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https://github.com/ghostty-org/ghostty.git
synced 2025-07-16 00:36:07 +03:00
renderer/metal: only delete values from the same array
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@ -24,6 +24,15 @@ pub const Key = enum {
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=> mtl_shaders.CellText,
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};
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}
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/// Returns true if the two keys share the same data array.
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fn sharedData(self: Key, other: Key) bool {
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return switch (self) {
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inline else => |self_tag| switch (other) {
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inline else => |other_tag| self_tag.CellType() == other_tag.CellType(),
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},
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};
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}
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};
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/// The contents of all the cells in the terminal.
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@ -256,7 +265,8 @@ pub const Contents = struct {
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var old_it = self.map[self.index(coord)].array.iterator();
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while (old_it.next()) |old_entry| {
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if (old_entry.value.set and
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old_entry.value.index == old_index)
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old_entry.value.index == old_index and
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entry.key.sharedData(old_entry.key))
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{
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old_entry.value.index = original_index;
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break;
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@ -410,6 +420,53 @@ test "Contents clear last added content" {
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try testing.expectEqual(cell1, c.get(.bg, .{ .x = 4, .y = 1 }).?);
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}
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test "Contents clear modifies same data array" {
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const testing = std.testing;
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const alloc = testing.allocator;
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const rows = 10;
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const cols = 10;
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var c = try Contents.init(alloc);
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try c.resize(alloc, .{ .rows = rows, .columns = cols });
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defer c.deinit(alloc);
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// Set some contents
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const cell1: mtl_shaders.CellBg = .{
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.mode = .rgb,
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.grid_pos = .{ 4, 1 },
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.cell_width = 1,
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.color = .{ 0, 0, 0, 1 },
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};
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const cell2: mtl_shaders.CellBg = .{
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.mode = .rgb,
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.grid_pos = .{ 4, 2 },
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.cell_width = 1,
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.color = .{ 0, 0, 0, 1 },
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};
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try c.set(alloc, .bg, cell1);
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try c.set(alloc, .bg, cell2);
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const fg1: mtl_shaders.CellText = text: {
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var cell: mtl_shaders.CellText = undefined;
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cell.grid_pos = .{ 4, 1 };
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break :text cell;
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};
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const fg2: mtl_shaders.CellText = text: {
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var cell: mtl_shaders.CellText = undefined;
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cell.grid_pos = .{ 4, 2 };
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break :text cell;
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};
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try c.set(alloc, .text, fg1);
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try c.set(alloc, .text, fg2);
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c.clear(1);
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// Should have all of row 2
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try testing.expectEqual(cell2, c.get(.bg, .{ .x = 4, .y = 2 }).?);
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try testing.expectEqual(fg2, c.get(.text, .{ .x = 4, .y = 2 }).?);
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}
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test "Contents.Map size" {
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// We want to be mindful of when this increases because it affects
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// renderer memory significantly.
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