mirror of
https://github.com/ghostty-org/ghostty.git
synced 2025-07-14 15:56:13 +03:00
Grid supports sending partial cell updates to GPU
This commit is contained in:
368
src/Grid.zig
368
src/Grid.zig
@ -32,6 +32,10 @@ cells: std.ArrayListUnmanaged(GPUCell),
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/// accordingly.
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gl_cells_size: usize = 0,
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/// The last length of the cells that was written to the GPU. This is used to
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/// determine what data needs to be rewritten on the GPU.
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gl_cells_written: usize = 0,
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/// Shader program for cell rendering.
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program: gl.Program,
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vao: gl.VertexArray,
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@ -276,9 +280,14 @@ pub fn deinit(self: *Grid) void {
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self.* = undefined;
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}
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/// updateCells updates our GPU cells from the current terminal view.
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/// The updated cells will take effect on the next render.
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pub fn updateCells(self: *Grid, term: Terminal) !void {
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/// rebuildCells rebuilds all the GPU cells from our CPU state. This is a
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/// slow operation but ensures that the GPU state exactly matches the CPU state.
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/// In steady-state operation, we use some GPU tricks to send down stale data
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/// that is ignored. This accumulates more memory; rebuildCells clears it.
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///
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/// Note this doesn't have to typically be manually called. Internally,
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/// the renderer will do this when it needs more memory space.
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pub fn rebuildCells(self: *Grid, term: Terminal) !void {
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const t = trace(@src());
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defer t.end();
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@ -291,153 +300,49 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
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// * 3 for background modes and cursor and underlines
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// + 1 for cursor
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(term.screen.rows * term.screen.cols * 3) + 1,
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// * N for cache space for changes
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((term.screen.rows * term.screen.cols * 3) + 1) * 10,
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);
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// We've written no data to the GPU, refresh it all
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self.gl_cells_written = 0;
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// Build each cell
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var rowIter = term.screen.rowIterator(.viewport);
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var y: usize = 0;
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while (rowIter.next()) |line| {
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defer y += 1;
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for (line) |cell, x| {
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const BgFg = struct {
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/// Background is optional because in un-inverted mode
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/// it may just be equivalent to the default background in
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/// which case we do nothing to save on GPU render time.
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bg: ?terminal.color.RGB,
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/// Fg is always set to some color, though we may not render
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/// any fg if the cell is empty or has no attributes like
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/// underline.
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fg: terminal.color.RGB,
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};
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// The colors for the cell.
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const colors: BgFg = colors: {
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// If we have a selection, then we need to check if this
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// cell is selected.
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// TODO(perf): we can check in advance if selection is in
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// our viewport at all and not run this on every point.
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if (term.selection) |sel| {
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const screen_point = (terminal.point.Viewport{
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.x = x,
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.y = y,
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}).toScreen(&term.screen);
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// If we are selected, we our colors are just inverted fg/bg
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if (sel.contains(screen_point)) {
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break :colors BgFg{
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.bg = self.foreground,
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.fg = self.background,
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};
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}
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}
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const res: BgFg = if (cell.attrs.inverse == 0) .{
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// In normal mode, background and fg match the cell. We
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// un-optionalize the fg by defaulting to our fg color.
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.bg = cell.bg,
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.fg = cell.fg orelse self.foreground,
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} else .{
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// In inverted mode, the background MUST be set to something
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// (is never null) so it is either the fg or default fg. The
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// fg is either the bg or default background.
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.bg = cell.fg orelse self.foreground,
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.fg = cell.bg orelse self.background,
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};
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break :colors res;
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};
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// If the cell has a background, we always draw it.
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if (colors.bg) |rgb| {
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self.cells.appendAssumeCapacity(.{
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.mode = 1,
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.grid_z = 0,
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.glyph_x = 0,
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.glyph_y = 0,
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.glyph_width = 0,
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.glyph_height = 0,
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.glyph_offset_x = 0,
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.glyph_offset_y = 0,
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.fg_r = 0,
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.fg_g = 0,
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.fg_b = 0,
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.fg_a = 0,
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.bg_r = rgb.r,
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.bg_g = rgb.g,
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.bg_b = rgb.b,
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.bg_a = 0xFF,
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});
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}
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// If the cell is empty then we draw nothing in the box.
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if (!cell.empty()) {
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// Determine our glyph styling
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const style: font.Style = if (cell.attrs.bold == 1)
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.bold
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else
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.regular;
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// Get our glyph
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// TODO: if we add a glyph, I think we need to rerender the texture.
