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https://github.com/ghostty-org/ghostty.git
synced 2025-07-15 16:26:08 +03:00
opengl: render bg in a separate pass
This commit is contained in:
@ -36,7 +36,9 @@ alloc: std.mem.Allocator,
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/// Current cell dimensions for this grid.
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/// Current cell dimensions for this grid.
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cell_size: renderer.CellSize,
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cell_size: renderer.CellSize,
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/// The current set of cells to render.
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/// The current set of cells to render. Each set of cells goes into
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/// a separate shader call.
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cells_bg: std.ArrayListUnmanaged(GPUCell),
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cells: std.ArrayListUnmanaged(GPUCell),
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cells: std.ArrayListUnmanaged(GPUCell),
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/// The LRU that stores our GPU cells cached by row IDs. This is used to
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/// The LRU that stores our GPU cells cached by row IDs. This is used to
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@ -280,6 +282,7 @@ pub fn init(alloc: Allocator, options: renderer.Options) !OpenGL {
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return OpenGL{
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return OpenGL{
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.alloc = alloc,
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.alloc = alloc,
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.cells_bg = .{},
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.cells = .{},
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.cells = .{},
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.cells_lru = CellsLRU.init(0),
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.cells_lru = CellsLRU.init(0),
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.cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height },
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.cell_size = .{ .width = metrics.cell_width, .height = metrics.cell_height },
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@ -316,6 +319,7 @@ pub fn deinit(self: *OpenGL) void {
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self.cells_lru.deinit(self.alloc);
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self.cells_lru.deinit(self.alloc);
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self.cells.deinit(self.alloc);
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self.cells.deinit(self.alloc);
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self.cells_bg.deinit(self.alloc);
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self.* = undefined;
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self.* = undefined;
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}
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}
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@ -650,6 +654,10 @@ pub fn rebuildCells(
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const t = trace(@src());
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const t = trace(@src());
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defer t.end();
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defer t.end();
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// Bg cells at most will need space for the visible screen size
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self.cells_bg.clearRetainingCapacity();
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try self.cells_bg.ensureTotalCapacity(self.alloc, screen.rows * screen.cols);
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// For now, we just ensure that we have enough cells for all the lines
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// For now, we just ensure that we have enough cells for all the lines
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// we have plus a full width. This is very likely too much but its
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// we have plus a full width. This is very likely too much but its
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// the probably close enough while guaranteeing no more allocations.
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// the probably close enough while guaranteeing no more allocations.
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@ -778,6 +786,12 @@ pub fn rebuildCells(
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cell.fg_a = 255;
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cell.fg_a = 255;
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self.cells.appendAssumeCapacity(cell.*);
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self.cells.appendAssumeCapacity(cell.*);
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}
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}
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// Some debug mode safety checks
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if (std.debug.runtime_safety) {
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for (self.cells_bg.items) |cell| assert(cell.mode == .bg);
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for (self.cells.items) |cell| assert(cell.mode != .bg);
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}
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}
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}
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fn addCursor(self: *OpenGL, screen: *terminal.Screen) void {
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fn addCursor(self: *OpenGL, screen: *terminal.Screen) void {
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@ -886,7 +900,7 @@ pub fn updateCell(
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if (colors.bg) |rgb| {
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if (colors.bg) |rgb| {
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var mode: GPUCellMode = .bg;
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var mode: GPUCellMode = .bg;
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self.cells.appendAssumeCapacity(.{
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self.cells_bg.appendAssumeCapacity(.{
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.mode = mode,
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.mode = mode,
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.grid_col = @intCast(u16, x),
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.grid_col = @intCast(u16, x),
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.grid_row = @intCast(u16, y),
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.grid_row = @intCast(u16, y),
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@ -1145,9 +1159,6 @@ pub fn draw(self: *OpenGL) !void {
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// If we have no cells to render, then we render nothing.
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// If we have no cells to render, then we render nothing.
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if (self.cells.items.len == 0) return;
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if (self.cells.items.len == 0) return;
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const pbind = try self.program.use();
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defer pbind.unbind();
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// Setup our VAO
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// Setup our VAO
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try self.vao.bind();
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try self.vao.bind();
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defer gl.VertexArray.unbind() catch null;
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defer gl.VertexArray.unbind() catch null;
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@ -1160,34 +1171,6 @@ pub fn draw(self: *OpenGL) !void {
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var binding = try self.vbo.bind(.ArrayBuffer);
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var binding = try self.vbo.bind(.ArrayBuffer);
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defer binding.unbind();
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defer binding.unbind();
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// Our allocated buffer on the GPU is smaller than our capacity.
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// We reallocate a new buffer with the full new capacity.
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if (self.gl_cells_size < self.cells.capacity) {
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log.info("reallocating GPU buffer old={} new={}", .{
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self.gl_cells_size,
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self.cells.capacity,
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});
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try binding.setDataNullManual(
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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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// 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 textures
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// Bind our textures
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try gl.Texture.active(gl.c.GL_TEXTURE0);
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try gl.Texture.active(gl.c.GL_TEXTURE0);
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var texbind = try self.texture.bind(.@"2D");
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var texbind = try self.texture.bind(.@"2D");
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@ -1197,10 +1180,59 @@ pub fn draw(self: *OpenGL) !void {
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var texbind1 = try self.texture_color.bind(.@"2D");
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var texbind1 = try self.texture_color.bind(.@"2D");
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defer texbind1.unbind();
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defer texbind1.unbind();
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// Pick our shader to use
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const pbind = try self.program.use();
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defer pbind.unbind();
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try self.drawCells(binding, self.cells_bg);
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try self.drawCells(binding, self.cells);
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}
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/// Loads some set of cell data into our buffer and issues a draw call.
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/// This expects all the OpenGL state to be setup.
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///
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/// Future: when we move to multiple shaders, this will go away and
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/// we'll have a draw call per-shader.
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fn drawCells(
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self: *OpenGL,
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binding: gl.Buffer.Binding,
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cells: std.ArrayListUnmanaged(GPUCell),
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) !void {
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// Todo: get rid of this completely
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self.gl_cells_written = 0;
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// Our allocated buffer on the GPU is smaller than our capacity.
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// We reallocate a new buffer with the full new capacity.
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if (self.gl_cells_size < cells.capacity) {
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log.info("reallocating GPU buffer old={} new={}", .{
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self.gl_cells_size,
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cells.capacity,
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});
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try binding.setDataNullManual(
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@sizeOf(GPUCell) * cells.capacity,
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.StaticDraw,
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);
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self.gl_cells_size = cells.capacity;
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self.gl_cells_written = 0;
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}
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// If we have data to write to the GPU, send it.
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if (self.gl_cells_written < cells.items.len) {
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const data = 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 <= cells.items.len);
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}
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try gl.drawElementsInstanced(
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try gl.drawElementsInstanced(
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gl.c.GL_TRIANGLES,
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gl.c.GL_TRIANGLES,
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6,
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6,
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gl.c.GL_UNSIGNED_BYTE,
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gl.c.GL_UNSIGNED_BYTE,
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self.cells.items.len,
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cells.items.len,
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);
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);
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}
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}
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