gl.c.GL_DEPTH_BUFFER_BIT); gl.clear(gl.c.GL_COLOR_BUFFER_BIT | gl.c.GL_DEPTH_BUFFER_BIT);
// Update the cells for drawing // For now, rebuild all cells
win.grid.updateCells(win.terminal) catch |err| win.grid.rebuildCells(win.terminal) catch |err|
log.err("error calling updateCells in render timer err={}", .{err}); log.err("error calling rebuildCells in render timer err={}", .{err});
// Update our texture if we have to // Finalize the cells prior to render
win.grid.flushAtlas() catch |err| win.grid.finalizeCells(win.terminal) catch |err|
log.err("error calling flushAtlas in render timer err={}", .{err}); log.err("error calling updateCells in render timer err={}", .{err});
// Render the grid // Render the grid
win.grid.render() catch |err| { win.grid.render() catch |err| {