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const glyph = if (self.font_atlas.getGlyph(cell.char, style)) |glyph|
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glyph
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else glyph: {
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self.atlas_dirty = true;
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break :glyph try self.font_atlas.addGlyph(self.alloc, cell.char, style);
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};
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self.cells.appendAssumeCapacity(.{
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.mode = 2,
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.grid_z = 1,
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.glyph_x = glyph.atlas_x,
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.glyph_y = glyph.atlas_y,
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.glyph_width = glyph.width,
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.glyph_height = glyph.height,
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.glyph_offset_x = glyph.offset_x,
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.glyph_offset_y = glyph.offset_y,
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.fg_r = colors.fg.r,
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.fg_g = colors.fg.g,
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.fg_b = colors.fg.b,
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.fg_a = 255,
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.bg_r = 0,
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.bg_g = 0,
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.bg_b = 0,
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.bg_a = 0,
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});
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}
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if (cell.attrs.underline == 1) {
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self.cells.appendAssumeCapacity(.{
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.mode = 6, // underline
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.grid_z = 1,
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.glyph_x = 0,
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.glyph_y = 0,
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.glyph_width = 0,
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.glyph_height = 0,
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.glyph_offset_x = 0,
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.glyph_offset_y = 0,
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.fg_r = colors.fg.r,
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.fg_g = colors.fg.g,
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.fg_b = colors.fg.b,
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.fg_a = 255,
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.bg_r = 0,
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.bg_g = 0,
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.bg_b = 0,
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.bg_a = 0,
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});
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}
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}
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for (line) |cell, x| assert(try self.updateCell(term, cell, x, y));
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}
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// Draw the cursor
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// Add the cursor
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self.addCursor(term);
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}
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/// This should be called prior to render to finalize the cells and prepare
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/// for render. This performs tasks such as preparing the cursor, refreshing
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/// the cells if necessary, etc.
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pub fn finalizeCells(self: *Grid, term: Terminal) !void {
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// Add the cursor
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// TODO: only add cursor if it changed
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if (self.cells.items.len < self.cells.capacity)
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self.addCursor(term);
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// If we're out of space, rebuild
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if (self.cells.items.len == self.cells.capacity) {
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log.info("cell cache full, rebuilding from scratch", .{});
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try self.rebuildCells(term);
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}
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// If our atlas is dirty, we need to flush it
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if (self.atlas_dirty) {
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log.info("atlas dirty, flushing changes", .{});
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try self.flushAtlas();
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}
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}
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fn addCursor(self: *Grid, term: Terminal) void {
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// Add the cursor
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if (self.cursor_visible and term.screen.viewportIsBottom()) {
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self.cells.appendAssumeCapacity(.{
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.mode = @enumToInt(self.cursor_style),
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@ -458,6 +363,166 @@ pub fn updateCells(self: *Grid, term: Terminal) !void {
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}
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}
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/// Update a single cell. The bool returns whether the cell was updated
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/// or not. If the cell wasn't updated, a full refreshCells call is
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/// needed.
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pub fn updateCell(
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self: *Grid,
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term: Terminal,
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cell: terminal.Screen.Cell,
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x: usize,
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y: usize,
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) !bool {
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const t = trace(@src());
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defer t.end();
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const BgFg = struct {
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/// Background is optional because in un-inverted mode
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/// it may just be equivalent to the default background in
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/// which case we do nothing to save on GPU render time.
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bg: ?terminal.color.RGB,
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/// Fg is always set to some color, though we may not render
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/// any fg if the cell is empty or has no attributes like
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/// underline.
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fg: terminal.color.RGB,
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};
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// The colors for the cell.
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const colors: BgFg = colors: {
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// If we have a selection, then we need to check if this
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// cell is selected.
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// TODO(perf): we can check in advance if selection is in
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// our viewport at all and not run this on every point.
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if (term.selection) |sel| {
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const screen_point = (terminal.point.Viewport{
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.x = x,
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.y = y,
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}).toScreen(&term.screen);
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// If we are selected, we our colors are just inverted fg/bg
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if (sel.contains(screen_point)) {
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break :colors BgFg{
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.bg = self.foreground,
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.fg = self.background,
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};
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}
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}
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const res: BgFg = if (cell.attrs.inverse == 0) .{
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// In normal mode, background and fg match the cell. We
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// un-optionalize the fg by defaulting to our fg color.
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.bg = cell.bg,
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.fg = cell.fg orelse self.foreground,
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} else .{
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// In inverted mode, the background MUST be set to something
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// (is never null) so it is either the fg or default fg. The
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// fg is either the bg or default background.
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.bg = cell.fg orelse self.foreground,
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.fg = cell.bg orelse self.background,
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};
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break :colors res;
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};
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// Calculate the amount of space we need in the cells list.
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const needed = needed: {
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var i: usize = 0;
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if (colors.bg != null) i += 1;
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if (!cell.empty()) i += 1;
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if (cell.attrs.underline == 1) i += 1;
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break :needed i;
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};
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if (self.cells.items.len + needed > self.cells.capacity) return false;
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// If the cell has a background, we always draw it.
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if (colors.bg) |rgb| {
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self.cells.appendAssumeCapacity(.{
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.mode = 1,
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.grid_z = 0,
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.glyph_x = 0,
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.glyph_y = 0,
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.glyph_width = 0,
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.glyph_height = 0,
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.glyph_offset_x = 0,
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.glyph_offset_y = 0,
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.fg_r = 0,
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.fg_g = 0,
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.fg_b = 0,
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.fg_a = 0,
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.bg_r = rgb.r,
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.bg_g = rgb.g,
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.bg_b = rgb.b,
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.bg_a = 0xFF,
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});
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}
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// If the cell is empty then we draw nothing in the box.
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if (!cell.empty()) {
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// Determine our glyph styling
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const style: font.Style = if (cell.attrs.bold == 1)
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.bold
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else
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.regular;
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// Get our glyph
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// TODO: if we add a glyph, I think we need to rerender the texture.
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const glyph = if (self.font_atlas.getGlyph(cell.char, style)) |glyph|
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glyph
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else glyph: {
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self.atlas_dirty = true;
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break :glyph try self.font_atlas.addGlyph(self.alloc, cell.char, style);
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};
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self.cells.appendAssumeCapacity(.{
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.mode = 2,
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.grid_z = 1,
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.glyph_x = glyph.atlas_x,
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.glyph_y = glyph.atlas_y,
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.glyph_width = glyph.width,
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.glyph_height = glyph.height,
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.glyph_offset_x = glyph.offset_x,
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.glyph_offset_y = glyph.offset_y,
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.fg_r = colors.fg.r,
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.fg_g = colors.fg.g,
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.fg_b = colors.fg.b,
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.fg_a = 255,
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.bg_r = 0,
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.bg_g = 0,
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.bg_b = 0,
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.bg_a = 0,
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});
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}
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if (cell.attrs.underline == 1) {
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self.cells.appendAssumeCapacity(.{
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.mode = 6, // underline
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.grid_z = 1,
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.glyph_x = 0,
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.glyph_y = 0,
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.glyph_width = 0,
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.glyph_height = 0,
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.glyph_offset_x = 0,
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.glyph_offset_y = 0,
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.fg_r = colors.fg.r,
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.fg_g = colors.fg.g,
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.fg_b = colors.fg.b,
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.fg_a = 255,
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.bg_r = 0,
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.bg_g = 0,
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.bg_b = 0,
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.bg_a = 0,
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});
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}
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return true;
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}
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/// Set the screen size for rendering. This will update the projection
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/// used for the shader so that the scaling of the grid is correct.
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pub fn setScreenSize(self: *Grid, dim: ScreenSize) !void {
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@ -483,9 +548,7 @@ pub fn setScreenSize(self: *Grid, dim: ScreenSize) !void {
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}
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/// Updates the font texture atlas if it is dirty.
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pub fn flushAtlas(self: *Grid) !void {
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if (!self.atlas_dirty) return;
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fn flushAtlas(self: *Grid) !void {
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var texbind = try self.texture.bind(.@"2D");
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defer texbind.unbind();
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try texbind.subImage2D(
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@ -502,6 +565,8 @@ pub fn flushAtlas(self: *Grid) !void {
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self.atlas_dirty = false;
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}
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/// Render renders the current cell state. This will not modify any of
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/// the cells.
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pub fn render(self: *Grid) !void {
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const t = trace(@src());
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defer t.end();
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@ -536,12 +601,21 @@ pub fn render(self: *Grid) !void {
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@sizeOf(GPUCell) * self.cells.capacity,
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.StaticDraw,
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);
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self.gl_cells_size = self.cells.capacity;
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self.gl_cells_written = 0;
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}
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// We always set the data using subdata if possible to avoid reallocation
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// on the GPU.
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try binding.setSubData(0, self.cells.items);
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// If we have data to write to the GPU, send it.
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if (self.gl_cells_written < self.cells.items.len) {
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const data = self.cells.items[self.gl_cells_written..];
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//log.info("sending {} cells to GPU", .{data.len});
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try binding.setSubData(self.gl_cells_written * @sizeOf(GPUCell), data);
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self.gl_cells_written += data.len;
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assert(data.len > 0);
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assert(self.gl_cells_written <= self.cells.items.len);
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}
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// Bind our texture
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try gl.Texture.active(gl.c.GL_TEXTURE0);
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@ -970,13 +970,13 @@ fn renderTimerCallback(t: *libuv.Timer) void {
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gl.clearColor(gl_bg.r, gl_bg.g, gl_bg.b, gl_bg.a);
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gl.clear(gl.c.GL_COLOR_BUFFER_BIT | gl.c.GL_DEPTH_BUFFER_BIT);
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// Update the cells for drawing
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win.grid.updateCells(win.terminal) catch |err|
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log.err("error calling updateCells in render timer err={}", .{err});
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// For now, rebuild all cells
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win.grid.rebuildCells(win.terminal) catch |err|
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log.err("error calling rebuildCells in render timer err={}", .{err});
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// Update our texture if we have to
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win.grid.flushAtlas() catch |err|
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log.err("error calling flushAtlas in render timer err={}", .{err});
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// Finalize the cells prior to render
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win.grid.finalizeCells(win.terminal) catch |err|
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log.err("error calling updateCells in render timer err={}", .{err});
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// Render the grid
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win.grid.render() catch |err| {
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Block a user